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Recently there was a round where a traitor made an absolutely ludicrous amount of initro and went around with a cloaker. He would cloak up to people and inject 15 units, then reactivate the cloak immediately before anyone could retaliate. While this was impressive, it was also very boring to both fight against and watch, as anyone who was a victim pretty much died before they could even get a word out that there was a cloaker around. My suggestion would be to add a small cooldown, no more than five seconds, to the cloaker upon it breaking for it to recharge. this allows people to retaliate against people using the cloaker for sneak attacks, but still allow the cloak to be used for escapes and evasion. With thermals no longer being as powerful as they are the cloaker is very powerful, even when you cant use it with traitor melee weapons.
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No. It was already severely nerfed. Use thermals to catch them. Don't have that? Use a T-ray scanner to break his cloak. Use grenades.
You might as well just remove it entirely if it gets debuffed any more.
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Flashers, thermals, flashbangs, cyborgs, the AI, all sorts of things are effective against a cloak. Get creative. Put some effort in.
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Ali0en Wrote:No. It was already severely nerfed. Use thermals to catch them. Don't have that? Use a T-ray scanner to break his cloak. Use grenades.
You might as well just remove it entirely if it gets debuffed any more.
it would still remain an insanely powerful tool for both getting into range to attack a target and for evading capture, the five second cooldown would simply prevent one person from taking out over 10 people in a small area due to not being able to retaliate against invisible targets. A person with a cloaker would simple have to use hit-and-run tactics instead of being absolutely safe from all harm unless one of two jobs ends up using a set of glasses that makes them extremely vulnerable to a common stun item. T-ray scanners are not a valid excuse for the current power of the cloak due to only uncloaking at a relatively short range.. I don't see how this change would be bad. It was not used before because thermals were overpowered, not that thermals are rarely used it is incredibly powerful.
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Incidentally, the cloaker only seems to work if you keep it in your hand. I played a round earlier today and lifted it off a someone who tried to get past floor flashers.
When I used it for myself, sticking it in my pocket deactivated it.
I'm not sure if that's by design, but with this nerf that makes it even harder to use, since a surprise attacker runs the risk of dropping it (as happened to that guy and me later) and also losing a freehand.
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BYOND Username: Ed Venture
Frank_Stein Wrote:Incidentally, the cloaker only seems to work if you keep it in your hand. I played a round earlier today and lifted it off a someone who tried to get past floor flashers.
When I used it for myself, sticking it in my pocket deactivated it.
I'm not sure if that's by design, but with this nerf that makes it even harder to use, since a surprise attacker runs the risk of dropping it (as happened to that guy and me later) and also losing a freehand.
I used it the other day and did not have this issue.
Please don't nerf the cloaker any further. Can you just take a break from nerfing things for a bit?
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It's really useless now. If you try to use it to escape the AI will just find you for your attackers. Needs either a buff OR a price cut.
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You -hardly- see people using the cloaking device anymore (see what I did there) since its previous nerfs anyway.
There's no need to nerf it even further in my opinion.
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I dont really think the cloak was even necessary for this guys rampage to work. If you got within melee range of him, you were dead.
He killed me pretty early on without cloaking. I think another nerf to the cloak, especially a cooldown, would make it very clunky to use and probably not worth it.
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at this point you might as well just make it cost 20 telecrystals and immediately explode and gib the user on activation since that seems to be where things are heading
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Ed Venture Wrote:Frank_Stein Wrote:Incidentally, the cloaker only seems to work if you keep it in your hand. I played a round earlier today and lifted it off a someone who tried to get past floor flashers.
When I used it for myself, sticking it in my pocket deactivated it.
I'm not sure if that's by design, but with this nerf that makes it even harder to use, since a surprise attacker runs the risk of dropping it (as happened to that guy and me later) and also losing a freehand.
I used it the other day and did not have this issue.
Please don't nerf the cloaker any further. Can you just take a break from nerfing things for a bit?
I can confirm that they indeed deactivate if placed in the pocket. You need to keep it in hand for it to work.
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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.
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This feels like an unnecessary nerf based on the way one round played out - I rarely ever see cloakers (hah, geddit?) being used nowadays, so it's definitely not a case of people running it into the ground by repeating this pen/cloaker combo thing.
If the nerf is going to stick, I would suggest a further decrease in cloaker cost.