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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2203
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Posted - 2014.11.20 06:40:00 -
[1] - Quote
So myros are one of the most underused items in dust. Only really used on troll fits for melee killing. So clearly they need a change. This is partly a brainstorm, and partly to express my main idea on them.
Suppose they decrease recoil and reload time? Any other suggestions welcome.
Proof that Rattati/CCP do listen to the playerbase.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1246
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Posted - 2014.11.20 07:06:00 -
[2] - Quote
well theyre melee mods. melees often an underused feature in shooters as is.
itd be cool to have melee weapons for light, mediums, and heavy melee weapons for heavy suits. stuff like a nova sword and shield for caldari. an axe for minmatar, mace for amarr, and a sledgehammer for gal. have myrofibrils affect that.
otherwise its just down to making suits more mobile and improving melee hit detection. melee is pretty straightforward.
unless you mean switching the purpose of the mod. thats fine. id love a reload mod or recoil stuff. might actually make high slots usefull for amarr and gal. but i think the myro should keep its purpose for the people who wish to use them just introduce a new mod for anything new.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1177
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Posted - 2014.11.20 07:47:00 -
[3] - Quote
Make them increase jump height.
Myofibrils are responsible for the strength and speed of muscle contraction. It makes sense that they would allow someone to jump higher.
Please, make my Opus pretty...
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shaman oga
The Dunwich Horror
3259
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Posted - 2014.11.20 15:19:00 -
[4] - Quote
They are perfectly fine for melee, if you want to add more feature it's not a problem, but melee stuff should rest.
Situational awareness commonly called passive scan.
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Lonewolf Heavy
Chaotic Company
154
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Posted - 2014.11.20 15:26:00 -
[5] - Quote
Sick Heavy Melee weapon could honestly be a 1 man Battery ram with a sharp tip, Built for doing damage to vehicles and pretty much instant death for infantry .
In context to the myrofbil stims, I actually use them on my commandos,.They are deadly in CQC combat especially seeing commandos have a high base melee. I've 1 hit killed lights, 2-3 hit killed mediums (a few times 1 hit KOed a logi), and heavies take awhile.
Sentinel/Commando
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Atiim
Heaven's Lost Property Negative-Feedback
13831
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Posted - 2014.11.20 15:37:00 -
[6] - Quote
CCP Rattati did hint at the possibility of having MyroFibs affect jump height and strafe speed.
The 1st Matari Commando
-HAND
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1404
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Posted - 2014.11.20 16:12:00 -
[7] - Quote
shaman oga wrote:They are perfectly fine for melee, if you want to add more feature it's not a problem, but melee stuff should rest.
Aside from the fact you have to stack three to four to be effective, not to mention the ****** hit detection that's second only to Bon's shotgun?
They're far from fine and probably the only module for dropsuits that you don't just put on to boost your suit's general effectiveness as you instead have to build your entire fitting around these. Not to mention the SP cost for something with so few of uses.
Still love em though, but they need something. Jump height would be wonderful and might actually encourage their usage outside of pure melee fits.
I want to punch.
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DeadlyAztec11
Ostrakon Agency
5990
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Posted - 2014.11.20 16:29:00 -
[8] - Quote
Alena Ventrallis wrote:Only really used on troll fits for melee killing Troll? There's nothing troll about getting pimped slapped at 454 HP a slap.
Stacking Complex Myrofibril stimulants is great. The only issue is that melee hit detection is wonky. I'd rather they fix the hit detection rather than the mods.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8115
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Posted - 2014.11.20 16:40:00 -
[9] - Quote
Atiim wrote:CCP Rattati did hint at the possibility of having MyroFibs affect jump height and strafe speed.
I would gladly run a Min Scout on steroids if they did that.
Can you imagine?
1x Complex Shield 2x Complex Mybo
2x Damp 1x Complex Kincat
Six Kin ACR NK
GET READY FOR CQC
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Ku Shala
The Generals
1020
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Posted - 2014.11.20 17:27:00 -
[10] - Quote
much more effective on a commando
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
70
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Posted - 2014.11.20 18:17:00 -
[11] - Quote
I think a good way to a make them more useful is to give an increase to Sprint acceleration that way you get a nice burst of speed to go in for the melee
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Lonewolf Heavy
Chaotic Company
154
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Posted - 2014.11.20 18:20:00 -
[12] - Quote
Gabriel Ceja wrote:I think a good way to a make them more useful is to give an increase to Sprint acceleration that way you get a nice burst of speed to go in for the melee
There is a module for sprint speed already, What they could do is increase the speed you can melee, along with decreasing overall stamina consumption seeing it augments strength.
(Note: by overall stamina consumption I am implying for all features that consume stamina not just melee)
Sentinel/Commando
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ROMULUS H3X
research lab
219
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Posted - 2014.11.20 19:05:00 -
[13] - Quote
Fizzer XCIV wrote:Make them increase jump height.
Myofibrils are responsible for the strength and speed of muscle contraction. It makes sense that they would allow someone to jump higher.
CCP Rattati said he was on board to increase the jump height.. and honestly that's as much as i would ever want.
I run Myo's on 95 % of my suits (not as a trolling method) actually as a real fit because CQC gets hectic in this game and i need to dispacth those scouts quicker than they can appear, all it take is 1 and sometimes 2 punches for those lame armor stacking scouts.
Fix the hit detection as well... sometimes you can be landing punches and nothing is registering except for the sound of you hitting his face.. "no damage is done?!?! what I just leveled that fatty 5 times!"
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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ROMULUS H3X
research lab
219
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Posted - 2014.11.20 19:07:00 -
[14] - Quote
Ghost Kaisar wrote:Atiim wrote:CCP Rattati did hint at the possibility of having MyroFibs affect jump height and strafe speed. I would gladly run a Min Scout on steroids if they did that. Can you imagine? 1x Complex Shield 2x Complex Mybo 2x Damp 1x Complex Kincat Six Kin ACR NK GET READY FOR CQC
Hehe carefull you might launch yourself too high and die from falling!
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Ku Shala
The Generals
1021
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Posted - 2014.11.20 20:00:00 -
[15] - Quote
Lonewolf Heavy wrote:
There is a module for sprint speed already, What they could do is increase the speed you can melee, along with decreasing overall stamina consumption seeing it augments strength.
(Note: by overall stamina consumption I am implying for all features that consume stamina not just melee)
they already have cardiac regulators for stamina
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
105
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Posted - 2014.11.21 00:23:00 -
[16] - Quote
Fizzer XCIV wrote:Make them increase jump height.
Myofibrils are responsible for the strength and speed of muscle contraction. It makes sense that they would allow someone to jump higher.
Combine them. Since it improves muscles, then keep I s melee bonus and add jump hight and maybe even quicker reaction since armor/shield are going to make dropsy its slower from side to side. This is genius.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Jotun Izalaru
Goonfeet
222
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Posted - 2014.11.21 00:35:00 -
[17] - Quote
Melee is beastly when it's done right, so 'troll' fit isn't really fitting. My highest kill record in a match was with my bare hands.
Better hit detection would be great - not just because it's unreliable, but that close up you can't see that heavy's HP bar so if it plays the sound but doesn't register, you're constantly gambling "wait, did it count or not? do I dare stay the course, knowing that if it didn't register i'll run out of stamina before he runs out of HP?" and it's just nonsense.
I think decreasing the stamina cost of melee would be a good addendum to Myo's, though not by much.
It's also important that in the course of 'fixing' hit detection, it isn't made super easy to do like knifing was. |
Lonewolf Heavy
Chaotic Company
165
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Posted - 2014.11.21 16:26:00 -
[18] - Quote
Ku Shala wrote:Lonewolf Heavy wrote:
There is a module for sprint speed already, What they could do is increase the speed you can melee, along with decreasing overall stamina consumption seeing it augments strength.
(Note: by overall stamina consumption I am implying for all features that consume stamina not just melee)
they already have cardiac regulators for stamina
No, It increases overall stamina and regeneration Im saying, reducing how much stamina is consumed.
Sentinel/Commando
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