Concealment Stat

I suggest a new ship stat called “concealment” or “stealth”.
This new stat would be related to the class of ship instead of any other factor. Stealth would cancel out a certain amount of enemy sensor range for the user, and also increase the chance of falling off of the enemy radar randomly or when passing behind obstacles. The bigger the ship, the lower the stealth stat, but it can be increased. From 0-150, the stat acts like a percentage of radar cancellation. (A maximum of 80% cancellation.)
I suggest that the stealth stat (from highest to lowest) should be close to as follows:

Recon - 85pts
Covert Ops - 70pts
Long-Range Frigate - 60pts
Tackler - 55pts
Command - 40pts
ECM - 25pts
Engineer - 15pts
Gunship - 10pts
Guard - 0pts
Destroyer - -15pts

With this stat, there should also be special modules used to increase it.

 

Name: Chameleon Shielding
Type: Passive Module (any slot)
Ranks: 3-15
Tooltip: (At Mk4) Increases concealment by 10 points.

Name: Radar Mask
Type: Recon Active Module
Ranks: 6-15
Recharge: 25s (starts once effect wears off)
Energy: 150pts
Tooltip: Increases your concealment by 50 points for 15 seconds.

Name: Area Stealth Generator
Type: Command Active Module
Ranks: 4-15
Recharge: 40s
Energy: 200pts
Maximum range: 3,500m
Tooltip: Passive mode increases concealment of nearby ships by 10pts. Active mode increases the concealment of nearby ships by 35 points for 10 seconds.

To be sure to understand it.

With a fictive sensor range of 10km, you would see the stealthiest enemy at 2km?

And with the reduction in shipclasses itself(inty 3km → fighter 2.5km → frigate 2km) you will even reduce further the detection range?

What you literally produce is invisible ninja flies not even needing camo/obstacles to hide from enemies.

Or that the biggest ones doesn’t even have a change to the current system.

4 minutes ago, Lord_Xenon said:

To be sure to understand it.

With a fictive sensor range of 10km, you would see the stealthiest enemy at 2km?

And with the reduction in shipclasses itself(inty 3km → fighter 2.5km → frigate 2km) you will even reduce further the detection range?

What you literally produce is invisible ninja flies not even needing camo/obstacles to hide from enemies.

Or that the biggest ones doesn’t even have a change to the current system.

Not quite. The concealment stat would only reduce enemy sensor range for that particular ship, and with a maximum value of 150 points it would only reduce their sensor range by 80%. I admit that is quite a lot but given certain classes and their purpose, this could be used to reinstate some classes use. Of course the numbers would have to be tweaked considerably, but it just seems like it would work.

Recons would be stealthier and better at their jobs. Destroyers would be more visible than ever, making surprise destroyers less of a possibility. Every class in between would have their on detectability so that would balance itself. Though once again, numbers would need to be tweaked by the devs.

I like a lot the idea, some time ago I posted something similar. Although, the concept should be tweaked a bit. I don’t think that the chance to be removed from the radars is a good mechanic, I would stick with the reduction in sensor range. Also, the reduction is too much. I think that with maximum concealment stat (let’s say 150), you should reduce the sensor range only by 50%. Also, I would increase the divide between recon and the other interceptors on base concealment. 

3 minutes ago, ShonFrost said:

I like a lot the idea, some time ago I posted something similar. Although, the concept should be tweaked a bit. I don’t think that the chance to be removed from the radars is a good mechanic, I would stick with the reduction in sensor range. Also, the reduction is too much. I think that with maximum concealment stat (let’s say 150), you should reduce the sensor range only by 50%. Also, I would increase the divide between recon and the other interceptors on base concealment. 

I guess that would be a bit better. I was thinking 70% though but once again, developers get the final say.

pls to no

radar in this game is too important to fiddle around with it so easily – there’s a reason only two ships are allowed to go invisible on radar in the entire game

1 hour ago, StatueofLibroty said:

pls to no

radar in this game is too important to fiddle around with it so easily – there’s a reason only two ships are allowed to go invisible on radar in the entire game

But, recons need some kind of buff right now. 

And what buffs do they need?

To the topic itself:
Either you make the ‘benefit’ of it so small, that it doesn’t change anything and therefore you complain even more about it - OR
you make it so strong(especially the fufu with LRF) that you make perma invisibles and therefore way to hard to hit such targets. If you can’t see your opponent, you are more coward in behavior and don’t stick out. Especially ambushing enemies from behind would be so strong with this change.

12 minutes ago, Lord_Xenon said:

And what buffs do they need?

I don’t know, but right now I feel they’re much weaker than other interceptor roles. The holoship can be countered in many ways, same thing with micro locator and spy drones. The shield transfer thing is more useful, but in general in any game mode other than domination, they’re weak. 

Why not nerfing the other roles first? I feel Covert are pretty strong(to strong) for just being an inty.
While spy drones can be shake off, they are very strong vs. destroyer/guards/engies.
And the locator is very strong. 2min debuff + very small target.

10 hours ago, ShonFrost said:

But, recons need some kind of buff right now. 

Do they really? Literally every module they have is top tier. Proxy mines are god tier, and so are holoships. The only problem they have is maybe not as much damage as one would like (although shield siphon can basically double your DPS for 10 seconds against Jericho), or less survivability than other ships (although microwarp is a “get out of jail free” button combined with EB).

19 minutes ago, StatueofLibroty said:

and so are holoships

Holoships god tier? They can be easily spotted. Especially when you play against good players, you can immediately tell which one is the bot. Also, they don’t deal damage, which is another way to spot them. Spy drones are pretty useful, especially against ships that rely on invisibility and regeneration. The micro locator is a little less useful, it counters only tacklers and covert ops. The shield siphon is really useful. But, compare it to other interceptor classes. Are those modules worth sacrificing stuff like plasma blade, white noise, adaptive camo, or statis generator and ion diffuser?

Just now, ShonFrost said:

Holoships god tier? They can be easily spotted. Especially when you play against good players, you can immediately tell which one is the bot. Also, they don’t deal damage, which is another way to spot them. Spy drones are pretty useful, especially against ships that rely on invisibility and regeneration. The micro locator is a little less useful, it counters only tacklers and covert ops. The shield siphon is really useful. But, compare it to other interceptor classes. Are those modules worth sacrificing stuff like plasma blade, white noise, adaptive camo, or statis generator and ion diffuser?

I kinda want to know who you’re playing against where holoships are easily spotted. The only consistent way I’ve found to spot holoships is to get shot by one. If I’m not sure, I’ll usually try killing it anyways – and promptly get 3000 EM damage to the face because it exploded on me.

I’ve voiced my opinion on spy drones more times than necessary.

Microlocator is not just a counter to tacklers and covert ops (and LRFs and cloaking recons), it’s a good method to get radar spotting on enemies in areas you wouldn’t be able to see otherwise. Putting one further into enemy territory than you would normally be, or on the enemy side of a large piece of cover, allows your entire team to see enemies without having LOS. Alternatively, flanks and bomb routes (on both detonation and dreads).

Shield siphon isn’t god tier for one reason – Empire ships exist.

You fail to mention that recon has a cloak that uses energy drain instead of a flat energy cost. It’s the only ship capable of cloaking under energy drain effects. It’s got incredible synergy with holoships, too.

 

And the answer to your last question is ABSOLUTELY. Plasma arc only has so much utility, since it requires you to be almost stopped (and have little to no wobble), and will sometimes block your firing arc. I’d be okay with trading it for shield siphon, although I’m sure people who wobble less than I do wouldn’t agree. Meanwhile, adaptive camo is a lot less useful without plasma arc, so I’d be completely willing to trade it out for holoships. I barely use white noise as it is, so I think I’d be willing to take spy drones for it instead. I’d also give up nukes for proxy mines, since they do only a little less damage, but have similar single target utility, and are barely even comparable in dogfights. 

5 hours ago, StatueofLibroty said:

(although microwarp is a “get out of jail free” button combined with EB).

your microwarp can be stopped in mid-jump by ion diffuser ![:005j:](<fileStore.core_Emoticons>/emoticons/005j.png “:005j:”)

About the original post: this could be something that could be implemented, but only for a specific ship (im thinking on the reworked prem ships). Otherwise the sensor system would be heavily affected in a negative way, making certain builds not viable (specially for frigates), confusing for new players and troublesome for high ping players that rely on the lead indicator to hit.

6 hours ago, Papitas said:

your microwarp can be stopped in mid-jump by ion diffuser ![:005j:](<fileStore.core_Emoticons>/emoticons/005j.png “:005j:”)

And not much else, besides running out of energy (your own fault) or dying (also your fault for not pressing the button before the EB proc). It’s also really bloody good at repositioning.

46 minutes ago, StatueofLibroty said:

And not much else, besides running out of energy (your own fault) or dying (also your fault for not pressing the button before the EB proc). It’s also really bloody good at repositioning.

i was just laughing from the extremately unlikely deed (for players) bots can easily pull out…like theyve done a few times with mecron and me xD

One thing: If the recon is the captain you can easy tell what the holoship is.(yeah had such a case)
Doesn’t remove the annoying part of this.
I find warp should be blocked by afterburner-blocking effects too - you still use all your engines to accelerate so strong and without all of them you can’t.
But I can’t say, that recons ITSELF are weak. Yes I find them a bit restricted, but this is again one thing that itself is okay. It’s ability to strip of huge amounts of shield is very good. This can be very handy vs. Jericho and certain shipclasses.
But I have my problems with the mines. I can’t handle them. Tried but they doesn’t seem to work for me. :confused:

53 minutes ago, Lord_Xenon said:

But I have my problems with the mines. I can’t handle them. Tried but they doesn’t seem to work for me. :confused:

Well, if you are in a beacon mode, just spam them around the beacons. I got killed lots of times by them. Also, if the map has warp gates, you can put a mine just at the end of it. Also, they are somewhat good in dogfights. You can place one down and then circle around it, so your opponent is forced to fallow you, and he will get hit. Against heavier targets, you can simply put one in front of them.