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DeadlyAztec11
Ostrakon Agency Gallente Federation
4080
|
Posted - 2014.02.10 02:12:00 -
[1] - Quote
_-_-_Right now, these are the most useless of the modules. First of all, they are useless on slow suits; so heavies, along with the Amarr and Gallante Medium suits have no use for these. And on shield tanking suits they are horrible because you sacrifice your very flexible HP for a very situational module. Scouts, the ones this is suppose to benefit the most, have the lowest melee strike which means that it will take an unreasonable amount of time to kill anyone with more than a militia suit.
I'll propose an old idea, which I do not take credit for, add an increase to walking speed. Here is what it would look like,
- Basic Myofibril Stimulant - 15% more melee damage. 4% faster walking speed.
-Enhanced Myofibril Stimulant - 20% more melee damage. 8% faster walking speed.
-Complex Myofibril Stimulant - 25% more melee damage. 12% faster walking speed.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Logi Bro
Brutor Vanguard Minmatar Republic
2922
|
Posted - 2014.02.10 02:14:00 -
[2] - Quote
12% is A LOT.
More like 2%-->3%-->5%.
Shield Recommendations
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4081
|
Posted - 2014.02.10 02:22:00 -
[3] - Quote
Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6843
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Posted - 2014.02.10 02:24:00 -
[4] - Quote
DeadlyAztec11 wrote:_-_-_Right now, these are the most useless of the modules. First of all, they are useless on slow suits; so heavies, along with the Amarr and Gallante Medium suits have no use for these. And on shield tanking suits they are horrible because you sacrifice your very flexible HP for a very situational module. Scouts, the ones this is suppose to benefit the most, have the lowest melee strike which means that it will take an unreasonable amount of time to kill anyone with more than a militia suit.
I'll propose an old idea, which I do not take credit for, add an increase to walking speed. Here is what it would look like,
- Basic Myofibril Stimulant - 15% more melee damage. 4% faster walking speed.
-Enhanced Myofibril Stimulant - 20% more melee damage. 8% faster walking speed.
-Complex Myofibril Stimulant - 25% more melee damage. 12% faster walking speed.
Commando
Melee 240
240+ Whatever the Mybrofil is = Falcon Punch.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6559
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Posted - 2014.02.10 02:28:00 -
[5] - Quote
DeadlyAztec11 wrote:Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12. He's referring to the proposed movement speed bonuses.
And Aero said unto his children, "LET THERE BE A REGISTRY"
CPM Info and Q&A -Status: Open
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6559
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Posted - 2014.02.10 02:29:00 -
[6] - Quote
True Adamance wrote:DeadlyAztec11 wrote:_-_-_Right now, these are the most useless of the modules. First of all, they are useless on slow suits; so heavies, along with the Amarr and Gallante Medium suits have no use for these. And on shield tanking suits they are horrible because you sacrifice your very flexible HP for a very situational module. Scouts, the ones this is suppose to benefit the most, have the lowest melee strike which means that it will take an unreasonable amount of time to kill anyone with more than a militia suit.
I'll propose an old idea, which I do not take credit for, add an increase to walking speed. Here is what it would look like,
- Basic Myofibril Stimulant - 15% more melee damage. 4% faster walking speed.
-Enhanced Myofibril Stimulant - 20% more melee damage. 8% faster walking speed.
-Complex Myofibril Stimulant - 25% more melee damage. 12% faster walking speed. Commando Melee 240 240+ Whatever the Mybrofil is = Falcon Punch. 1.8 Commando melee is getting nerfed to be in line with other heavies. That 240 is going down to 150.
And Aero said unto his children, "LET THERE BE A REGISTRY"
CPM Info and Q&A -Status: Open
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4081
|
Posted - 2014.02.10 02:36:00 -
[7] - Quote
Aero Yassavi wrote:DeadlyAztec11 wrote:Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12. He's referring to the proposed movement speed bonuses. Still, if the catalyzers are fine with these numbers, then myofibril stimulants should be fine with these numbers as well.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4081
|
Posted - 2014.02.10 02:38:00 -
[8] - Quote
True Adamance wrote:DeadlyAztec11 wrote:_-_-_Right now, these are the most useless of the modules. First of all, they are useless on slow suits; so heavies, along with the Amarr and Gallante Medium suits have no use for these. And on shield tanking suits they are horrible because you sacrifice your very flexible HP for a very situational module. Scouts, the ones this is suppose to benefit the most, have the lowest melee strike which means that it will take an unreasonable amount of time to kill anyone with more than a militia suit.
I'll propose an old idea, which I do not take credit for, add an increase to walking speed. Here is what it would look like,
- Basic Myofibril Stimulant - 15% more melee damage. 4% faster walking speed.
-Enhanced Myofibril Stimulant - 20% more melee damage. 8% faster walking speed.
-Complex Myofibril Stimulant - 25% more melee damage. 12% faster walking speed. Commando Melee 240 240+ Whatever the Mybrofil is = Falcon Punch. With one Complex stimulant the Commado can deal 420 points of damage.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
|
Galvan Nized
Deep Space Republic
653
|
Posted - 2014.02.10 03:05:00 -
[9] - Quote
DeadlyAztec11 wrote:Aero Yassavi wrote:DeadlyAztec11 wrote:Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12. He's referring to the proposed movement speed bonuses. Still, if the catalyzers are fine with these numbers, then myofibril stimulants should be fine with these numbers as well.
Kinetic Catalyzers only affect Sprint speed. Affecting walking speed would affect strafe speeds in the least. They also could inadvertently affect Sprint speeds because sprint is tied to base speed but depends how it's coded. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4084
|
Posted - 2014.02.10 03:10:00 -
[10] - Quote
Galvan Nized wrote:DeadlyAztec11 wrote:Aero Yassavi wrote:DeadlyAztec11 wrote:Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12. He's referring to the proposed movement speed bonuses. Still, if the catalyzers are fine with these numbers, then myofibril stimulants should be fine with these numbers as well. Kinetic Catalyzers only affect Sprint speed. Affecting walking speed would affect strafe speeds in the least. They also could inadvertently affect Sprint speeds because sprint is tied to base speed but depends how it's coded. Finally a good argument. How does 3%, 5% and 8% sound?
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Thor Odinson42
Molon Labe. General Tso's Alliance
2764
|
Posted - 2014.02.10 03:15:00 -
[11] - Quote
Aero Yassavi wrote:True Adamance wrote:DeadlyAztec11 wrote:_-_-_Right now, these are the most useless of the modules. First of all, they are useless on slow suits; so heavies, along with the Amarr and Gallante Medium suits have no use for these. And on shield tanking suits they are horrible because you sacrifice your very flexible HP for a very situational module. Scouts, the ones this is suppose to benefit the most, have the lowest melee strike which means that it will take an unreasonable amount of time to kill anyone with more than a militia suit.
I'll propose an old idea, which I do not take credit for, add an increase to walking speed. Here is what it would look like,
- Basic Myofibril Stimulant - 15% more melee damage. 4% faster walking speed.
-Enhanced Myofibril Stimulant - 20% more melee damage. 8% faster walking speed.
-Complex Myofibril Stimulant - 25% more melee damage. 12% faster walking speed. Commando Melee 240 240+ Whatever the Mybrofil is = Falcon Punch. 1.8 Commando melee is getting nerfed to be in line with other heavies. That 240 is going down to 150.
That seems unreasonable, but how many people are going to running around meleeing dudes all over the place?
That's kind of an out of left field nerf like the weird shield one recently.
ML Director
Eve Toon - Raylan Scott
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Galvan Nized
Deep Space Republic
654
|
Posted - 2014.02.10 03:49:00 -
[12] - Quote
DeadlyAztec11 wrote:Galvan Nized wrote:DeadlyAztec11 wrote:Aero Yassavi wrote:DeadlyAztec11 wrote: Too low. The kinetic Catalyzers already go from 5 to 8 to 12.
He's referring to the proposed movement speed bonuses. Still, if the catalyzers are fine with these numbers, then myofibril stimulants should be fine with these numbers as well. Kinetic Catalyzers only affect Sprint speed. Affecting walking speed would affect strafe speeds in the least. They also could inadvertently affect Sprint speeds because sprint is tied to base speed but depends how it's coded. Finally a good argument. How does 3%, 5% and 8% sound?
Well it seems base Sprint speed is tied to base movement speed. I think it is directly coded that Sprint is always 1.4x movement speed before mods.
What this means is that even an 8% increase to movement speed also affects sprint speed by 8%.
This mod would effectively kill kinetic catalyzers because you get extra strafe, sprint, and melee damage in a single mod. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4084
|
Posted - 2014.02.10 04:20:00 -
[13] - Quote
Galvan Nized wrote: This mod would effectively kill kinetic catalyzers because you get extra strafe, sprint, and melee damage in a single mod.
They could could code it differently.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
495
|
Posted - 2014.02.10 04:23:00 -
[14] - Quote
Give move bonus on kincats equal to half the sprint bonus. Done. Myofybrils need double their current effectiveness, and should have a 1-3-6% bonus to run/walk speed as well
Kills- Archduke Ferdinand
Balance!
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Cyrius Li-Moody
3443
|
Posted - 2014.02.10 04:26:00 -
[15] - Quote
Paging Dengru.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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dullrust
Subsonic Synthesis RISE of LEGION
43
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Posted - 2014.02.10 04:43:00 -
[16] - Quote
I think it would be good with those lower bonuses. And +1 from me.
given the way they added those negatives to shields. And left things in that at least help relieve those. I wondered why the negatives to armor were only addressed in one way. kin cats only deal with sprint speed. Making slow targets out of those that use them. Unless they sprint of course.
Your idea would bring speed tanking back to the game. Just combine kin kats with this and you got some fast suits. Okay they gotta give up slots that could fit armor or shield or dam mods. But even if its situational that melee bonuses is still useful to them.
So again good idea sir. and YAY for variety!!!
HAVE A NICE DAY!!!
I am nobody.
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Dengru
Fatal Absolution General Tso's Alliance
414
|
Posted - 2014.02.10 09:19:00 -
[17] - Quote
One issue I think is the amount of damage they do is a bit low considering the amount of HP dual tanked proto suits have. Unless you throw on more than it is convient to have (more than 1), it doesnt make a difference...
Another issue is that there is no effect besides damage... if you hit someone with that amount of force, something else should happen and the easiest thing is to add a blotch to the enemies screen, like what happens when you are shot by weapon.
This makes a blindspot and would make things go alot smoother. The FOV in this game is very narrow, and an opponent leaping back, spraying, and attempting to widen their FOV is at advantage over some running toward whether in a line or arc.. With tihs, if you hit someone, and they leap back, it doesnt really advantage them cause there screen is somewhat obscured
Another thing could be a twitch to their aiming reticule, like the effect the explosions have where its briefly uncentered but returns
but mostly Ithe problems are various mechanics effecting CQC that become especially noticeble wten you're trying to get within 1m of someone.
Backpedal movement should be reduced, and leaps backwards should be capped in a way that each leap is a dimishing length, as your stamina is depleting... as it stands now you can leap back the same 2 meters each time until your stamina gone and I don't see what purpose this serves other than disadvantaging CQC weapons. All that while spraying a deathbeam of hitscan... pretty absurd
(>^_^)><(^.^<)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6865
|
Posted - 2014.02.10 09:36:00 -
[18] - Quote
Dengru wrote:One issue I think is the amount of damage they do is a bit low considering the amount of HP dual tanked proto suits have. Unless you throw on more than it is convient to have (more than 1), it doesnt make a difference...
Another issue is that there is no effect besides damage... if you hit someone with that amount of force, something else should happen and the easiest thing is to add a blotch to the enemies screen, like what happens when you are shot by weapon.
This makes a blindspot and would make things go alot smoother. The FOV in this game is very narrow, and an opponent leaping back, spraying, and attempting to widen their FOV is at advantage over some running toward whether in a line or arc.. With tihs, if you hit someone, and they leap back, it doesnt really advantage them cause there screen is somewhat obscured
Another thing could be a twitch to their aiming reticule, like the effect the explosions have where its briefly uncentered but returns
but mostly Ithe problems are various mechanics effecting CQC that become especially noticeble wten you're trying to get within 1m of someone.
Backpedal movement should be reduced, and leaps backwards should be capped in a way that each leap is a dimishing length, as your stamina is depleting... as it stands now you can leap back the same 2 meters each time until your stamina gone and I don't see what purpose this serves other than disadvantaging CQC weapons. All that while spraying a deathbeam of hitscan... pretty absurd
No you are absurd. How fast were you running? It was like looking at a filthy, rusty, one eyed shark charge down heavies and beat them to death. Fortunately for me I'm getting better at spotting your little presents.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Tech De Ra
Electronic Sports League
330
|
Posted - 2014.02.10 09:46:00 -
[19] - Quote
bare in mind that one of my more used fits is a 5 myofibril, 1 kin cat 1 cardiac assault mk.0
You have 600 melee damage, nearly 9m/s sprint and 300 stamina
I have a horrible feeling that a buff like this (introducing extra sprint) would be easily abusable
Tech De Ra for CPM1
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Dengru
Fatal Absolution General Tso's Alliance
414
|
Posted - 2014.02.10 09:59:00 -
[20] - Quote
True Adamance wrote: No you are absurd. How fast were you running? It was like looking at a filthy, rusty, one eyed shark charge down heavies and beat them to death. Fortunately for me I'm getting better at spotting your little presents.
lol a shark
(>^_^)><(^.^<)
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Kira Takizawa
2Shitz 1Giggle
138
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Posted - 2014.02.10 10:03:00 -
[21] - Quote
Dengru wrote:One issue I think is the amount of damage they do is a bit low considering the amount of HP dual tanked proto suits have. Unless you throw on more than it is convient to have (more than 1), it doesnt make a difference...
Another issue is that there is no effect besides damage... if you hit someone with that amount of force, something else should happen and the easiest thing is to add a blotch to the enemies screen, like what happens when you are shot by weapon.
This makes a blindspot and would make things go alot smoother. The FOV in this game is very narrow, and an opponent leaping back, spraying, and attempting to widen their FOV is at advantage over some running toward whether in a line or arc.. With tihs, if you hit someone, and they leap back, it doesnt really advantage them cause there screen is somewhat obscured
Another thing could be a twitch to their aiming reticule, like the effect the explosions have where its briefly uncentered but returns
but mostly Ithe problems are various mechanics effecting CQC that become especially noticeble wten you're trying to get within 1m of someone.
Backpedal movement should be reduced, and leaps backwards should be capped in a way that each leap is a dimishing length, as your stamina is depleting... as it stands now you can leap back the same 2 meters each time until your stamina gone and I don't see what purpose this serves other than disadvantaging CQC weapons. All that while spraying a deathbeam of hitscan... pretty absurd
He says as he was one punching my suits all day today in his proto logi :(
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4089
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Posted - 2014.02.10 10:08:00 -
[22] - Quote
Tech De Ra wrote:bare in mind that one of my more used fits is a 5 myofibril, 1 kin cat 1 cardiac assault mk.0, You have 600 melee damage, nearly 9m/s sprint and 300 stamina
I have a horrible feeling that a buff like this (introducing extra sprint) would be easily abusable It's not extra sprint, it's walking speed.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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hgghyujh
Expert Intervention Caldari State
270
|
Posted - 2014.02.10 11:37:00 -
[23] - Quote
frankly extenders/plates need a giant HP buff, as well as a CPU and PG increase, and every thing else(WTE of dmg mods) need a reduction in CPU/PG useage.
blues will never be the staple of the game, not with nova knives, but they could be a useful slot filler when you have too little PG/CPU for anything else. |
Korvin Lomont
United Pwnage Service RISE of LEGION
602
|
Posted - 2014.02.10 11:41:00 -
[24] - Quote
DeadlyAztec11 wrote:Aero Yassavi wrote:DeadlyAztec11 wrote:Logi Bro wrote:12% is A LOT.
More like 2%-->3%-->5%. Too low. The kinetic Catalyzers already go from 5 to 8 to 12. He's referring to the proposed movement speed bonuses. Still, if the catalyzers are fine with these numbers, then myofibril stimulants should be fine with these numbers as well.
kincats only increase sprintspeed there is no module that affects walking (base) speed as this would affect strafe speed as well... |
Joel II X
Dah Gods O Bacon
920
|
Posted - 2014.02.10 11:46:00 -
[25] - Quote
If only kincats gave a bonus to overall speed.
I wish I could walk as fast as another sprints and run as fast as the Mach 5. |
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