Infiltrator Cloak Bug
#1
Posted December 15 2013 - 03:58 AM
How do you fellow infiltrator players feel about some bugs that may still be around if there are more please mention them.
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#2
Posted December 15 2013 - 04:17 AM
(I'm quite sure the lock-on thing was intended.)
Edited by DerMax, December 15 2013 - 04:17 AM.
#3
Posted December 15 2013 - 04:23 AM
#5
Posted December 15 2013 - 05:44 AM
#6
Posted December 15 2013 - 06:14 AM
DerMax, on December 15 2013 - 04:17 AM, said:
(I'm quite sure the lock-on thing was intended.)
This^^, the radar thing is really pissing me off; it ruins many of my strategies.
On the easyfires side; I dont know whats the fever of making them even easier.
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#7
Posted December 15 2013 - 06:28 AM
Edited by Requiem132, December 15 2013 - 07:54 AM.
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#8
Posted December 15 2013 - 11:55 AM
hendman, on December 15 2013 - 05:44 AM, said:
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#9
Posted December 15 2013 - 12:21 PM
Infils have to burn fuel (a critical resource) to maintain stealth, while Pred must greatly limit its mobility and can be knocked out of it very easily. Those are drawback enough. Don't need lock-on vulnerability and radar pings on top of that, since they just defeat a lot of the purpose behind cloaking.
Edited by MechCraft, December 15 2013 - 12:28 PM.
#10
Posted December 15 2013 - 12:23 PM
Cruzxavier, on December 15 2013 - 04:23 AM, said:
Hell yes it should. We trade fuel for being off radar, the only other abilities that give negative properties is turret mode (and potentially Preds stealth but that can be debated), turret mode... nuff said. I would rather have increased walking speed instead of increased boosting speed or even no increase at all like before, I have no idea why they had to add multiple effects on a single ability.
Edited by Sylhiri, December 15 2013 - 12:24 PM.
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#12
Posted December 16 2013 - 02:41 PM
Personally I don't think hellfires should lock onto cloaked mechs at all and going stealth should break existing locks.
Edited by dEd101, December 16 2013 - 02:41 PM.
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#13
Posted December 16 2013 - 04:11 PM
Edited by Silk_Sk, December 16 2013 - 04:11 PM.
#14
Posted December 19 2013 - 05:52 AM
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DaPheel, on October 26 2013 - 01:05 AM, said:
#15
Posted December 19 2013 - 01:29 PM
ropefish, on December 19 2013 - 05:52 AM, said:
In all seriousness, this needs to get fixed, seekers and skillfires should not be able to lock onto a cloaked mech.
#16
Posted December 20 2013 - 03:22 AM
VYR3, on December 19 2013 - 01:29 PM, said:
In all seriousness, this needs to get fixed, seekers and skillfires should not be able to lock onto a cloaked mech.
Why not_ The cloak just makes you harder to see, it doesn't render you invisible. It's basically just a radar jammer that also bends the light around the mech. But you can still visually see it if it stands in front of you. Every mech ability has a disadvantage, this along with the fuel consumption in yours.
Besides, as far as i know no other mech can spot you this way, so it's not that big a disadvantage. Certainly not compared to how easy it is for EVERY mech to kill a heavy from behind while it's in turret mode.
#17
Posted December 20 2013 - 11:17 AM
#18
Posted December 20 2013 - 11:29 AM
Thorgald, on December 20 2013 - 03:22 AM, said:
Most abilities, turrets aside, have no disadvantages.
Other than turrets, Infil's cloak is the only ability with a disadvantage as bad as fuel consumption. It gets cancelled if you A: fire your weapon, or B: run out of fuel, even if you had only a half-second of cloak, and for both the cooldown is reset regardless of how long you used it. On top of this, if you're thrown into an engagement, whether by your hand or not, that it uses fuel means you may not even have fuel to dodge, boost, or jump. In such a case, you may as well just shoot while standing still. No other non-turret ability has such penalizing disadvantages.
Disadvantages of other mech abilities (not including turret modes):
Scout: none
Berserker: none
Technician: increased heat buildup maybe_
Reaper: none
Sharpshooter: none
Raider: none
Predator: shooting or boosting temporarily disables cloak, getting shot disables cloak and resets cooldown
Bruiser: none
Assault/CR-T: none
#19
Posted December 24 2013 - 11:32 PM
For Infiltrators, I stopped using it the first day I tried it a few weeks ago because I'd be seen right away after firing and die almost immediately. Maybe I need to put more points into armor or movement, or I suck at it. I've seen people in Infiltrators survive so many hits and get lots of kills. But one thing I'm not sure about is some Infiltrators will fire on me and I see the EOC and bullets coming at me but I don't see any mech or radar for several seconds. I thought maybe I wasn't pointed in the right direction and maybe they were hiding behind a wall to block radar but this has happened in open areas of the map. This seems to happen with Infiltrator players with high scores. Is this some kind of bug_ Or is there a delay with losing cloak after firing_ I never had a delay when trying Infiltrator.
Edited by SuperTeddyBear, December 24 2013 - 11:33 PM.
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