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Thread Statistics | Show CCP posts - 2 post(s) |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
3211
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Posted - 2015.03.13 21:15:00 -
[31] - Quote
Himiko Kuronaga wrote:Jumping during combat isn't always the best choice, but jumping to achieve high ground is absolutely amazing.
That has also been my experience, spot on!
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Mex-0
T.H.I.R.D R.O.C.K RISE of LEGION
467
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Posted - 2015.03.13 21:20:00 -
[32] - Quote
Himiko Kuronaga wrote:Jumping during combat isn't always the best choice, but jumping to achieve high ground is absolutely amazing.
Jumping with an MD/FP combo is fun.
I had a blast today jumping around while fatties tried to put holes in me.
(I also got a weird hate mail from someone saying I was hacking...)
Gû¼+¦GòÉGòÉn¦ñ
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ROMULUS H3X
research lab
418
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Posted - 2015.03.13 21:25:00 -
[33] - Quote
Ripley Riley wrote:Just mentioning that springloaded combat is in no way fun to some of us.
CCP Rouge willing, this will not make into Eve: Legion, should it ever be realized.
Mostly just you, learn to adapt.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Mad Syringe
ReDust Inc.
510
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Posted - 2015.03.13 22:45:00 -
[34] - Quote
I like most of this update, it's fun, even if the jumpheight of a caldari with 5 compl Myos is a bit "over the top"... LOL
But anyway, we see much less Froggers already, because they are so squishy.
What really annoys me though is the constantly degrading UPLINK SITUAION. The stomps are becoming more and more stompier, because those changes like Bandwith and the recent spawn reduction on links is always favoring the already better (stomping) team.
This is one of the biggest reasons for unbalanced matches. As soon as the stompers have broken the momentum (depleted or destroyed all links) the weaker team gives up.
This is naturally no problem for the stompers, since they don't need that many respawns and usually run in squads that have at least some part time logis in them.
For the weaker team however ist is a big problem, since getting back into action is just taking forever...
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5306
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Posted - 2015.03.14 03:53:00 -
[35] - Quote
Ripley Riley wrote:Just mentioning that springloaded combat is in no way fun to some of us.
CCP Rouge willing, this will not make into Eve: Legion, should it ever be realized.
If that happens to be the case then I can confirm I will never be touching Legion. It simply would not be a game worth playing. Not when we've got this.
Usually banned for being too awesome.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
2288
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Posted - 2015.03.14 03:57:00 -
[36] - Quote
CCP Rattati wrote:Himiko Kuronaga wrote:Don't let anyone tell you otherwise. They are just jealous cause they don't have pogo feet.
But on another note, I am starting to wonder if the heavy is going to be in a good place once the meta sets in. Maybe the caldari and Min will be able to keep up as they have high slots, but the amarr and gallente? Those dudes are definitely land locked, and high ground > heavy suit whether they have an HMG or not. Well the meta is 100% amarr sentinel right now, so happy if min/cal now get some more use, by being the more mobile sentinels. Based on playing yesterday and this morning, hmg sentinels are still more than viable. the ahmg is not good enough so I am working on a followup tweak hotfix. in PC there is very few heavys if any right now and they are being replaced by jumping min assault with shotguns.
KEQ diplomat. CBM
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5306
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Posted - 2015.03.14 04:04:00 -
[37] - Quote
Yea, that's a problem for the brick sentinels.
During a PC earlier I tried one and I just felt completely ineffective. Jumpers are a hard counter, and classic stealth/speed shotgun scouts are also a hard counter. Remotes, also a hard counter.
That's maybe too many hard counters to a suit that's already more difficult to position than other suits.
Right now I feel like an HP or resist buff is somewhat warranted. It may take a while for pub stats to reflect it because pubs catch onto PC tactics at a much slower rate. The tools now exist in the game to deal with heavies in both an aggressive fashion and a siege-like fashion. I don't feel the jumpers should be nerfed at all, but the bricks need another layer of coating so they can at the very least endure the hail of gunfire coming from all 9 unholy directions.
Usually banned for being too awesome.
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Echo 1991
Titans of Phoenix
753
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Posted - 2015.03.14 04:06:00 -
[38] - Quote
CUSE TOWN333 wrote:CCP Rattati wrote:Himiko Kuronaga wrote:Don't let anyone tell you otherwise. They are just jealous cause they don't have pogo feet.
But on another note, I am starting to wonder if the heavy is going to be in a good place once the meta sets in. Maybe the caldari and Min will be able to keep up as they have high slots, but the amarr and gallente? Those dudes are definitely land locked, and high ground > heavy suit whether they have an HMG or not. Well the meta is 100% amarr sentinel right now, so happy if min/cal now get some more use, by being the more mobile sentinels. Based on playing yesterday and this morning, hmg sentinels are still more than viable. the ahmg is not good enough so I am working on a followup tweak hotfix. in PC there is very few heavys if any right now and they are being replaced by jumping min assault with shotguns. Because even though its fun as hell, it isnt balanced at all. jumping 30 feet in the air, even if you take fall damage, is straight up stupid. especially with MD/FP which only has to be shot near the person to hurt/kill them. |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5306
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Posted - 2015.03.14 04:13:00 -
[39] - Quote
I won't sacrifice fun for balance. Not this time.
But there's no reason we can't achieve both.
Usually banned for being too awesome.
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Echo 1991
Titans of Phoenix
753
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Posted - 2015.03.14 04:16:00 -
[40] - Quote
Himiko Kuronaga wrote:I won't sacrifice fun for balance. Not this time.
But there's no reason we can't achieve both. i dont want to sacrifice fun, i enjoy using the myofibs and bouncing. However its a bit too much and needs toning down. jumping high and raining down explosives is fun for you but is a cheap tactic that will eventually get on everyones nerves. |
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Iron Wolf Saber
Den of Swords
18851
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Posted - 2015.03.14 04:20:00 -
[41] - Quote
Speaking of "Fun"
This is the most I ever seen it used in a positive manner in a very long time. I think chromosome was the last time I heard this?
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5306
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Posted - 2015.03.14 04:22:00 -
[42] - Quote
Let's not use the word cheap as an argument.
Instead let's look at what can actually be done about it from other perspectives. Other high slot modules could be made more attractive through stat buffing, for one. Brick suits could, as I mentioned, be made to endure more damage.
The idea of resistance plating/shielding was brought up before by Rattati, and could be a good way to negate splash for suits that decide to go the land-locked route.
So instead of talking about nerfing something awesome, let's come up with creative ways of counter-acting it.
Iron Wolf Saber wrote:Speaking of "Fun"
This is the most I ever seen it used in a positive manner in a very long time. I think chromosome was the last time I heard this?
It is indeed incredibly fun. And you know I'm bitter as hell about pretty much everything.
Usually banned for being too awesome.
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Echo 1991
Titans of Phoenix
753
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Posted - 2015.03.14 04:39:00 -
[43] - Quote
Himiko Kuronaga wrote:Let's not use the word cheap as an argument. Instead let's look at what can actually be done about it from other perspectives. Other high slot modules could be made more attractive through stat buffing, for one. Brick suits could, as I mentioned, be made to endure more damage. The idea of resistance plating/shielding was brought up before by Rattati, and could be a good way to negate splash for suits that decide to go the land-locked route. So instead of talking about nerfing something awesome, let's come up with creative ways of counter-acting it. There is no hard counter to it aside from itself, which is wrong, and you know that. Resistance plating wont work (shields alrady take less explosive damage) without the resists being stupid high cos the only suit that would benefit from a balanced value is a heavy. Another thing, why buff shield mods just because you want insane jump heights? The myofibs are providing too much jump height, i have no problem with people jumping up high but 30 feet in the air from a stand still is stupid.
Dont get me wrong its fun, soooooo fun. but when a guy can jump in the air and throw a remote almost 20 feet it starts getting silly and is not very high risk. |
Anaksha Venom
Isuuaya Tactical Caldari State
0
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Posted - 2015.03.14 04:42:00 -
[44] - Quote
CCP Rattati wrote:Himiko Kuronaga wrote:Don't let anyone tell you otherwise. They are just jealous cause they don't have pogo feet.
But on another note, I am starting to wonder if the heavy is going to be in a good place once the meta sets in. Maybe the caldari and Min will be able to keep up as they have high slots, but the amarr and gallente? Those dudes are definitely land locked, and high ground > heavy suit whether they have an HMG or not. Well the meta is 100% amarr sentinel right now, so happy if min/cal now get some more use, by being the more mobile sentinels. Based on playing yesterday and this morning, hmg sentinels are still more than viable. the ahmg is not good enough so I am working on a followup tweak hotfix.
I'm loving the jump mod notrely viable in combat but players will adjust to the triggers on the hmg note I feel the range was cut a little to much or in stead perhaps give us sharp shooter to bring disk down that will fix assault hmgs most consistent problem DIS to hi the assault hmgs did dose not currently go down with continuis for not sure if its intended or a bug but its fun to watch tanks run from my freedom ass hmg and get the ocasoinal kill . tanks are better in my opinion exc rail can hardly do anything with it now. all in all I think the hotfix went well and people will get tired of mario jump and do there regular fits before to long its just new and shinny so the kids must play. +1 ccp |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5306
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Posted - 2015.03.14 05:04:00 -
[45] - Quote
Echo 1991 wrote:Himiko Kuronaga wrote:Let's not use the word cheap as an argument. Instead let's look at what can actually be done about it from other perspectives. Other high slot modules could be made more attractive through stat buffing, for one. Brick suits could, as I mentioned, be made to endure more damage. The idea of resistance plating/shielding was brought up before by Rattati, and could be a good way to negate splash for suits that decide to go the land-locked route. So instead of talking about nerfing something awesome, let's come up with creative ways of counter-acting it. There is no hard counter to it aside from itself, which is wrong, and you know that. Resistance plating wont work (shields alrady take less explosive damage) without the resists being stupid high cos the only suit that would benefit from a balanced value is a heavy. Another thing, why buff shield mods just because you want insane jump heights? The myofibs are providing too much jump height, i have no problem with people jumping up high but 30 feet in the air from a stand still is stupid. Dont get me wrong its fun, soooooo fun. but when a guy can jump in the air and throw a remote almost 20 feet it starts getting silly and is not very high risk.
Thats incredibly high risk. Traveling in the air like that you aren't changing directions. Not like strafing. Easiest kind of target to hit.
But the high ground they can get to is where it's really advantageous. Infinite cover that cannot be bypassed. The guys below need something to help endure it, and it has to be something that fits into highs. If its something that fits into lows, it becomes redundant to even include it as the choice does not conflict with Myo's.
In the last PC I was in I simply used a ACR to deal damage from above. Not from constant jumping, but just to get to high ground on the production facility. A splash weapon wasn't really necessary, although it would have certainly been beneficial.
Being a land walker has its clear disadvantages, it needs clear advantages as well that can stand equal (but different!) to being a jumper. A damage mod and 100 extra HP really isn't that equal of an advantage.
Usually banned for being too awesome.
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