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          Piercing Serenity 
          PFB Pink Fluffy Bunnies
  653
  
          
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        Posted - 2014.11.10 02:43:00 -
          [1] - Quote 
          
           
          In this post, CCP Rattati suggested changing/adding the following bonus to Myofbril stimulants to: 
 
 
  I think that if this is the case, then there should be a few other considerations for the biotics suite. 
  First, I think that the current biotics suite should be broken down in the following ways: 
 
 
 - Myofibril: Improve general combat actions (Specifically: Melee, Jumping, Climbing Ladders)
 
 - Kin Cats: Improve overall speed (Specifically: Max walk speed, max run speed, max strafe speed
  
 - Cardiac: Improve stamina and recover (Specifically: Max stamina, max recovery rate)
 
 
 
 
 
 Rationale 
  Generally, I think that biotic focused builds should be more viable, if only for the fun of things.
  For Myofibrils, I think that including jump height and ladder climbing speed would really make them more valuable. Cutting down the time that you are on a ladder (Read: A sitting duck) has distinct advantages. We could get into some minutia about suits with more armor plates equipped have slower ladder climbing speed, but that is best for a different thread
  For Kin Cats, I think that increasing walk speed would be a nice addition. The buff should be small, but noticeable. Increasing strafe speed is obviously a touchy subject. I would suggest the following: Lower the current maximum strafe speed. Make this value the maximum strafe speed for dropsuits, irrespective of module bonuses. The general effect is that instead of the normal efficiency fall of that comes with modules, there would be a hard cap on strafe speed. Although we are normally against hard caps, I think that this is an important change in terms in the health of the game. With the limited DEV resources we have and the inability of DUST to handle high speeds, a reduction and hard cap on maximum strafe speeds should be looked into anyway. 
  For Cardiac Regulators, things seem to work fine as they are
 
 
 
 Additional Modules 
  I believe that there are ideas floating around of creating a module for non-sentinel dropsuits that grants resistances to certain damage types. I believe that there should be a biotics (and shield, in my opinion) analogue for these modules. My suggestion for this is as follows: 
 
 
 -  Myofribil Relaxers: Relaxes muscles to reduce impact damage (Effect: Reduce Splash damage by x%)
 
 
  Unfortunately, I can't think any other modules to simulate resistances, but I think that this could suffice. 
 
 
 
 Closing Comments  
  If we ever get the opportunity for active modules for dropsuits, I would suggest decreasing the bonuses given by the current biotics suite and introducing an active biotics suite that gave higher bonuses for a brief period of time.
 DUST 514 BETA VET 
16.2M Lifetime SP 
SH4T --> PFBHz --> PFB --> SH4T --> Fatal 
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          Imp Smash 
          Molon Labe. General Tso's Alliance
  337
  
          
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        Posted - 2014.11.10 02:57:00 -
          [2] - Quote 
          
           
          I like a fair amount of this. That being said -- KinCats can't affect walking speed. That's strafing speed which scouts have way too much of at the moment. They can already dance in front of (insert x gun here) a hell of a lot more than is reasonable. This would make it insane.
  (Unless they add inertia to suits so that the faster you move the more time it takes to slow down -- in which case this would be totally cool.)
  Still -- like earned from me. | 
      
      
      
          
          Piercing Serenity 
          PFB Pink Fluffy Bunnies
  656
  
          
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        Posted - 2014.11.10 03:00:00 -
          [3] - Quote 
          
           
          Piercing Serenity wrote:I would suggest the following: Lower the current maximum strafe speed. Make this value the maximum strafe speed for dropsuits, irrespective of module bonuses. The general effect is that instead of the normal efficiency fall of that comes with modules, there would be a hard cap on strafe speed.  
  In addition to adding inertia, this was my proposed fix to strafe speed. And OP edited
 
 DUST 514 BETA VET 
16.2M Lifetime SP 
SH4T --> PFBHz --> PFB --> SH4T --> Fatal 
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          Imp Smash 
          Molon Labe. General Tso's Alliance
  338
  
          
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        Posted - 2014.11.10 03:14:00 -
          [4] - Quote 
          
           
          Piercing Serenity wrote:Piercing Serenity wrote:I would suggest the following: Lower the current maximum strafe speed. Make this value the maximum strafe speed for dropsuits, irrespective of module bonuses. The general effect is that instead of the normal efficiency fall of that comes with modules, there would be a hard cap on strafe speed.  In addition to adding inertia, this was my proposed fix to strafe speed. And OP edited  
  I don't think you would need a cap if inertia was added. Lets say your move speed (and therefore strafe speed) was 6 a second. It takes x time slowing down and changing direction. Now let's say you got your speed up to 9 a second. Then it would take x+50% time slowing down and changing direction. So it's a self regulating system. No caps needed which gives players freedom to make suits do more things based upon what they want.
  Of course the biggest issue is making inertia feel right so suits don't feel like they are iceskating everywhere. | 
      
      
      
          
          BL4CKST4R 
          La Muerte Eterna Dark Taboo
  3331
  
          
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        Posted - 2014.11.10 11:21:00 -
          [5] - Quote 
          
           
          I never liked the name myofibril stimulants. You can't stimulate myofibrils themselves they aren't enzymes!! So really myofibril stimulants are either affecting calcium, calcium channels, nicotinic receptors, or ach channels at the nmj or any of the multiple things required for a myofibril to do anything. BUT, at the very least nothing directly affects myofibrils. So I think they should be renamed :) Yeah this post has nothing useful or important but now it exists.
 supercalifragilisticexpialidocious 
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          Dreis Shadowweaver 
          T.H.I.R.D R.O.C.K
  596
  
          
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        Posted - 2014.11.10 19:28:00 -
          [6] - Quote 
          
           
          How about making microfibs affect melee, jump, AND fall damage?
 Creator of the 'Nova Knifers United' channel  
I've only ever known 1.8... 
Caldari blood, Minmatar heart <3 
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          Piercing Serenity 
          PFB Pink Fluffy Bunnies
  660
  
          
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        Posted - 2014.11.10 21:26:00 -
          [7] - Quote 
          
           
          Dreis Shadowweaver wrote:How about making microfibs affect melee, jump, AND fall damage?  
  I think that we should make a separate module for that: 
  Name: Inertia Dampener Slot: Low CPU: x PG: y
  Effect: Reduce inertia from high speed movement (Specifically, passively reduce Fall Damage and movement based inertia)
 DUST 514 BETA VET 
16.2M Lifetime SP 
SH4T --> PFBHz --> PFB --> SH4T --> Fatal 
 | 
      
      
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