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MINA Longstrike
Kirjuun Heiian
2318
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Posted - 2015.03.12 17:55:00 -
[1] - Quote
So I've been running some math.... and I do not actually think these are working as INTENDED.
In short, I believe that before patch we were told that these would provide 15, 20 and 25% bonuses to jump height based on their tier. However this does not line up with people doing the crazy moon jumps that they *are* doing. Myofibrals currently are not listed as having a separate 'jump height' modifier, I think that what actually happened is that Myo's simply had a flag added to them that caused them to also affect jump height.
What has lined up with math that I've been running is that four complex myofibrals at level 5 skill provide a 500% bonus to punch damage.... and because no separate number was defined for jump height they are ALSO providing a 500% bonus to jump height, which is cumulative with temporary speed gains from sprinting (speed directly affects jump height, pre-patch there were maps where heavies couldn't jump up onto things like small pipes without a small sprinting start).
Four myofribral stimulants at 25% (*1.5 = 37.5%) should only be providing a 145% total bonus to jump height. It is clear that they are not 'roughly doubling' ones jump height, but are instead quadrupling / quintupling it at 3-4 myo's.
tl;dr. Myofribrals are actually currently applying a 75% bonus to jump height each, instead of the 37.5% jump height they're meant to.
http://wiki.dust514.info/index.php?title=Stacking_Penalties Feel free to plug in numbers yourself and doublecheck.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Leovarian L Lavitz
We Forgotten Few
1428
|
Posted - 2015.03.12 18:18:00 -
[2] - Quote
I see, that 's why they are so awesome, such a fresh and needed change for dust! I love it! No wonder the number wasn't listed.
Youtube: Dust 514 - You should Have Worn Proto
Dueling is my specialty
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Joel II X
Bacon with a bottle of Quafe
6654
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Posted - 2015.03.12 18:25:00 -
[3] - Quote
You know what that means...
ABUSE IT UNTIL IT IS FIXED! |
Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2131
|
Posted - 2015.03.12 18:28:00 -
[4] - Quote
There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended.
My Plasma Cannon says "Hello" to your face~
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MINA Longstrike
Kirjuun Heiian
2320
|
Posted - 2015.03.12 18:31:00 -
[5] - Quote
Crimson ShieId wrote:There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended.
No numbers eh
Check the 'simple changes' section where they're listed at 15/20/25% before you claim they're 'working as intended' idiot.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Leovarian L Lavitz
We Forgotten Few
1428
|
Posted - 2015.03.12 18:33:00 -
[6] - Quote
MINA Longstrike wrote:Crimson ShieId wrote:There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended. No numbers ehCheck the 'simple changes' section where they're listed at 15/20/25% before you claim they're 'working as intended' idiot. Calm down. I hope they keep it like this. It's refreshing on so many levels.
Youtube: Dust 514 - You should Have Worn Proto
Dueling is my specialty
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2135
|
Posted - 2015.03.12 18:34:00 -
[7] - Quote
MINA Longstrike wrote:Crimson ShieId wrote:There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended. No numbers ehCheck the 'simple changes' section where they're listed at 15/20/25% before you claim they're 'working as intended' idiot.
I said within the dev blog or patch notes. Quick to jump to tossing insults though. Did Mario land on your head recently?
Edit: I digress though, they are certainly there, but those documents have been subject to change before.
My Plasma Cannon says "Hello" to your face~
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MINA Longstrike
Kirjuun Heiian
2320
|
Posted - 2015.03.12 18:36:00 -
[8] - Quote
Crimson ShieId wrote:MINA Longstrike wrote:Crimson ShieId wrote:There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended. No numbers ehCheck the 'simple changes' section where they're listed at 15/20/25% before you claim they're 'working as intended' idiot. I said within the dev blog or patch notes. Quick to jump to tossing insults though. Did Mario land on your head recently?
That's called moving goalposts and it's a wonderfully pathetic way to try and cover up the fact that you're ****ing wrong.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Flint Beastgood III
Dead Man's Game RUST415
1485
|
Posted - 2015.03.12 18:41:00 -
[9] - Quote
Not sure I even wanna play until this is fixed. Sounds stupid IMO. I kneeeeeewwww there would be bugs with the hotfix!
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2139
|
Posted - 2015.03.12 18:43:00 -
[10] - Quote
Dude, chill~ Grab some steroids, a little weed... and get high. It'll be fun~
My Plasma Cannon says "Hello" to your face~
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Leovarian L Lavitz
We Forgotten Few
1429
|
Posted - 2015.03.12 18:45:00 -
[11] - Quote
Flint Beastgood III wrote:Not sure I even wanna play until this is fixed. Sounds stupid IMO. I kneeeeeewwww there would be bugs with the hotfix! It's fun, give it a try :D
Youtube: Dust 514 - You should Have Worn Proto
Dueling is my specialty
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1306
|
Posted - 2015.03.12 18:53:00 -
[12] - Quote
Joel II X wrote:You know what that means...
ABUSE IT UNTIL IT IS FIXED!
Please don't fix it, it adds SOO much to this game.
Adapt or die fools!
Tanks - Balancing Turrets
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Buwaro Draemon
WarRavens
1184
|
Posted - 2015.03.12 18:57:00 -
[13] - Quote
Tebu Gan wrote:Joel II X wrote:You know what that means...
ABUSE IT UNTIL IT IS FIXED! Please don't fix it, it adds SOO much to this game. Adapt or die fools! No. They NEED fixing. I am getting tired of seeing people leap 40 feet into the air with splash damage weapons.
The Forums are a special place.
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LOOKMOM NOHANDS
Warpoint Sharx
196
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Posted - 2015.03.12 19:04:00 -
[14] - Quote
And this is why I played like 3 matches and logged off for the day.
We all know that there is almost always at least one set of numbers that are broken on deployment day. In the little bit I saw in game and the videos that I have seen on the forums I think I can agree that they are broken.
Maybe they should leave it until after the weekend tho. Letting everyone get a good laugh at it would boost morale. |
Kain Spero
Negative-Feedback.
4699
|
Posted - 2015.03.12 19:05:00 -
[15] - Quote
Leovarian L Lavitz wrote:I see, that 's why they are so awesome, such a fresh and needed change for dust! I love it! No wonder the number wasn't listed.
Couldn't agree more.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3130
|
Posted - 2015.03.12 19:08:00 -
[16] - Quote
I personally hope they keep the current numbers. They're only good in bulk as is. I wasn't very impressed using only one on my Cal scout.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1710
|
Posted - 2015.03.12 19:12:00 -
[17] - Quote
DUST uses the Unreal engine.
Unreal Tournement was a ducking mid air jet pack combat game.
I think its awesome we finally get a shout out to it.
Brb, minja-bombing all the things.
Recently re-discovered the Assault Mass Driver, LOL@your 'cover'
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MINA Longstrike
Kirjuun Heiian
2325
|
Posted - 2015.03.12 19:16:00 -
[18] - Quote
I don't understand why so many of you seem to think facts are up for debate. That myofibs aren't working as intended is a *fact*. You may not like it, but not liking it doesn't change it.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Timtron Victory
Horizons' Edge
424
|
Posted - 2015.03.12 19:18:00 -
[19] - Quote
Hahaha, the way you guys insult each other is so funny haha. I am looking forward to the data but expert shotgun users would be loving this. Jump outside the range of a heavy machine gun and land and *BLAAP*.
Anyone thinks Heavy machine needs a higher heat penalty or rather was it increased? I have been seeing heavies seizing more often recently or maybe I just got better at avoiding them haha
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9379
|
Posted - 2015.03.12 19:20:00 -
[20] - Quote
Our still appears that HP is king when you have to defend the objective.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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LUGMOS
Corrosive Synergy RISE of LEGION
2693
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Posted - 2015.03.12 19:21:00 -
[21] - Quote
MINA Longstrike wrote:but not liking it doesn't change it. I agree. Just because you don't like them, doesn't mean they should be changed
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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MINA Longstrike
Kirjuun Heiian
2327
|
Posted - 2015.03.12 19:23:00 -
[22] - Quote
LUGMOS wrote:MINA Longstrike wrote:but not liking it doesn't change it. I agree. Just because you don't like them, doesn't mean they should be changed
No, it is your opinion that these should remain this way, the fact is that these numbers are way higher than intended.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1711
|
Posted - 2015.03.12 19:43:00 -
[23] - Quote
MINA Longstrike wrote:LUGMOS wrote:MINA Longstrike wrote:but not liking it doesn't change it. I agree. Just because you don't like them, doesn't mean they should be changed No, it is your opinion that these should remain this way, the fact is that these numbers are way higher than intended. Considering your OP says "think" and "opinion" a large amount of times, and lack of dev confirm/deny of your OP, your use of the word fact is akin to Fox News' use of it.
Recently re-discovered the Assault Mass Driver, LOL@your 'cover'
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MINA Longstrike
Kirjuun Heiian
2329
|
Posted - 2015.03.12 19:45:00 -
[24] - Quote
Soldner VonKuechle wrote:MINA Longstrike wrote:LUGMOS wrote:MINA Longstrike wrote:but not liking it doesn't change it. I agree. Just because you don't like them, doesn't mean they should be changed No, it is your opinion that these should remain this way, the fact is that these numbers are way higher than intended. Considering your OP says "think" and "opinion" a large amount of times, and lack of dev confirm/deny of your OP, your use of the word fact is akin to Fox News' use of it.
Should I go back and edit it for your satisfaction? or does the link to the spreadsheet not suffice?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1711
|
Posted - 2015.03.12 19:53:00 -
[25] - Quote
MINA Longstrike wrote:Soldner VonKuechle wrote:MINA Longstrike wrote:LUGMOS wrote:MINA Longstrike wrote:but not liking it doesn't change it. I agree. Just because you don't like them, doesn't mean they should be changed No, it is your opinion that these should remain this way, the fact is that these numbers are way higher than intended. Considering your OP says "think" and "opinion" a large amount of times, and lack of dev confirm/deny of your OP, your use of the word fact is akin to Fox News' use of it. Should I go back and edit it for your satisfaction? or does the link to the spreadsheet not suffice?
Naw because its still hinges on the ASSUMPTION that melee mechanics are inextricably tied to jump mechanics.
Poke a dev, get them to comment. If your correct, ill apologize for antagonizing you. If not, stop backseat game designing. deal?
Recently re-discovered the Assault Mass Driver, LOL@your 'cover'
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Forced Death
Corrosive Synergy RISE of LEGION
123
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Posted - 2015.03.12 19:54:00 -
[26] - Quote
Joel II X wrote:You know what that means...
ABUSE IT UNTIL IT IS FIXED! MASS DRIVERS AND PLC JAHJAJKFHKJSHFD
TritusX
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2644
|
Posted - 2015.03.12 20:01:00 -
[27] - Quote
Soldner VonKuechle wrote: Naw because its still hinges on the ASSUMPTION that melee mechanics are inextricably tied to jump mechanics.
Poke a dev, get them to comment. If your correct, ill apologize for antagonizing you. If not, stop backseat game designing. deal?
Considering the idea was that Minscouts with 3 Complex Myofibrils would be able to jump onto one of the common shipping crates, and not 3 of them, I'm going to make a safe assumption that something is wrong...
Home at Last <3
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MINA Longstrike
Kirjuun Heiian
2331
|
Posted - 2015.03.12 20:25:00 -
[28] - Quote
Soldner VonKuechle wrote:Naw because its still hinges on the ASSUMPTION that melee mechanics are inextricably tied to jump mechanics.
Poke a dev, get them to comment. If your correct, ill apologize for antagonizing you. If not, stop backseat game designing. deal?
There is no assumption being made, look at the ****ing math and compare it with what we know. There is a reason I like to use math, it can't lie. We know that myos were changed to affect jump height, we also have a stated design intent for a minscout to barely be able to het up on a crate.
With 4 complex myos at the intended (via spreadsheet) 25% (*1.5 from skill) you only get about 144% jump height or ~110% jump height with 3 aka double regular height. Now it's pretty easy to see using basic powers of observation that people are jumping far higher than that.
So lets compare our observations with the other relevant piece of data we have - the amount myos increase melee damage by... And with the math I did in my first ****ing post we can see that it's about a 400% increase to melee damage and hey that seems to fit the things were seeing a lot better!
This isn't a huge ****ing leap of logic. It's basic problem solving given information at hand.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Heimdallr69
Negative-Feedback.
4887
|
Posted - 2015.03.12 20:36:00 -
[29] - Quote
Please stop.. This is the most fun I've ever had and you're gonna ruin it.. It's not like it's an insta kill RE
Removed inappropriate content - CCP Logibro
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1712
|
Posted - 2015.03.12 20:38:00 -
[30] - Quote
MINA Longstrike wrote:Soldner VonKuechle wrote:Naw because its still hinges on the ASSUMPTION that melee mechanics are inextricably tied to jump mechanics.
Poke a dev, get them to comment. If your correct, ill apologize for antagonizing you. If not, stop backseat game designing. deal? There is no assumption being made, look at the ****ing math and compare it with what we know. There is a reason I like to use math, it can't lie. We know that myos were changed to affect jump height, we also have a stated design intent for a minscout to barely be able to het up on a crate. With 4 complex myos at the intended (via spreadsheet) 25% (*1.5 from skill) you only get about 144% jump height or ~110% jump height with 3 aka double regular height. Now it's pretty easy to see using basic powers of observation that people are jumping far higher than that. So lets compare our observations with the other relevant piece of data we have - the amount myos increase melee damage by... And with the math I did in my first ****ing post we can see that it's about a 400% increase to melee damage and hey that seems to fit the things were seeing a lot better! This isn't a huge ****ing leap of logic. It's basic problem solving given information at hand.
I've looked at your math half a dozen times. The math is not wrong.
The parameters are. You're still making the sound-logical call to tie your math to melee damage buffs, and applying it to jump mechanics. It is a wise and logical choice. But in this instance, im going to have to say its incorrect.
The modules themselves say nothing about raw data in terms of jump height modifying, hell, the aurum versions DONT MENTION it affects jumping. At all. There's a hidden command string with an undisclosed raw value attached to it, not translated into readable data for the player to know.
Further credence to why its working as intended. the sheer bulk of forum posts and dev responses since the uodate hit, and none of them are echoing that the jump values are wrong, misbehaving or otherwise. And they commented on krins display errors, equipment number errors, etc. if there was a jump issue it would've been mentikned several times over, yet it has not.
Your math is correct, parameters not.
Find me dev posts to say otherwise.
Cant hear you, carpet-bombing heavies with my minja.
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IAmDuncanIdaho II
Nos Nothi
1592
|
Posted - 2015.03.12 20:43:00 -
[31] - Quote
Mina, please, remove the insults, swearing and personal attacks from your posts and you will have more credibility and actually get some decent conversation going (as decent as GD can manage at least)
You will have far better results if you could do that. |
DozersMouse XIII
Molon Labe. General Tso's Alliance
1001
|
Posted - 2015.03.12 20:44:00 -
[32] - Quote
MINA Longstrike wrote:I don't understand why so many of you seem to think facts are up for debate. That myofibs aren't working as intended is a *fact*. You may not like it, but not liking it doesn't change it. its not worth arguing with halo/cod teens
Shotgun me once, shame on me
Shotgun me twice, scans on you
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2144
|
Posted - 2015.03.12 20:47:00 -
[33] - Quote
DozersMouse XIII wrote:MINA Longstrike wrote:I don't understand why so many of you seem to think facts are up for debate. That myofibs aren't working as intended is a *fact*. You may not like it, but not liking it doesn't change it. its not worth arguing with halo/cod teens
Now this is something I don't get. Because something is entertaining and shares a similarity with another game's mechanics, those who like it and don't wish for it to be removed are automatically labeled as teens and fans of other games.
It's fun. Dust is not a tactical shooter, why can't someone want something fun without being labeled in such a way?
My Plasma Cannon says "Hello" to your face~
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DozersMouse XIII
Molon Labe. General Tso's Alliance
1001
|
Posted - 2015.03.12 20:52:00 -
[34] - Quote
if this doesn't get sorted out i'm sure you're gonna see threads like this popping up
-nerf the plc
-nerf the flaylock
-nerf the mass driver
Shotgun me once, shame on me
Shotgun me twice, scans on you
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Flint Beastgood III
Dead Man's Game RUST415
1489
|
Posted - 2015.03.12 21:03:00 -
[35] - Quote
Leovarian L Lavitz wrote:Flint Beastgood III wrote:Not sure I even wanna play until this is fixed. Sounds stupid IMO. I kneeeeeewwww there would be bugs with the hotfix! It's fun, give it a try :D
Nah, I'm good thanks. I've played two games and it's pants. Don't wish to be a 'can't beat em, join em' player, so I won't "try it". I don't like halo or anything like it. Guess I'm done. Never mind. Got plenty other games to play.
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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IAmDuncanIdaho II
Nos Nothi
1593
|
Posted - 2015.03.12 21:03:00 -
[36] - Quote
DozersMouse XIII wrote:if this doesn't get sorted out i'm sure you're gonna see threads like this popping up
-nerf the plc
-nerf the flaylock
-nerf the mass driver
**** that, nerf gravity :-p |
IAmDuncanIdaho II
Nos Nothi
1593
|
Posted - 2015.03.12 21:04:00 -
[37] - Quote
Flint Beastgood III wrote:Leovarian L Lavitz wrote:Flint Beastgood III wrote:Not sure I even wanna play until this is fixed. Sounds stupid IMO. I kneeeeeewwww there would be bugs with the hotfix! It's fun, give it a try :D Nah, I'm good thanks. I've played two games and it's pants. Don't wish to be a 'can't beat em, join em' player, so I won't "try it". I don't like halo or anything like it. Guess I'm done. Never mind. Got plenty other games to play.
Sorry to see you go man - my KDR will sure improve but I hope it drops again if this hotfix settles... :) |
Billy Jr
Eternal Beings RISE of LEGION
69
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Posted - 2015.03.12 21:06:00 -
[38] - Quote
I'm having fun ******* about. Let it be. |
Aeon Amadi
Chimera Core
8977
|
Posted - 2015.03.12 21:11:00 -
[39] - 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.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Flint Beastgood III
Dead Man's Game RUST415
1489
|
Posted - 2015.03.12 21:16:00 -
[40] - Quote
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.
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.
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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DozersMouse XIII
Molon Labe. General Tso's Alliance
1005
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Posted - 2015.03.12 21:17:00 -
[41] - Quote
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
Shotgun me once, shame on me
Shotgun me twice, scans on you
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Crimson Moon V
353
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Posted - 2015.03.12 21:25:00 -
[42] - Quote
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.
Its because the dust community has some of the worst players IN FPS HISTORY. They have trouble adapting so they take to the forums to try and drown people in tears.
I think the molon labe scrub is just mad he is in one of the worst corps of all time.
Get good scrubs.
Let how you play speak for you, not what you say.-Naberuis_x
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Aeon Amadi
Chimera Core
8977
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Posted - 2015.03.12 21:26:00 -
[43] - 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.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1714
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Posted - 2015.03.12 21:30:00 -
[44] - Quote
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
So weapons that are more often than not being underutilized with really low rate of fire?
Also, aiming the plasma cannon mid air is a head trip, your going to get shot by it from the flattest point in the bombers arc trajectory, plenty of time for a rifle to smite him.
Ill concede RE-nuking is totally going to be annoying as all hell.
Cant hear you, carpet-bombing heavies with my minja.
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DozersMouse XIII
Molon Labe. General Tso's Alliance
1005
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Posted - 2015.03.12 21:31:00 -
[45] - Quote
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
Shotgun me once, shame on me
Shotgun me twice, scans on you
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Flint Beastgood III
Dead Man's Game RUST415
1494
|
Posted - 2015.03.12 21:31:00 -
[46] - Quote
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
LOL, realistic or not, makes no difference, I just prefer having simple shootouts without having people fly away anytime they are threatened. I hate all games with super jump mechanics. The why doesn't really matter though, plenty of people like it so more power to them. Let them enjoy it, it's fine. I'm just one guy, and it's just my opinion. I'm sure I could adapt, I just don't wish to.
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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WeapondigitX V7
The Exemplars RISE of LEGION
263
|
Posted - 2015.03.12 21:40:00 -
[47] - Quote
I would say keep the numbers as they are, it allows players to access objectives in a few different ways. It allows you to access objective A in domination in gallente research facility using a obstructed path. Creating 4 paths to the objective instead of 3. It helps teams with myrofibrils to help the team more by flanking in unexpected ways. It makes teams not only need to take objective A, but need to take the surrounding area in order to have a good chance of preventing hack on the objective.
It also allows players such as heavies and sentinels with only 1 high slot to be able to jump at moderate heights.
You take fall damage if you jump too high, and you can only jump 3 times with scouts and assaults (if you jump again straight away).
Otherwise you need to wait roughly 0.6 seconds for the stamina regen to kick in so that jumping does not cost roughly 2x extra stamina for the second and third jump. With practice you can hit them in mid air like I can.
I killed a MK.O assault with a militia magsec today. |
WeapondigitX V7
The Exemplars RISE of LEGION
263
|
Posted - 2015.03.12 21:45:00 -
[48] - Quote
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.
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Aeon Amadi
Chimera Core
8978
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Posted - 2015.03.12 21:47:00 -
[49] - 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.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
8978
|
Posted - 2015.03.12 21:48:00 -
[50] - 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
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Buwaro Draemon
WarRavens
1188
|
Posted - 2015.03.12 21:49:00 -
[51] - Quote
I don't have any problems if the leaper is using a rifle or shotgun. But I draw the line at splash weapons. Either make it so you can't shoot while you are jumping or fix the numbers so people won't launch 40m into the air.
The Forums are a special place.
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microwave UDIE
Incorruptibles
86
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Posted - 2015.03.12 21:52:00 -
[52] - Quote
MINA Longstrike wrote:So I've been running some math.... and myofibrals are not working as INTENDED. As described by rattati they should have been allowing a scout to jump up to the top of one of the small shipping crates, not 4x the height of one. Also as evidenced by the spreadsheet in the simple changes area these are only meant to be giving 15, 20, 25% bonuses. In short, before patch we were told that these would provide 15, 20 and 25% bonuses to jump height based on their tier. However this does not line up with people doing the crazy moon jumps that they are doing. Myofibrals currently are not listed as having a separate 'jump height' modifier, I think that what actually happened is that Myo's simply had a flag added to them that caused them to also affect jump height. What has lined up with math that I've been running is that four complex myofibrals at level 5 skill provide a 500% bonus to punch damage.... and because no separate number was defined for jump height they are ALSO providing a 500% bonus to jump height, which is cumulative with temporary speed gains from sprinting (speed directly affects jump height, pre-patch there were maps where heavies couldn't jump up onto things like small pipes without a small sprinting start). Four myofribral stimulants at 25% (*1.5 = 37.5%) should only be providing a 145% total bonus to jump height. It is clear that they are not 'roughly doubling' ones jump height, but are instead quadrupling / quintupling it at 3-4 myo's. tl;dr. Myofribrals are actually currently applying a 75% bonus to jump height each, instead of the 37.5% jump height they're meant to. http://wiki.dust514.info/index.php?title=Stacking_Penalties Feel free to plug in numbers yourself and doublecheck. edit: had to reword things for anothers satisfaction.
**** math.
Signature that says stuff.
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Kain Spero
Negative-Feedback.
4703
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Posted - 2015.03.12 21:54:00 -
[53] - Quote
MINA Longstrike wrote:I don't understand why so many of you seem to think facts are up for debate. That myofibs aren't working as intended is a *fact*. You may not like it, but not liking it doesn't change it.
I think the only fact here is you may not like fun.
Sometimes the best improvements to the game happen on accident. The movement in Dust was one of the biggest things holding it back. Now we finally have our time in the light after being in the dark ages of movement and game play for so long.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Buwaro Draemon
WarRavens
1188
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Posted - 2015.03.12 22:21:00 -
[54] - Quote
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.
The Forums are a special place.
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Operative 1174 Uuali
Y.A.M.A.H
481
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Posted - 2015.03.12 22:27:00 -
[55] - Quote
Leovarian L Lavitz wrote:MINA Longstrike wrote:Crimson ShieId wrote:There were never any numbers mentioned on the actual bonus within the dev blog or patch notes, the closest we got to numbers before they were released was Rattati stating he was having a blast on a dev kit with 3x jump height. Working as intended. No numbers ehCheck the 'simple changes' section where they're listed at 15/20/25% before you claim they're 'working as intended' idiot. Calm down. I hope they keep it like this. It's refreshing on so many levels.
Well, if we're going for keeping DUST refreshing then where's my jumping tank?
Death is a serious business. So is running a shoddy, half-baked game company.
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LUGMOS
Corrosive Synergy RISE of LEGION
2700
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Posted - 2015.03.12 22:33:00 -
[56] - 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. God damn...
You guys act like you cant shoot a guy with fxing 2-300 less HP...
WTF?
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Joel II X
Bacon with a bottle of Quafe
6666
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Posted - 2015.03.12 23:25:00 -
[57] - Quote
LUGMOS wrote: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. God damn... You guys act like you cant shoot a guy with fxing 2-300 less HP... WTF? This.
The way I see it, they want their targets to be still and not shooting back to make it easier for them. Shooting people in mid-air isn't that hard. |
m621 zma
324
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Posted - 2015.03.12 23:50:00 -
[58] - Quote
Aeon Amadi wrote:You can't do it more than a few times in rapid succession
My 1048 stamina assault says otherwise...
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LUGMOS
Corrosive Synergy RISE of LEGION
2707
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Posted - 2015.03.12 23:58:00 -
[59] - Quote
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... Yes, BUT you sacrificed even more HP to do that.
So balanced.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2652
|
Posted - 2015.03.13 00:00:00 -
[60] - Quote
LUGMOS wrote: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... Yes, BUT you sacrificed even more HP to do that. So balanced.
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.
Home at Last <3
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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
|
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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Anti-FoTM Prof. V
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Bright Cloud
Namtar Elite Gallente Federation
867
|
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.
Home at Last <3
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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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Anti-FoTM Prof. V
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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.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2653
|
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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Anti-FoTM Prof. V
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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
|
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.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2654
|
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.
Home at Last <3
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1731
|
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
|
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!
Home at Last <3
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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.
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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.
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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.
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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?
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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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LUGMOS
Corrosive Synergy RISE of LEGION
2729
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Posted - 2015.03.13 01:19:00 -
[91] - Quote
Soldner VonKuechle wrote:Abridged:mtos may be OP, watching close, will evaluate soon.
Alright mina, fizzer, ill concede for now. Until the final eval comes out.
But i sure as hell enjoy my air raids while i can Same here...
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Aeon Amadi
Chimera Core
8986
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Posted - 2015.03.13 01:53:00 -
[92] - 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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Aoena Rays
Bragian Order Amarr Empire
592
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Posted - 2015.03.13 03:23:00 -
[93] - Quote
They work great to me now! :D Heavies able to leap around enough not to get stuck on some rails.
Story of your life
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MINA Longstrike
Kirjuun Heiian
2351
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Posted - 2015.03.13 03:44:00 -
[94] - Quote
Soldner VonKuechle wrote: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. But i sure as hell enjoy my air raids while i can
I was never saying it wasn't 'fun' or had no novelty, I was saying that the bonus they were appying was 2x as strong as intended and it wasn't balanced.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5264
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Posted - 2015.03.13 04:09:00 -
[95] - 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.
Just keep it in. For the love of god, keep it in.
Usually banned for being too awesome.
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