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[quote="Frank_Stein"I can confirm that they indeed deactivate if placed in the pocket. You need to keep it in hand for it to work.[/quote]
I had it the other day and was able to run around with it on in my pocket.
Did they seriously nerf it again? Jesus nerf everything please I found that everything is somewhat OP and I for one am somewhat tired of it.
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Ed Venture Wrote:Did they seriously nerf it again? Jesus nerf everything please I found that everything is somewhat OP and I for one am somewhat tired of it.
Please explain why the premise of fixing an exploit that basically negates the whole nerf which turns off the cloaker when acting prompted you to become a literal whining manchild. I used to think you were reasonable. :v
Frankly if it were up to me I'd just throw the whole damn thing out, fuck cloaks.
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it wasn't an exploit so much as a strategy for overcoming the flaws of something by playing well. If you consider that an exploit then you should probably fix the thing where someone can hold revolver ammo in their off hand so that they can reload quickly because it's clearly some kind of game-breaking exploit that allows the revolver to hold 14 shots
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Dauntasa Wrote:it wasn't an exploit so much as a strategy for overcoming the flaws of something by playing well. If you consider that an exploit then you should probably fix the thing where someone can hold revolver ammo in their off hand so that they can reload quickly because it's clearly some kind of game-breaking exploit that allows the revolver to hold 14 shots
Yeah, this is kinda like the instant teleporting thing. I dont think aspects of the game should be removed because someone found an innovative way to circumvent an items flaws.
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Scrumpys Wrote:Dauntasa Wrote:it wasn't an exploit so much as a strategy for overcoming the flaws of something by playing well. If you consider that an exploit then you should probably fix the thing where someone can hold revolver ammo in their off hand so that they can reload quickly because it's clearly some kind of game-breaking exploit that allows the revolver to hold 14 shots
Yeah, this is kinda like the instant teleporting thing. I dont think aspects of the game should be removed because someone found an innovative way to circumvent an items flaws.
this is a poor comparison. we arent talking about reloading a gun quickly we are talking about. this is circumventing the planned down-side of a EXTREMELY powerful tool. remember, invisible people might as well be invincible.
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Marquesas Wrote:Ed Venture Wrote:Did they seriously nerf it again? Jesus nerf everything please I found that everything is somewhat OP and I for one am somewhat tired of it.
Please explain why the premise of fixing an exploit that basically negates the whole nerf which turns off the cloaker when acting prompted you to become a literal whining manchild. I used to think you were reasonable. :v
Frankly if it were up to me I'd just throw the whole damn thing out, fuck cloaks.
Cause the nerf it already has is enough. Hardly anyone uses it as it is, then one guy complains about it and you want to nerf it further. Please refrain from insults I don't intend to insult anyone else or to attack their opinion. I was a little frustrated because from my point of view you guys add new content and then when your out of ideas you got on a nerfing crusade and nerf something to oblivion. Also please explain how it is a exploit and how you feel instead of justify why it needs another nerf without calling people names. I use to think you nice and could get your point across without needless insults.
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Gonna go ahead and fix the last three sentences. Sorry for the double post but I felt like I needed to fix them real quick
Quote: Also please explain how it is a exploit and how you feel is it justify why it needs another nerf without calling people names. I use to think you were nice and could get your point across without needless insults.
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Dr_Bee Wrote:Scrumpys Wrote:Dauntasa Wrote:it wasn't an exploit so much as a strategy for overcoming the flaws of something by playing well. If you consider that an exploit then you should probably fix the thing where someone can hold revolver ammo in their off hand so that they can reload quickly because it's clearly some kind of game-breaking exploit that allows the revolver to hold 14 shots
Yeah, this is kinda like the instant teleporting thing. I dont think aspects of the game should be removed because someone found an innovative way to circumvent an items flaws.
this is a poor comparison. we arent talking about reloading a gun quickly we are talking about. this is circumventing the planned down-side of a EXTREMELY powerful tool. remember, invisible people might as well be invincible. so what if I decided to circumvent the downside on transfer valve bombs(which were nerfed so that they don't fit in backpacks so they're hard to carry around) by teleporting them to the places I wanted to blow up instead of going and planting them there myself? Should bombs be made impossible to teleport because I found a way to make them easier to transport?
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Dauntasa Wrote:so what if I decided to circumvent the downside on transfer valve bombs(which were nerfed so that they don't fit in backpacks so they're hard to carry around) by teleporting them to the places I wanted to blow up instead of going and planting them there myself? Should bombs be made impossible to teleport because I found a way to make them easier to transport?
Apples and oranges.
This thread just highlights how the original nerf (that is, cloakers deactivated upon certain actions) was just a wrong road to take. Of course people are going to try and circumvent the sheer uselessness of the item. I don't think the traitor in question was even that smart about it, he was just using an item which meant heart attack in close quarters, where really that is the only use of the cloak if you want to strike hard because it deactivates upon near godamn everything and CANT be pocketed.
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Paineframe Wrote:I'm surprised this didn't come up sooner. While the cloaker has been badly nerfed from the "god mode, unless the detective is alive" item it used to be, it's still really really good and a lot better than people usually give it credit for. It just doesn't make you literally unstoppable anymore.
It never made you literally unstoppable. It was super easy to negate, you just had to know how. Glass on the ground between one tile wide gaps were basically the bane of cloakers. You could easily lure them in and once you heard glass crunch just shoot down the gap and rip cloaker.
Sundance Wrote:This thread just highlights how the original nerf (that is, cloakers deactivated upon certain actions) was just a wrong road to take. Of course people are going to try and circumvent the sheer uselessness of the item. I don't think the traitor in question was even that smart about it, he was just using an item which meant heart attack in close quarters, where really that is the only use of the cloak if you want to strike hard because it deactivates upon near godamn everything and CANT be pocketed.
I hate the pocket nerf, but I liked the idea that it shut off after a lot of damage was taken, but that's about it. It's basically a garbage item that is only useful for very niche tactics now.
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The cloaker isn't useless at all, though. It's actually still significantly more useful than the chameleon projector and portable cloaking field, it just isn't the unstoppable godmode device it used to be. Its diminished usage rate is just a matter of perception, and the fact that invisibility really isn't terribly useful when you can't just openly murder people in plain sight with no risk of retaliation while using it.
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Before the nerf it was not really a "godmode device" People have already stated the ways you could combat the cloaker before the nerf in this thread. Those same ways still work by the way
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Ed Venture Wrote:Before the nerf it was not really a "godmode device" People have already stated the ways you could combat the cloaker before the nerf in this thread. Those same ways still work by the way I disagree with this. I remember so many rounds with most of the crew trying to fight off a rampaging cloaker and failing. I was actually fine with the previous nerf for stopping that. I think the situation described in the original post is a perfectly valid use of the cloaker, since the person still has to go through the trouble of making the poison, and not getting discovered when they uncloak. There's still some effort vs. reward there.
I think the cloaker is fine as is, minus the fact that you can't pocket it while it's running anymore (I actually forgot to check if it still works on the belt slot. If it does then okay)
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Frank_Stein Wrote:Ed Venture Wrote:Before the nerf it was not really a "godmode device" People have already stated the ways you could combat the cloaker before the nerf in this thread. Those same ways still work by the way I disagree with this. I remember so many rounds with most of the crew trying to fight off a rampaging cloaker and failing. I was actually fine with the previous nerf for stopping that. I think the situation described in the original post is a perfectly valid use of the cloaker, since the person still has to go through the trouble of making the poison, and not getting discovered when they uncloak. There's still some effort vs. reward there.
I think the cloaker is fine as is, minus the fact that you can't pocket it while it's running anymore (I actually forgot to check if it still works on the belt slot. If it does then okay)
Yeah, for the cloaker, as it is now, to be effective you need a weapon that can kill relatively quickly. Since you cant just buy one, all cloaker rampages are limited by how good of a weapon the traitor can get.
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Not disagreeing with you Frank but what I was saying was there were ways to fight the old cloaker and those same ways still apply today. I feel like the way the cloaker is today is fine and does not need anymore nerfing done to it.
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