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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Changes to Cloaks/visibility
All of the cloaking numbers are a little less than they were before. On the other hand, sunlight is doubly cloaked, so you may be slightly more detectable in galaxies without a bright sun, but you will be significantly less visible in galaxies with a bright sun.

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Thu Jan 14, 2010 3:22 am
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Team: Eminence Back
Main: t-master
Level: 2037
Class: Shield Monkey

Joined: Sat May 17, 2008 2:12 pm
Post Re: Changes to Cloaks/visibility
that totally makes sense... being less visible in a galaxy with a sun than in a galaxy without one :roll:


Thu Jan 14, 2010 3:41 am
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Site Admin / Dev Team
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Changes to Cloaks/visibility
...so you may be slightly more detectable in galaxies without a bright sun [than you currently are], but you will be significantly less visible in galaxies with a bright sun [than you currently are].

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Thu Jan 14, 2010 6:23 am
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Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: Changes to Cloaks/visibility
Can't test really on test - far too laggy (not framerate wise) for me (I don't know why; live works fine).

It's good that I can now move more safely closer to suns - can't test in my favouite DGs as mentioned above to compare yet so.

T20 bana cloak - UrQa KoQuii Qa - finally I can sacrifice it as commod to my alt for cloaking 20 as I can switch to the Unholy Darkness, now it fits finally its tech.

Shrouding Channeler will definitely loose his "Prime Diva" being for Seers; It fits now much better its tech, two things for that:
- Seers should get a high tech version of it
- It should be much smaller in size, especially if you compare it to the T10 bana cloak

Titan(+) cloaks ... I wonder what you did to the Bule Obs. cloaks; I hope you balanced them against each other.

Engine vis - YES! - good work on that; I can now use more advanced tactics on approaching now, which makes the life as Seer more fun.

I need to test all that in DGs ofc to really say something about it ... for sure its getting interesting.


Thu Jan 14, 2010 7:19 am
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Team: Silent Death
Main: Pietro-2.0
Level: 16
Class: None

Joined: Mon Jul 30, 2007 9:42 pm
Post Re: Changes to Cloaks/visibility
Thanks Jeff!

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Thu Jan 14, 2010 7:53 am
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Team: The Forgotten Colonies
Main: Mikkel
Level: 1609
Class: Engineer

Joined: Mon Aug 10, 2009 3:59 pm
Post Re: Changes to Cloaks/visibility
JeffL wrote:
you may be slightly more detectable in galaxies without a bright sun

that makes..no sense..."its dark in here, so by comparison or something you are more visible!" eh? wtf?

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Thu Jan 14, 2010 8:21 am
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Team: Resurgence
Main: Kitty
Level: 1540
Class: Speed Demon

Joined: Sun Jun 08, 2008 10:39 pm
Post Re: Changes to Cloaks/visibility
Due to current replies i assume this means the inbuilt cloak for the juju will not be updated? IF not please do one thing for it, make it unequipable. have it unable to be removed from the ship itself but have it so we Snipers can use another cloak. atm i cannot hide from ANYTHING in the Juju unless i sacrifice yet another aug to stealth. i tried some MF reavers and they easily saw me from 200 away when usually it's only 20 away an increase of ten times.


Thu Jan 14, 2010 8:26 am
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Team: Aidelon
Main: Diabolus
Level: 1941
Class: Berserker

Joined: Wed Feb 13, 2008 9:25 am
Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
Post Re: Changes to Cloaks/visibility
JeffL wrote:
On the other hand, sunlight is doubly cloaked, so you may be slightly more detectable in galaxies without a bright sun, but you will be significantly less visible in galaxies with a bright sun.



This of course, is nice.

But are the cloaks still going to be balanced properly?

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Thu Jan 14, 2010 9:06 am
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Team: Death Mental
Main: ashta the 2nd
Level: 2942
Class: Berserker

Joined: Tue May 31, 2005 3:00 pm
Post Re: Changes to Cloaks/visibility
The main issues here were not dealt with at all, you nerf the stealth classes (sniper and seer) when they should be getting a beef to their specialised radars if anything as they are underpowered since the rebalance...still... Yet on the other hand you leave SD's perfectly capable of being as low vis as snipers. I actually tested this update and i think it needs work before you put it in.

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Thu Jan 14, 2010 10:27 am
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post Re: Changes to Cloaks/visibility
Side note: we're considering making built-in items usable even if you don't have the tech requirement for them. So the lvl 16 cloak that is built in will be usable even if you don't have lvl 16 cloaking, that way we can still balance it using the balance sheets but not make it so people can no longer use their ship. Is there any instance where this would not be good? (Reavers come to mind?)


Thu Jan 14, 2010 10:50 am
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Level: 20
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Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Changes to Cloaks/visibility
That would be awesome...i did not get cloaking beyond 10 on my sniper for the simple fact that with the juju, it would be a waste of SP. I read this and was like "WtF?".

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Thu Jan 14, 2010 10:59 am
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Team: Zephyr
Main: Ruin
Level: 2782
Class: Speed Demon

Joined: Wed Jan 03, 2007 9:16 pm
Location: Scotland
Post Re: Changes to Cloaks/visibility
Primal Panther Darkness has increased in size by a third, from 30 hull to 40 hull. I know its only 10 hull space on paper but its still quite a large increase given its for a light fighter and the fact most panther gear is small. Was this intentional?

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Thu Jan 14, 2010 11:09 am
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Team: Strawberry Pancakes
Main: Turbinia
Level: 3112
Class: Speed Demon

Joined: Sat Sep 08, 2007 2:32 pm
Post Re: Changes to Cloaks/visibility
from my test, stealth classes where about the same (ones that use stealth augs) stealthy SDs and classes that used stealth without augs now are very much not stealth. One of the issues i see is there are things that have 100 vis, which is absolutely unusable on any stealth setup, but then you go and have 1000, which is pointless really as 100 would be enough to make it unusable. There is very little gear that is actually "stealth" and everything else is so ridiculously high vis it has no application anywhere in vis.

I would like a see a compression of all the vis stats on items so that there is more a gradual jump up to visible items. so you can choose for more performance without sacrificing all your stealth when you decide you don't want to use a basil sheath but would like to use an undeadstop. I find it odd that at 20 vis (which is low for shields) undeadstop is essentially unusable in stealth and only 0 vis gear will actually do me any good.

hmm dunno if that all made sense there, but i tried. As far as cloaks go, anything that relied on a cloak to be stealthy before (SDs) is not stealth at all, and only people augged and classed for stealth are stealthy.


Thu Jan 14, 2010 11:12 am
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Main: norrath
Level: 1806
Class: Seer

Joined: Mon Aug 27, 2007 12:28 pm
Location: in my secret lair planing the downfall of mankind
Post Re: Changes to Cloaks/visibility
The idea of visibility cloaking is good and all but this comes off as another attempted nerf to non-stealth class' that ends up screwing over the actual stealth class'.

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Thu Jan 14, 2010 11:27 am
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Team: UnderDawgs
Main: Myth
Level: 1939
Class: Speed Demon

Joined: Fri Feb 24, 2006 1:23 pm
Post Re: Changes to Cloaks/visibility
since u r trying 2 fix cloaks why not fix radars while ur at it ^^

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Thu Jan 14, 2010 11:32 am
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