my 1st and will probably be my last post

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    so instead lets give it a huge cd so they r just unusable right? just take the damn cloaker outa the game then
     
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    Cloaker was never introduced as an end all be all of fleet combat.

    It was for specialised ships with specific niche role.

    1) Reconnaissance
    2) Astronaut killing
    3) Boarding "Targets of opportunity"
    4) Killing smaller Targets when they are ALONE

    Instead, you are here raving on about how bad the game is because you can no longer hide a ship the size of the Eiffel tower.

    Stop being ridiculous. No, there is no need to remove it from the game just because it no longer fits your playstyle of being able to wack someone with an invisible titan.

    Just as how I built an interceptor for the one niche role of killing cloaker, all ships using specialised equipment are only able to do what they are built to do well. It is idiotic for a cloaker to be able to simply click on their cloak button again as my scanner recharge... Or is that also "fair and balanced" in your eyes?
     
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    AHA, lier!
    You made 2 posts :p

    On the serious note, cloaking could use a drop of required power by around 10%
     
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    Didn't power supply already use twice as much power as it supplied?
    The power module I built the other day generated 1M power and was able to give only a third of that to the ship it was docked to.
     
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    they coulda use the cd feature with the scanner ezily u get scanned u get a cd on your cloak no instead they give it a general cd that screws over cloak ships horribly i'm pissed about the modular design cuz of the time i have now wasted putting it together i can get over that1 however screwing over cloak shit with a greneral cd is complete bs
     

    Criss

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    refitting a ship is 1 thing breaking a system that worked and was balanced is completely another.
    It was never balanced. In fact stealth modules needed a redesign in functionality above all other systems. Stealth ships generally consisted of minimal hull and are usually reduced to flying power conduits in order to make them actually function. That is not what stealth was meant to be.

    It is looking like the cool down is directly tied to the size of the ship. I experienced no cooldown that was longer then a few seconds while testing a small stealth ship on the dev servers before the patch launched.

    Trust me, I don't want to refit anything either, but if the entire game is to break tomorrow in lieu of a better system, so be it.
     
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    they coulda use the cd feature with the scanner ezily u get scanned u get a cd on your cloak no instead they give it a general cd that screws over cloak ships horribly i'm pissed about the modular design cuz of the time i have now wasted putting it together i can get over that1 however screwing over cloak shit with a greneral cd is complete bs

    I already said they could simply give a 3 second CD to cloaker when they fire, and 24 second CD if they are uncloaked.

    Then you said it wasn't fair.

    And it simulates most sci-fi quite well. I havent seen many movies where there aren't some gimmick to why a cloaker always expose themselves after firing.

    So no, I am still not convinced that the nerf is unreasonable. I think it was a necessity to stop them from being literally unkillable, and even then, GL finding them.
     
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    done here this is pointless wasting my time trying to talk on here have a nice day thanks for being like every other fucking game company and ruining yet another game i enjoyed playing btw i rarely play on multiplayer servers but when i do i have never not `1 damn time the whole time i played this game had 1 single problem in taking out a cloaked ship.
     
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    Hmm, how big is the beam group?
    1244 power supply modules in each group.

    Sitting in flight mode now, it looks like the system is only using around 750K of power. Not sure how I did not notice and tweak that. Also the estimate of how much power it was delivering is not a very accurate test, but rather an eyeballed guestimate. (This is the first power supply module I have ever built.)
     
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    A slightly better way to test is probably to press F on a power tank with cloaker.

    Fire beam at power bank to see how fast the number go up. Then stop power beam, and start cloak to empty the power bank. Repeat a few times to try and see if there are any consistencies.

    It is still eyeball unless you have a 2nd person in the tank, but with the top left gui, it is a bit better than pure eyeball.
     

    StormWing0

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    lol it isn't that bad. Now I don't have to worry about a ship the size of my planet coming out of nowhere and cloaking again before I can shoot it.

    Also they are trying to make a game not ruin it. If you want the game to be better provide some ideas and solutions to the various balancing issues the game has. The only people that think the game is getting ruined are the ones exploiting the game and stopped from doing so. That said sometimes the devs to make mistakes and need to be hit over the head with a book to let them know they did so. :P
     
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    lol it isn't that bad. Now I don't have to worry about a ship the size of my planet coming out of nowhere and cloaking again before I can shoot it.

    Also they are trying to make a game not ruin it. If you want the game to be better provide some ideas and solutions to the various balancing issues the game has. The only people that think the game is getting ruined are the ones exploiting the game and stopped from doing so. That said sometimes the devs to make mistakes and need to be hit over the head with a book to let them know they did so. :p
    He still thinks that a cloaker should be able to cloak a titan or something.

    He still thinks that a cloaker should beat a dedicated, non cloaking ship in a head on gunfight.

    Stuff it, a good analogy here might as well be he wants a B-29 to take on a Mig-31! AND WIN AS WELL!!!

    *For those who don't get it. The B-29 is a WWII-Korean war bomber. The Mig-31 was a cold war interceptor built to take down bombers that fly within a 100km radius of it....
     
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    StormWing0

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    While I have no issues with a larger ship perma-cloaking/jamming I say the more mass it has the longer the Cooldown should be on it when it gets decloaked. :)
     
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    While I have no issues with a larger ship perma-cloaking/jamming I say the more mass it has the longer the Cooldown should be on it when it gets decloaked. :)
    Fair enough.

    I still think there should be a point when cloaking is impractical or outright unfeasible. For balance, a cloaker throwing a 30 million damage missile is quite ridiculous.
     

    StormWing0

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    OK than adding damage to the list of things used to say how much power should be used by a cloaker or jammer could be done too and not just mass. :) The more mass and weapon damage you've got the more power you need. In the case of weapon damage being added to the equation it should only be a percentage of it due to how high it can get even with a small number of blocks. As for what the percentage should be I've got no idea.
     
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    For me the problem is everyone have the same tech as everybody else. F.E. i would like dedicated teach packs that added some bonuses to certain systems while harming other ones
     

    AtraUnam

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    Ok I'd like to be able to test it but apparently my system doesn't like the latest release so now there's too much lag to reliably test anything power related.
     
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    Make sure your not using advanced armor because as of the recent update they weigh like 5x more than before. However, what i really like with the update is that blocks such as motherboards weigh 10x lower, meaning now I can completely cover up my stealth ships :D