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Thread Statistics | Show CCP posts - 1 post(s) |
Aeon Amadi
Chimera Core
8977
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Posted - 2015.03.12 21:11:00 -
[1] - Quote
I really don't see what the problem is.
It's an alternative to Damage Mods - which increases TTK - which is awesome. It's an alternative to Precision Enhancers- which helps Scouts - which is awesome (kinda). It's an alternative to Shield Modules - which reduces brick tanking - which is awesome.
Further more, you can't really aim worth a **** when you're jumping... So it's not like bunny hopping is hurting anyone. You can't do it more than a few times in rapid succession -AND- you can't recover stamina while in the air.
That being said, it's a navigational tool and it's doing so amazingly well. It provides options that weren't there before, prevents from having to use ladders - which is awesome - and because it's not that great for combat it's a very awesome addition to have in a science fiction shooter.
It's not nearly as bad as you're making it out to be.
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Aeon Amadi
Chimera Core
8977
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Posted - 2015.03.12 21:26:00 -
[2] - Quote
Flint Beastgood III wrote:
I understand all arguments 'for', I just don't like the gameplay that ensues. It's that simple. No skin off my nose, just a little less AUR sales for CCP each month.
Why..? Because it's new, refreshing, and outside the norm..? What's wrong with players jumping incredibly heights? And please don't say it's not 'realistic', it's a sci-fi game x3
DozersMouse XIII wrote:it affects splash damage weapons that are easy to aim while mid air
You mean splash damage weapons that are already easy to aim with?
Use your own myrofibrals and jump onto a high ledge - then suddenly those same weapons are now their weakness.
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Aeon Amadi
Chimera Core
8978
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Posted - 2015.03.12 21:47:00 -
[3] - Quote
DozersMouse XIII wrote:Aeon Amadi wrote:Flint Beastgood III wrote:
I understand all arguments 'for', I just don't like the gameplay that ensues. It's that simple. No skin off my nose, just a little less AUR sales for CCP each month.
Why..? Because it's new, refreshing, and outside the norm..? What's wrong with players jumping incredibly heights? And please don't say it's not 'realistic', it's a sci-fi game x3 DozersMouse XIII wrote:it affects splash damage weapons that are easy to aim while mid air You mean splash damage weapons that are already easy to aim with? Use your own myrofibrals and jump onto a high ledge - then suddenly those same weapons are now their weakness. bottom line is the stacking penalties are not being applied refreshing or not it needs to be fixed I shouldn't have to counter fibs with fibs
Just because the stacking penalties aren't applying doesn't mean it's bad for the game. That's a silly reason to nerf anything. If the community likes it the way it is, why change it?
Same thing with the movement speed back in 1.5/1.6 (can't remember which). That was a bug that -WAS UNANIMOUSLY SUPPORTED- by the community. It wasn't meant to be that high by design but it was and everyone loved it. Things change and things that aren't intended sometimes become incredibly favorable by the community.
Having an arbitrary rule that if it didn't turn out by design in the first go it should be fixed, regardless of player opinion, is just dumb.
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Founder of AIV
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Aeon Amadi
Chimera Core
8978
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Posted - 2015.03.12 21:48:00 -
[4] - Quote
WeapondigitX V7 wrote:DozersMouse XIII wrote:Aeon Amadi wrote:I really don't see what the problem is.
It's an alternative to Damage Mods - which increases TTK - which is awesome. It's an alternative to Precision Enhancers- which helps Scouts - which is awesome (kinda). It's an alternative to Shield Modules - which reduces brick tanking - which is awesome.
Further more, you can't really aim worth a **** when you're jumping... So it's not like bunny hopping is hurting anyone. You can't do it more than a few times in rapid succession -AND- you can't recover stamina while in the air.
That being said, it's a navigational tool and it's doing so amazingly well. It provides options that weren't there before, prevents from having to use ladders - which is awesome - and because it's not that great for combat it's a very awesome addition to have in a science fiction shooter.
It's not nearly as bad as you're making it out to be.
it affects splash damage weapons that are easy to aim while mid air I hope I am not the only one who can shoot players in mid air (I have low sensitivity settings if that helps you guys). Straffing currently makes players direction unpredictable. Jumping makes them very predictable for short periods. I love it when they jump sometimes. It makes it easier to hit them.
Agree'd. Killed a Min Assault who had like four of the things and he shot straight off to the side, killed him in mid-air, and laughed as his body cartwheeled into the wall. I could almost hear the 'plop' of his body smacking into it.
Was glorious
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Aeon Amadi
Chimera Core
8986
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Posted - 2015.03.13 01:53:00 -
[5] - Quote
Buwaro Draemon wrote:People here don't seem to understand that there is a fine line between fun and balance.
Are the new Myifibs fun? Hell yeah. Are they unbalanced? Sadly yes.
Just because it is fun, that does not mean thet are balanced. Splash weapons+stacked myofibs WILL become FOTM. A very bad one too. That's what I want to stop.
It's unlikely that those players will be shield tankers, so you already know what to fit against them. Further more, armor weighs you down and reduces the effectiveness of these modules and likely the momentum at which they'll be moving. When they jump, their movement is set and there's nothing they can do to change that - it's not like strafing around where you have to fight against their mobility; it's easier to shoot someone jumping than it is someone who's strafing.
It's also very very unlikely that they will be able to fit precision enhancers and damage modifiers, so they're sacrificing damage output as well as EWAR capability. This provides you several options: Get the jump on them via EWAR, or counter their fit with a Combat Rifle, massacre them whenever they try to jump using damage mods yourself.
The possibilities are endless.
m621 zma wrote:Aeon Amadi wrote:You can't do it more than a few times in rapid succession
My 1048 stamina assault says otherwise...
Sure. I fit Cardiac Regulators to allow for more sprinting/jumping - but considering that the more myrofibrals you fit the longer you're in the air, you're just making it even easier to hit you for the reasons stated above. Further more, the longer you're in the air, the less time you have to jump again and the less stamina you have as a whole because you're not regaining any while in the air.
Fizzer XCIV wrote:
So if Kincats made you run 30% faster instead of 15% they would still be balanced? Or how about if Armor Plates provided 270 HP instead of 135? Or what if SMGs dit 42 damage per shot instead of 21?
The fact is that the numbers for these Myofibrils are nearly exactly 2x higher than they were intended to be, and I can't see much use for any other high slots if they stay this way. They need to be toned down. They provide too much for a single slot.
You're moving the goalpost to make the argument easier to handle up on. Saying that other modules would be broken because stacking penalties didn't apply - assuming that they aren't on the myrofibrals right now, in the first place - doesn't mean that myrofibrals are in any way broken.
Guys, the damn things have been out for a single day. These hackneyed theories don't have enough evidence to support the claims just based on duration alone.
CCP Rattati wrote:We will evaluate these modules like everything else.
Since playing last night, I have a growing doubt that stacing is applied, that is the first thing I will check at work today.
A 4th and 5th module should add almost nothing which is why we playtested with 3 stacked minnie scouts.
That said, the max height we were aiming for was a big crate, or second level of a building. I agree with both the combat effectiveness and fun versus silly arguments as well. They are supposed to be a mobility module, viable against dmg mods and hp, and open up tactical elements such as outflanking and such.
And to the OP's concerns, the 25% isn't an applicable number per se, it is a modification attribute % of another number and ground speed, so is not "25% the normal height". That was not clear enough.
Then it's working as intended. I'm uploading a video to youtube now but with three complex myrofibrals I can just -barely- make it ontop of a big crate or the second level building.
I dunno about 4/5 though but from the sheer amount of utility you lose from doing that... it'd be a bad fit just because you'd be sacrificing so much PG/CPU and utility/shields just to be able to jump -slightly higher-...
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