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Proposal to make ground Omega Force set stealth module interesting again

kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
[No, I'm not a PVPer] The recent change that essentially turned the stealth module from essentially an enhanced battle cloak now down to a regular cloak pretty much killed my main reason for loving the set. But how about an alternative for this to work, just make the stealth last as long as you want it unless you toggle it off or do outgoing red alert triggering actions, almost like the tactical kit stealth does, except this doesn't give the damage buff.

I would have a good interest in it again if it lasted like a space cloak did, the damage resist would last it's usual time, but this would be great for providing non-tactical players a means of traveling around in areas without drawing unwanted attention, the stealth rating is still lower that the tactical version as well still if I recall correct, I think this would be balanced well enough for both pve and pvp! As the stealth is now, it's pretty much useless and the damage resist just doesn't make up for it, something needs to be done to regain some glory to this ability.
Post edited by Unknown User on

Comments

  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    The reason for the distortion field changes was because certain PvP players were using distortion field to hide sniper rifle and plasma grenade warning animations. A better fix distortion field would be to change the cloak so that activating a sniper shot, grenade attack, or similar only briefly breaks the stealth. Normal weapons fire, healing, and kit abilities should not break stealth at all; as they were never a problem in the first place.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • nickksimonnickksimon Member Posts: 2 Arc User
    edited December 2013
    It would be nice to use it again.
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    edited December 2013
    The reason for the distortion field changes was because certain PvP players were using distortion field to hide sniper rifle and plasma grenade warning animations. A better fix distortion field would be to change the cloak so that activating a sniper shot, grenade attack, or similar only briefly breaks the stealth. Normal weapons fire, healing, and kit abilities should not break stealth at all; as they were never a problem in the first place.

    Quite frankly I'm amazed if that's the only reason for this, I mean, seriously?! This is truly a case of "Learn to play!" if anyone is being bested by that of all things!
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    Quite frankly I'm amazed if that's the only reason for this, I mean, seriously?! This is truly a case of "Learn to play!" if anyone is being bested by that of all things!

    It was much more of a problem than you'd think. Players could use a large number of tactical buffs before throwing a plasma grenade. They could also use a large number of tactical buffs before using sniper shot. Both of these things would mask the warning animation, which is part of the high damage abilities, players must have time to dodge such attacks. Distortion Field was allowing tactical officer players the ability to kill other players at long range with no method of detection. While it was unfortunate that Cryptic was too heavy handed in this issue, I am glad they fixed the exploit. Eventually, I hope they change the ability, allowing players to keep the stealth when using standard attacks/healing.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    edited December 2013
    It was much more of a problem than you'd think. Players could use a large number of tactical buffs before throwing a plasma grenade. They could also use a large number of tactical buffs before using sniper shot. Both of these things would mask the warning animation, which is part of the high damage abilities, players must have time to dodge such attacks. Distortion Field was allowing tactical officer players the ability to kill other players at long range with no method of detection. While it was unfortunate that Cryptic was too heavy handed in this issue, I am glad they fixed the exploit. Eventually, I hope they change the ability, allowing players to keep the stealth when using standard attacks/healing.

    I'm still skeptic of it, but if they could make standard things not break it, then I'd say very well to it. But on the other hand, it would still be nice to have the additional ability for this stealth to last like a regular space cloak until entering combat.

    It could work like this, for the first 15 seconds, it will last while in combat, with the limitations above you mention, but after that it will terminate if you are still in combat, but if you aren't in combat once the time passes, you will remain in stealth until you do either get attacked or attack/enter red alert or toggle it off. I think this would be perfect.
  • nulonunulonu Member Posts: 507 Arc User
    edited December 2013
    nickksimon wrote: »
    It would be nice to use it again.



    No offense nick, but you're one of the worst offenders of cloak exploiting whether it was double cloak virus running(fixed)double cloak stacking(fixed)distortion field animation bug exploiting(fixed). You've got a great resource in Brandt and buccaneer to help you improve your gameplay. I'm sure you're fleeties would be happy to help you.

    OT, The comparison to enhanced battle cloak would only work if enhanced battle cloak never dropped the cloak and the torpedoes you fired were invisible. Imagine the rage if some set introduced a bug like that in space! :P. Distortion field was clearly meant to be a defensive power which is now in line with every other set clickable power on the ground from Jem'hadar set to the new Dyson set. It gives a good amount of resistance that persists when the stealth portion drops not to mention the passive crit chance and severity bonus the set provides. I have around 24% chance and 94% severity on my characters that use it. It's obvious that no weapon was designed to be fired from cloak, hence all the animation bugs introduced when this set came out. You'll just have to get used to the fix and get out of the mindset that distortion field is an offensive power when it obviously wasn't meant to be.
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