True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6843
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Posted - 2014.02.10 02:24:00 -
[1] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6865
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Posted - 2014.02.10 09:36:00 -
[2] - 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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