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LUGMOS
Corrosive Synergy RISE of LEGION
2711
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Posted - 2015.03.13 00:04:00 -
[61] - Quote
Fizzer XCIV wrote:You keep just saying that just because they sacrificed HP they must be balanced. So if Damage mods gave +20% damage they would be balanced because they sacrifice HP. That's a real flimsy argument. However, is melee really a good weapon? No.
Is jumping OP? If you have bad aim. You used a hyperbolic situation to make something look really OP... It's not necessarily the loss of HP, but the fact that you sacrificed survivability for maneuverability.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1728
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Posted - 2015.03.13 00:05:00 -
[62] - Quote
Go pvp destiny.
The guys that dir the most fly the most.
Go play cod;aw, the more you jump the more you die.
seriously dude. If you cant hit a single target moving in a predictable arc, just quit now.
Cant hear you, carpet-bombing heavies with my minja.
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LUGMOS
Corrosive Synergy RISE of LEGION
2711
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Posted - 2015.03.13 00:06:00 -
[63] - Quote
Soldner VonKuechle wrote:Go pvp destiny.
The guys that dir the most fly the most.
Go play cod;aw, the more you jump the more you die.
seriously dude. If you cant hit a single target moving in a predictable arc, just quit now. Bruh, no personal attacks. It ain't productive. Your other points are correct though.
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Bright Cloud
Namtar Elite Gallente Federation
867
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Posted - 2015.03.13 00:11:00 -
[64] - Quote
I dont really have a issue with this. It allows me to counter rooftop campers and i can reach places that where previously dropship exclusive. Plus if you played COD:AW you are used to shot jumping targets. You have to keep in mind they can only jump upwards but while they are in the air they cannot use strafing. Easy target practice for decent players.
Bright is the opposite of dark! Who would have thought of that?!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2652
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Posted - 2015.03.13 00:14:00 -
[65] - Quote
LUGMOS wrote:Fizzer XCIV wrote:You keep just saying that just because they sacrificed HP they must be balanced. So if Damage mods gave +20% damage they would be balanced because they sacrifice HP. That's a real flimsy argument. However, is melee really a good weapon? No. Is jumping OP? If you have bad aim. You used a hyperbolic situation to make something look really OP... It's not necessarily the loss of HP, but the fact that you sacrificed survivability for maneuverability.
So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1730
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Posted - 2015.03.13 00:18:00 -
[66] - Quote
LUGMOS wrote:Soldner VonKuechle wrote:Go pvp destiny.
The guys that dir the most fly the most.
Go play cod;aw, the more you jump the more you die.
seriously dude. If you cant hit a single target moving in a predictable arc, just quit now. Bruh, no personal attacks. It ain't productive. Your other points are correct though.
I apologize, let me rephrase the last point.
If the new mechanics are too troublesome to adapt to, perhaps it is time to roll a logi or heavy.
Or, and it saddens me.to.say this, it would be a good time to end a mercenary career in new eden
Cant hear you, carpet-bombing heavies with my minja.
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LUGMOS
Corrosive Synergy RISE of LEGION
2713
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Posted - 2015.03.13 00:18:00 -
[67] - Quote
Fizzer XCIV wrote:So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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. You are making this waaay worse than you think it is.
of course kincats would be OP, because they would break hit detection. And, just for clarification, they give a 12% bonus.
And you are really over exaggerating on everything... shield modules and damage mods are still very useful... please, stop blowing things out of context and making use of highly hyperbolic comparisons.
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Lynn Beck
Delta Vanguard 6
2386
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Posted - 2015.03.13 00:20:00 -
[68] - Quote
Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:You keep just saying that just because they sacrificed HP they must be balanced. So if Damage mods gave +20% damage they would be balanced because they sacrifice HP. That's a real flimsy argument. However, is melee really a good weapon? No. Is jumping OP? If you have bad aim. You used a hyperbolic situation to make something look really OP... It's not necessarily the loss of HP, but the fact that you sacrificed survivability for maneuverability. So if Kincats made you run 30% faster instead of 15% they would still be balanced? 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. If speed didn't break hit detection, they would be in a perfect position at that point.
If the performance wasn't so clunky that we had to slow down general combat to make it possible to shoot people, then sure, 30% away.
If hallways weren't littering all of the map sockets, as well as crates and generally F**KTONS of cover inside, sure, we could have 30% Kincats.
Comparatively, Myofibs don't break HD, they aren't making you harder to hit by increasing any type of speed, they are making it have a longer "Up" duration in relation to unmodded suits.
**** we could even have an EQ that boosted speed by 400%(in all directions) should HD actually be reliable enough, and it not be OP.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2653
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Posted - 2015.03.13 00:22:00 -
[69] - Quote
LUGMOS wrote:Fizzer XCIV wrote:So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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. You are making this waaay worse than you think it is. of course kincats would be OP, because they would break hit detection. And, just for clarification, they give a 12% bonus. And you are really over exaggerating on everything... shield modules and damage mods are still very useful... please, stop blowing things out of context and making use of highly hyperbolic comparisons.
I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period.
But you are just going to defend them anyways, aren't you?
Home at Last <3
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LUGMOS
Corrosive Synergy RISE of LEGION
2714
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Posted - 2015.03.13 00:26:00 -
[70] - Quote
Fizzer XCIV wrote:I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period.
But you are just going to defend them anyways, aren't you? It's hilarious that you think they are game breaking or even OP, since jumping really high isn't even comparable to a 121% damage boost or a 330 shield increase like you say.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1731
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Posted - 2015.03.13 00:27:00 -
[71] - Quote
Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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. You are making this waaay worse than you think it is. of course kincats would be OP, because they would break hit detection. And, just for clarification, they give a 12% bonus. And you are really over exaggerating on everything... shield modules and damage mods are still very useful... please, stop blowing things out of context and making use of highly hyperbolic comparisons. I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period. But you are just going to defend them anyways, aren't you?
id take 121% damage over jumping ANY DAY of the week.
Can we get that next?
Cant hear you, carpet-bombing heavies with my minja.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2653
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Posted - 2015.03.13 00:28:00 -
[72] - Quote
LUGMOS wrote:Fizzer XCIV wrote:I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period.
But you are just going to defend them anyways, aren't you? It's hilarious that you think they are game breaking or even OP, since jumping really high isn't even comparable to a 121% damage boost or a 330 shield increase like you say.
Whatever. They'll get nerfed, that much I know. When 80% of the blayerbase is jumping 30m into the air next week, even Ratatti won't be able to deny that it is a problem.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:29:00 -
[73] - Quote
Soldner VonKuechle wrote:Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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. You are making this waaay worse than you think it is. of course kincats would be OP, because they would break hit detection. And, just for clarification, they give a 12% bonus. And you are really over exaggerating on everything... shield modules and damage mods are still very useful... please, stop blowing things out of context and making use of highly hyperbolic comparisons. I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period. But you are just going to defend them anyways, aren't you? id take 121% damage over jumping ANY DAY of the week. Can we get that next?
Stack 5 Complex Damage mods. There you go.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1731
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Posted - 2015.03.13 00:30:00 -
[74] - Quote
Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period.
But you are just going to defend them anyways, aren't you? It's hilarious that you think they are game breaking or even OP, since jumping really high isn't even comparable to a 121% damage boost or a 330 shield increase like you say. Whatever. They'll get nerfed, that much I know. When 80% of the blayerbase is jumping 30m into the air next week, even Ratatti won't be able to deny that it is a problem.
Find me a dev post from today mentioning even tweaking them and ill stop. I promise.
Cant hear you, carpet-bombing heavies with my minja.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:31:00 -
[75] - Quote
BTW, my AScR isn't OP because I sacrifice the ability to fit another weapon to fit it. Not op at all. See I sacrificed something, so it can't be OP at all!
Why don't you just bump its damage up to 84 per shot! It still wouldn't be OP because I sacrifice something!
And make damage mods give me 14% per mod with no stacking! They wouldn't be OP because Im sacrificing shield extenders to use them!
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LUGMOS
Corrosive Synergy RISE of LEGION
2714
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Posted - 2015.03.13 00:32:00 -
[76] - Quote
Fizzer XCIV wrote:Whatever. They'll get nerfed, that much I know. When 80% of the blayerbase is jumping 30m into the air next week, even Ratatti won't be able to deny that it is a problem. Gave up that easily?
Funny, you seemed to argue better for the Scrambler Rifle...
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1731
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Posted - 2015.03.13 00:33:00 -
[77] - Quote
Fizzer XCIV wrote:Soldner VonKuechle wrote:Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:So if Kincats made you run 30% faster instead of 15% they would still be balanced?
The fact is that the numbers for these Myofibrils are nearly 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. You are making this waaay worse than you think it is. of course kincats would be OP, because they would break hit detection. And, just for clarification, they give a 12% bonus. And you are really over exaggerating on everything... shield modules and damage mods are still very useful... please, stop blowing things out of context and making use of highly hyperbolic comparisons. I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period. But you are just going to defend them anyways, aren't you? id take 121% damage over jumping ANY DAY of the week. Can we get that next? Stack 5 Complex Damage mods. There you go.
uhhh....bro....
Dmg-mods do suffer from actual stacking penalties.
Cant hear you, carpet-bombing heavies with my minja.
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LUGMOS
Corrosive Synergy RISE of LEGION
2714
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Posted - 2015.03.13 00:35:00 -
[78] - Quote
Fizzer XCIV wrote:BTW, my AScR isn't OP because I sacrifice the ability to fit another weapon to fit it. Not op at all. See I sacrificed something, so it can't be OP at all! Did you sacrifice 3-5 slots, potentially either ~300 shields, 21% extra damage, or more regen in the process?
Please, LogicGäó works better at arguing than ridicule, and unfounded ridicule at that.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:36:00 -
[79] - Quote
Soldner VonKuechle wrote:Fizzer XCIV wrote:Soldner VonKuechle wrote: I'm not blowing things out of context at all. I'm saying the modules are 200% as powerful as they were intended to be, and that is an issue. Because when you compare 350% jump height to 121% damage or 330 more shields, the jumps will win ever time. They need to be brought down to the intended levels of power. Period.
But you are just going to defend them anyways, aren't you?
id take 121% damage over jumping ANY DAY of the week. Can we get that next? Stack 5 Complex Damage mods. There you go.
uhhh....bro....
Dmg-mods do suffer from actual stacking penalties.[/quote]
And Myofibrils don't. 5 Myofibrils will give you 350% jump height. 50% per mod with no penalties. 5 damage mods will give you 121.75% damage. 7% per mod with penalties.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:39:00 -
[80] - Quote
LUGMOS wrote:Fizzer XCIV wrote:BTW, my AScR isn't OP because I sacrifice the ability to fit another weapon to fit it. Not op at all. See I sacrificed something, so it can't be OP at all! Did you sacrifice 3-5 slots, potentially either ~300 shields, 21% extra damage, or more regen in the process? Please, LogicGäó works better at arguing than ridicule, and unfounded ridicule at that.
Nope. Its not OP. I sacrifices something.
It doesn't matter that what I sacrifices isn't worth what I'm getting. It can't be OP. /sarcasm
Right now. Myofibrils are -the best- high slot modules by a massive amount. They need to be cut down to intended values. Period.
Home at Last <3
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1733
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Posted - 2015.03.13 00:39:00 -
[81] - Quote
My bad, i thought you ment ADDITIONAL damage, not TOTAL.
330 additional shields is nothing to sneeze at, unless youre wielding an ascr, then sneeze away, cause buhbye shields.
Cant hear you, carpet-bombing heavies with my minja.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:42:00 -
[82] - Quote
Soldner VonKuechle wrote:My bad, i thought you ment ADDITIONAL damage, not TOTAL.
330 additional shields is nothing to sneeze at, unless youre wielding an ascr, then sneeze away, cause buhbye shields.
The point is that 30m jumps that allow you to get pretty much anywhere and evac any unfavorable situation and mach 1 is worth more than 330 Shields or and extra 21% damage.
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CCP Rattati
C C P C C P Alliance
18594
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Posted - 2015.03.13 00:44:00 -
[83] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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LUGMOS
Corrosive Synergy RISE of LEGION
2718
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Posted - 2015.03.13 00:45:00 -
[84] - Quote
Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:BTW, my AScR isn't OP because I sacrifice the ability to fit another weapon to fit it. Not op at all. See I sacrificed something, so it can't be OP at all! Did you sacrifice 3-5 slots, potentially either ~300 shields, 21% extra damage, or more regen in the process? Please, LogicGäó works better at arguing than ridicule, and unfounded ridicule at that. Nope. Its not OP. I sacrifices something. It doesn't matter that what I sacrifices isn't worth what I'm getting. It can't be OP. /sarcasm Right now. Myofibrils are -the best- high slot modules by a massive amount. They need to be cut down to intended values. Period. Jeez man... get to the point. Stop **** posting and actually discuss. I hate arguing with people who a) blow things out of context b) ignore the other sides argument. Come on man, you're better than this.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1733
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Posted - 2015.03.13 00:48:00 -
[85] - Quote
Fizzer XCIV wrote:Soldner VonKuechle wrote:My bad, i thought you ment ADDITIONAL damage, not TOTAL.
330 additional shields is nothing to sneeze at, unless youre wielding an ascr, then sneeze away, cause buhbye shields. The point is that 30m jumps that allow you to get pretty much anywhere and evac any unfavorable situation and mach 1 is worth more than 330 Shields or and extra 21% damage.
Sure, in most 1v1 situations, but the second you lift off, your directional mobility is severally limited, your offenses are limited to slow rof splash weapons/grenades and mines if you're skilled, and three hops later you're a sitting duck for some random with even the slightest sense of awareness to blap.
A calassault cant out run or out dps an amrrassault while its shield fit.
It can jump away, and most likely not make it out of the amarrassaults range, unless it was at max range to begin with.
And as soon as it lands, it better be in a dmz or its insta gibbed
Cant hear you, carpet-bombing heavies with my minja.
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Kain Spero
Negative-Feedback.
4715
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Posted - 2015.03.13 00:53:00 -
[86] - Quote
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.
The thing right now Rattati is with what is currently going on all of the boring camping spots that people would sit in all match long can now be attacked directly. No longer does it require a dropship to clear out nests of up high links. This may not be what was exactly intended but they game will be better for it.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 00:53:00 -
[87] - Quote
LUGMOS wrote:Fizzer XCIV wrote:LUGMOS wrote:Fizzer XCIV wrote:BTW, my AScR isn't OP because I sacrifice the ability to fit another weapon to fit it. Not op at all. See I sacrificed something, so it can't be OP at all! Did you sacrifice 3-5 slots, potentially either ~300 shields, 21% extra damage, or more regen in the process? Please, LogicGäó works better at arguing than ridicule, and unfounded ridicule at that. Nope. Its not OP. I sacrifices something. It doesn't matter that what I sacrifices isn't worth what I'm getting. It can't be OP. /sarcasm Right now. Myofibrils are -the best- high slot modules by a massive amount. They need to be cut down to intended values. Period. Jeez man... get to the point. Stop **** posting and actually discuss. I hate arguing with people who a) blow things out of context b) ignore the other sides argument. Come on man, you're better than this.
I'm not blowing it out of context though. I'm simply stating that they are in fact giving 2x the intended effects at the complex level.
And I understand that high jumps aren't as good as strafing at avoiding fire, but they take even less skill than strafing to do. A button press, and you are orbital. That's a hugely broken skill:power ratio.
I also understand that they require you to sacrifice some HP, but the amount you sacrifice for the bonus you get from them modules is disproportionate in favor of Myos.
I just want to see Myofibrils be used as much as the other high slots, not more than them. They way that they are currently, this won't happen.
And if what Ratatti is saying is true, and there isn't a stacking penalty... Which I'm pretty sure is also the case. Well then how can you even begin to claim that these won't be a problem? They are broken all over.
Home at Last <3
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LUGMOS
Corrosive Synergy RISE of LEGION
2728
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Posted - 2015.03.13 00:59:00 -
[88] - Quote
Fizzer XCIV wrote:And I understand that high jumps aren't as good as strafing at avoiding fire, but they take even less skill than strafing to do. A button press, and you are orbital. That's a hugely broken skill:power ratio.
I also understand that they require you to sacrifice some HP, but the amount you sacrifice for the bonus you get from them modules is disproportionate in favor of Myos.
I just want to see Myofibrils be used as much as the other high slots, not more than them. They way that they are currently, this won't happen.
And if what Ratatti is saying is true, and there isn't a stacking penalty... Which I'm pretty sure is also the case. Well then how can you even begin to claim that these won't be a problem? They are broken all over.
Skill to power... I imagine you think that jumps are OP... Can you not shoot at them? I REALLY don't get this... They are most certainly not OP, you are only against them because they annoy you and because you claim they are the best high slot modules...
And I guarantee you, they will be less common in the days to come. Y'all jump to the nerf bat if you see something the first day. Sit back and enjoy for a while, try to have some fun.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
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Posted - 2015.03.13 01:08:00 -
[89] - Quote
LUGMOS wrote:Fizzer XCIV wrote:And I understand that high jumps aren't as good as strafing at avoiding fire, but they take even less skill than strafing to do. A button press, and you are orbital. That's a hugely broken skill:power ratio.
I also understand that they require you to sacrifice some HP, but the amount you sacrifice for the bonus you get from them modules is disproportionate in favor of Myos.
I just want to see Myofibrils be used as much as the other high slots, not more than them. They way that they are currently, this won't happen.
And if what Ratatti is saying is true, and there isn't a stacking penalty... Which I'm pretty sure is also the case. Well then how can you even begin to claim that these won't be a problem? They are broken all over.
Skill to power... I imagine you think that jumps are OP... Can you not shoot at them? I REALLY don't get this... They are most certainly not OP, you are only against them because they annoy you and because you claim they are the best high slot modules... And I guarantee you, they will be less common in the days to come. Y'all jump to the nerf bat if you see something the first day. Sit back and enjoy for a while, try to have some fun.
I'm one of the guys using these modules too, you know. Every high slot is a Myofibril, and I'm doing better than I ever did last version. Being able to just jump over things is better than some shields or some damage.
I understand that you might not like what I'm about to say, but mobility can be overpowered, just like everything else.
Mobilty isn't exempt from the rules. If it becomes too high, people will abuse it just as much as anything else. Remember Marathon+Lightwieght+Commando on MW2 way back?
Home at Last <3
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1736
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Posted - 2015.03.13 01:10:00 -
[90] - Quote
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.
Abridged:mtos may be OP, watching close, will evaluate soon.
Alright mina, fizzer, ill concede for now. Until the final eval comes out.
Cant hear you, carpet-bombing heavies with my minja.
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