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Stealth rework 
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Joined: Wed Jul 27, 2011 11:56 am
Posts: 6
Post Stealth rework
I've got an idea for the stealth.

  • The invisibility lasts 20 sec.
  • It reloads standing still.
  • Knife is more powerful, something like 90 hp if target is fully hit.
  • The class can't pickup.
  • The armor should be -20, -25, so when he's spotted, he should be almost dead.
  • Faster return to invisibility when he shots.
  • No ability to buy the plasma cannon.
  • He must be visible to use the knife.
  • Turrets can't see him invisible, when he turns visible they will see him after 2 or 3 sec.

Templates are for nubs.

EDIT: Maybe a machine gun?


Last edited by Nexus on Wed Jul 27, 2011 1:38 pm, edited 1 time in total.



Wed Jul 27, 2011 12:06 pm
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Stealth rework
... I don't know. This sounds like it'd make stealth even weaker than it is.


Wed Jul 27, 2011 12:17 pm
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Joined: Tue Nov 23, 2010 2:04 pm
Posts: 645
Location: Serbia
Post Re: Stealth rework
The only thing I like about this is the inability of buying a plasma cannon. In general, unballanced. Weak (armor nerf, too short invisibility time) yet very strong (90 hp per slash is too strong). Consider this situation:
If people are preparing to stealth in an enemy base with an ion/nuke beacon, it will take them 20 seconds to arrive to the enemy base. If they stealth through the mid-field to avoid combat, this is way too short, considering the stealth only regenerates by standing still and being visible while the he has an even weaker armor and inability to protect himself with a powerful weapon. The only option is to chase people with a knife and get machinegunned in 0.97 seconds to death... and if he survives and kills the machinegunner with his insanely OP knife, he won't be able to pick up the machine gun, which means any smg guy can carry on the dead machinegunner's legacy and kill the stealth who managed to regenerate only 5 seconds of his invisibility.
So much for planting a beacon., he won't be able to pick up the machine gun, which means any smg guy can carry on the dead machinegunner's legacy and kill the stealth who managed to regenerate only 5 seconds of his invisibility.
So much for planting a beacon.


Mon Aug 08, 2011 12:33 am
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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
Post Re: Stealth rework
I say leave the class as it is, but reduce the maximum cloak time to 60 seconds, make it recharge 2 stealth ammo/second and make it cloak/uncloak faster to hide/run on short notice.

However, stealth charge gained from backpacks would be halved.


Mon Aug 08, 2011 4:09 am
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Joined: Tue Nov 23, 2010 2:04 pm
Posts: 645
Location: Serbia
Post Re: Stealth rework
I'd leave the way it is now. Reducing stealth time can be considered as a nerf, because in the enemy base when you run out of time, stealth regeneration chances are low. Especially when you plant a beacon you need some more time to protect it while being stealth, time left is not enough. You waste 20 seconds just to arrive in front of the enemy base. I'd say enough nerfing.
EDIT: My phone is derping on this forum, excuse me.


Last edited by Konda on Mon Aug 08, 2011 12:11 pm, edited 1 time in total.



Mon Aug 08, 2011 12:07 pm
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Stealth rework
Sending this down. Stealth does need rework but this is not the way to do it.


Mon Aug 08, 2011 12:07 pm
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