Perma cloaking impossible now? (2.5% over the chamber limit?)

    Joined
    Jun 28, 2013
    Messages
    33
    Reaction score
    21
    What the actual hell? This was possible in recent releases? Why not now?

    Cloak is useless without jamming so there’s no actual point to it at all now. And with a short time limit It’ll make a great (unreliable) escape device but will be useless other than that.

    Does cloaking even hide the radar spot? If not then why not...

    God this games development (and lack of clarity) infuriates me sometimes.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    I think you shouldn't be able to spot a cloaked ship.
    Instead you should be able to spot the trail it left with thrusters.

    Other games have a target-leading marker. you only miss when the ship changes movement direction.
    Such a marker which is extrapolated from trails could be replacing the real marker and be supressed by jamming.


    But unable to perma-jam-cloak will disable all klingon warbird-ships and the puddle jumpers from StarGate Atlantis.

    Do you mean just cloak-jam or full-strength cloak-jam?
     
    • Like
    Reactions: Dire Venom

    kiddan

    Cobalt-Blooded Bullet Mirror
    Joined
    May 12, 2014
    Messages
    1,131
    Reaction score
    358
    • Top Forum Contributor
    • Legacy Citizen 4
    • Purchased!
    This may be to balance stealth bombers, as you can now make much more powerful weapons at the expense of reload times as opposed to on-fire consumption.
     
    • Like
    Reactions: Nosajimiki and JinM

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    What the actual hell? This was possible in recent releases? Why not now?

    Cloak is useless without jamming so there’s no actual point to it at all now. And with a short time limit It’ll make a great (unreliable) escape device but will be useless other than that.

    Does cloaking even hide the radar spot? If not then why not...

    God this games development (and lack of clarity) infuriates me sometimes.
    *presses phantom "informative" button*

    I hadn't noticed that this is impossible now. That's not good. So much for covert ops. It would be fine if it took 100% chamber capacity to perma-cloakjam. In fact I think that would be the only fair way to do it. Making it impossible is weird.
     
    • Like
    Reactions: Dire Venom
    Joined
    Nov 20, 2013
    Messages
    190
    Reaction score
    80
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 10
    Last I checked, reaching exactly 100% RC = over cap and nothing works, so you need to leave some RC unused for the system to work.

    So, if 5% was shaved off of something in the tree, you'd be able to run permanent cloak + jam but with no way to make it stronger or have any other buffs. You'd also lack a jump drive if you're on a server that uses that setting. These downsides would be acceptable, though, since permacloakers have typically been highly specialized ships.
     
    • Like
    Reactions: Dire Venom
    Joined
    Feb 27, 2014
    Messages
    1,074
    Reaction score
    504
    • Purchased!
    • Legacy Citizen 4
    • Top Forum Contributor
    (y)(y)(y)(y)(y)(y)(y)(y)
    *Mashes agree button*

    To get perma cloak and Jam previously you had to give up everything, including decoration.

    This just seems to be a consaquence of forcing systems into the reactor -_- Just have it require 90% of your power draw or whatever when activated
     
    • Like
    Reactions: kiddan

    AtraUnam

    Maiden of crashes
    Joined
    Oct 15, 2013
    Messages
    1,121
    Reaction score
    868
    • Railman Gold
    • Competition Winner - Small Fleets
    • Wired for Logic Gold
    GG schine so little chamber points that we can't even fully speciaize in some single systems.
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    Last I checked, reaching exactly 100% RC = over cap and nothing works, so you need to leave some RC unused for the system to work.

    So, if 5% was shaved off of something in the tree, you'd be able to run permanent cloak + jam but with no way to make it stronger or have any other buffs. You'd also lack a jump drive if you're on a server that uses that setting. These downsides would be acceptable, though, since permacloakers have typically been highly specialized ships.
    *presses phantom "informative" button*
     
    Joined
    Aug 14, 2013
    Messages
    2,811
    Reaction score
    960
    • Councillor 3 Gold
    • Wired for Logic
    • Top Forum Contributor
    I tried to ask about this on the Saturday stream but my question was missed / ignored. I hope it's an oversight. If you just look at the numbers it they make perfect sense until you actually add them up. The Stealth Strength branch needs to start at 2.5 instead of 5 and increase by 2.5 per level like it does now to fix this.
     

    Lancake

    Head of Testing
    Joined
    Aug 20, 2013
    Messages
    794
    Reaction score
    560
    • Schine
    • Tester
    It appears that the Stealth Cloaker effect group does not have the jammer effect anymore. That change either got lost in a merge somewhere, or I never committed it to begin with. The jammer and cloaker chambers are supposed to be exclusive too. So that's 2 missing changes in the effect config and the block config.

    You're meant to reach 100% RC with a Strength 4 permanent stealth drive with cloak (that includes jammer, as cloak has no use without it).
     
    Joined
    Aug 14, 2013
    Messages
    2,811
    Reaction score
    960
    • Councillor 3 Gold
    • Wired for Logic
    • Top Forum Contributor
    It appears that the Stealth Cloaker effect group does not have the jammer effect anymore. That change either got lost in a merge somewhere, or I never committed it to begin with. The jammer and cloaker chambers are supposed to be exclusive too. So that's 2 missing changes in the effect config and the block config.

    You're meant to reach 100% RC with a Strength 4 permanent stealth drive with cloak (that includes jammer, as cloak has no use without it).
    Basically you don't need anti-lock on if you have radar jammer as the jammer does that already and you shouldn't need radar jammer if you have cloak?
     
    • Like
    Reactions: Dire Venom
    Joined
    Nov 20, 2013
    Messages
    190
    Reaction score
    80
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 10
    Lancake That is interesting; does that also mean that you're not supposed to be "Over Capacity" at exactly 100% RC usage?
     

    Lancake

    Head of Testing
    Joined
    Aug 20, 2013
    Messages
    794
    Reaction score
    560
    • Schine
    • Tester
    Lancake That is interesting; does that also mean that you're not supposed to be "Over Capacity" at exactly 100% RC usage?
    Correct, but most likely you're slightly over that amount as it only displays up till 100%. At first it showed the true value, but that led to some confusion where people didn't realize 100% is the max amount you can use.

    The colour grading on the bar was added after we capped it to 100%, so perhaps the max 100% displayed isn't needed anymore. Could simply add a tooltip to show the true value maybe, not everyone would run into it though.
    [doublepost=1517788959,1517788882][/doublepost]
    Basically you don't need anti-lock on if you have radar jammer as the jammer does that already and you shouldn't need radar jammer if you have cloak?
    Yes.
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    *pushes the phantom informative rating*
    (y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)(y)

    I don't like that a chamber which uses 5% RC is as big as a chamber which uses 50% RC. maybe that gets changed some day too?
     
    • Like
    Reactions: Dire Venom
    Joined
    Jun 28, 2013
    Messages
    33
    Reaction score
    21
    I know that chmbers allow you to have specialised benefits. What about specialised drawbacks that let you regain some of your chamber points?

    E.g. Your shields drop when you cloak and have to start recharging from 0% when you de-cloak.

    This could allow for highly specialised ships with very exploitable weaknesses.
     
    Joined
    Aug 14, 2013
    Messages
    2,811
    Reaction score
    960
    • Councillor 3 Gold
    • Wired for Logic
    • Top Forum Contributor
    I know that chmbers allow you to have specialised benefits. What about specialised drawbacks that let you regain some of your chamber points?

    E.g. Your shields drop when you cloak and have to start recharging from 0% when you de-cloak.

    This could allow for highly specialised ships with very exploitable weaknesses.
    That's a really good point. A lot of games that let you take perks also give you the ability to take negative attributions in order to get a few more points. I wonder what other negative attributes could be added to other chamber trees.
     
    Joined
    Jan 10, 2015
    Messages
    17
    Reaction score
    11
    • Purchased!
    • Legacy Citizen 5
    Bringing this thread back up since it's been a little over two weeks and I haven't been able to find any additional information regarding this issue.

    Long story short, I've tested this bug(?) numerous times in an attempt to find a work-around, but haven't made any progress. At present, it's impossible to perma-cloak while jamming, even though the RC used by the stealth module totals to exactly 100%. Is this going to be fixed soon? Is this intentional? Either way, all my stealth R&D has been frozen for a while now... :/

    Any information would be greatly appreciated.

    Cheers,
    Falcon One
     
    Joined
    Sep 14, 2017
    Messages
    666
    Reaction score
    928
    To get perma cloak and Jam previously you had to give up everything, including decoration.
    Not entirely true, if you were really smart about your use of lightweight materials, spaghetti reactors, and chain drive, you could make a perma-cloaker, perma-jammer, chain-drive recon ship that looked nice, but there was a specific size threshold at about 300 mass you had to hit to get the needed power to offset the the weight of everything. Below was one such example, but your actual point is still valid as this thing had no shields and could not support anything bigger than an anti-personnel weapon.

    upload_2018-2-27_14-28-47.png

    I know that chmbers allow you to have specialised benefits. What about specialised drawbacks that let you regain some of your chamber points?

    E.g. Your shields drop when you cloak and have to start recharging from 0% when you de-cloak.

    This could allow for highly specialised ships with very exploitable weaknesses.
    I really like this idea of treating chambers as more of a Merit/Flaw system. It gives players the"overclock" function a lot of people have been asking for so that RP can be treated more as a soft cap than a hard-cap. This could also be used to further push the "specialist" concept behind 2.0
     

    Attachments

    • Like
    Reactions: Dire Venom
    Joined
    Jul 30, 2017
    Messages
    192
    Reaction score
    203
    I know that chmbers allow you to have specialised benefits. What about specialised drawbacks that let you regain some of your chamber points?

    E.g. Your shields drop when you cloak and have to start recharging from 0% when you de-cloak.

    This could allow for highly specialised ships with very exploitable weaknesses.

    Oh god no, that's a little too much. Cloaking should be at least somewhat usable in combat, with the main cost of lacking better defensive effects.
    Simply having the cloak drop (but jammers remain on) whenever your ship or its turrets fire would be plenty sufficient and reasonable.
     
    • Like
    Reactions: PriZm
    Joined
    Jul 10, 2013
    Messages
    626
    Reaction score
    486
    • Community Content - Bronze 2
    • Purchased!
    • Legacy Citizen 7
    Bringing this thread back up since it's been a little over two weeks and I haven't been able to find any additional information regarding this issue.

    Long story short, I've tested this bug(?) numerous times in an attempt to find a work-around, but haven't made any progress. At present, it's impossible to perma-cloak while jamming, even though the RC used by the stealth module totals to exactly 100%. Is this going to be fixed soon? Is this intentional? Either way, all my stealth R&D has been frozen for a while now... :/

    Any information would be greatly appreciated.

    Cheers,
    Falcon One
    Did you actually read the thread ?
    It appears that the Stealth Cloaker effect group does not have the jammer effect anymore. That change either got lost in a merge somewhere, or I never committed it to begin with. The jammer and cloaker chambers are supposed to be exclusive too. So that's 2 missing changes in the effect config and the block config.

    You're meant to reach 100% RC with a Strength 4 permanent stealth drive with cloak (that includes jammer, as cloak has no use without it).
     
    • Like
    Reactions: JinM