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Development Notice: Changes to Light Cloaking Device

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Development Notice: Changes to Light Cloaking Device
Offline Antonio
12-11-2016, 03:51 PM,
#1
PvP = RP
Posts: 3,191
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Changes to Light Cloaking Device




We're altering the following:

-Cargo limitation increased from 120 to 480
-Battery consumption halved from 8 to 4 per second
-Charge time increased from 3 seconds to 10 seconds

The changes will hit after the next server restart.
Edit: Nomad & Nomad Hybrid light cloaks only got their cargo limit increased to 480 since the other two stats are fine already.




Hello. We're changing the Light Cloak mechanic a bit to open it up for new ship classes and adjust the stats accordingly. Basically, all fighters, bombers, gunboats and freighters below the cargo limit cap will be able to mount it from this point onwards. Because of how low the cargo limitation was, some fighters (read: all super heavy fighters) couldn't mount it or any cloak at all, making them neglected in that area. Gunboats are getting access to it as a result of the gunboat/cruiser cloak (Mk2) taking 200 cargo space, which made them sacrifice ther capital armor upgrade for an universal one and significantly reduce their PvP potential. On top of that, they are far less efficient at utilizing it than the cruisers. Oh and you can still use the mk2 version if you really want to, we're not taking that away. Freighters below the cap are getting it because of cargo they sacrifice compared to others, so we're giving them something in return.

As for the halved battery consumption, it means the cloak has double the duration than before. Together with increased charge time (let's be honest, 3 seconds was a joke) they are a result of balancing towards the new ship classes that can use them (a gunboat wouldn't make much use of a 2 minute cloak, and you don't want it to cloak away in 3 seconds) as well as the current ones, such as fighters being able to escape a fight in 99% cases with 0 effort. The charge time is still less than any shield rebuild time mentioned classes use, so you're still not giving anything away that you're charging the thing.

That's all, feedback below.

[Image: BMdBL0j.png]
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Offline sindroms
12-11-2016, 03:54 PM,
#2
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

The server will be restarted in a moment to apply these changes.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Shelco
12-11-2016, 03:55 PM,
#3
Rheinland Damage Control
Posts: 2,186
Threads: 219
Joined: Nov 2015

Good change, I like it.

[Image: aQKeM98.png]
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Offline Emperor Tekagi
12-11-2016, 03:57 PM,
#4
Niemann's legacy
Posts: 2,852
Threads: 267
Joined: Jun 2015

Approved. Just great.
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Offline PRJKTLRD
12-11-2016, 04:02 PM, (This post was last modified: 12-11-2016, 04:03 PM by PRJKTLRD.)
#5
The Commune Overlord
Posts: 1,227
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Joined: Feb 2011

Antonio Wrote:-Charge time increased from 3 seconds to 10 seconds

Did you disable CD disruption? Because:

Antonio Wrote:Together with increased charge time (let's be honest, 3 seconds was a joke)

- is not true. Simply because, and I will take example from my own experience, you couldn't cloak away because CD can disable your charge up. You are a developer and I don't need to remind you how quickly you can spam CD. And believe me, I'd die a lot more to CD spam than to the guns.

if you didn't disable this, and you do not plan to disable this, how do you plan to solve this issue? Do you plan to put Cloaking Devices/Cloak Disruptors on specific hardpoints that will not use CM hardpoint?
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Offline Shaggy
12-11-2016, 04:03 PM,
#6
#BlameShaggy
Posts: 2,073
Threads: 157
Joined: Oct 2011

This sounds promising, I like it.
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Offline Kauket
12-11-2016, 04:03 PM,
#7
Dark Lord of the Birbs
Posts: 6,562
Threads: 506
Joined: Nov 2014
Staff roles:
Art Developer

(12-11-2016, 04:02 PM)Projekt Lerdi Wrote:
Antonio Wrote:-Charge time increased from 3 seconds to 10 seconds

Did you disable CD disruption? Because:

Antonio Wrote:Together with increased charge time (let's be honest, 3 seconds was a joke)

- is not true. Simply because, and I will take example from my own experience, you couldn't cloak away because CD can disable your charge up. You are a developer and I don't need to remind you how quickly you can spam CD. And believe me, I'd die a lot more to CD spam than to the guns.

if you didn't disable this, and you do not plan to disable this, how do you plan to solve this issue? Do you plan to put Cloaking Devices/Cloak Disruptors on specific hardpoints that will not use CM hardpoint?

guess what

cds are finite
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Offline Skorak
12-11-2016, 04:05 PM,
#8
3x Custom User Title
Posts: 4,422
Threads: 503
Joined: Mar 2008

I always called the 3 second recharge my "Get out of the combat free card" because that's what it was. No CDs in the world can keep you from running unless you were super unlucky and already basically dead.

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[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
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Offline eigos
12-11-2016, 04:07 PM,
#9
3D Artificer (Ex-Gold)
Posts: 647
Threads: 54
Joined: Jan 2012

@Antonio , you sexy beast *slaps his ass*

Super good change, thumbs up!

Special promotion on cloaks. Made In Donesia.
[Image: cloak_price.png]
*We claim no responsibility for any kind of damage or sudden explosion that might occur from proper use of this product.
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Offline Sombs
12-11-2016, 04:09 PM,
#10
Three orange cats in a mech
Posts: 6,806
Threads: 502
Joined: Feb 2014

I even managed to run away from ongoing battles using a gunboat. You just have to play your cards right. Smile




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