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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5322
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Posted - 2015.03.14 14:13:00 -
[1] - Quote
CCP Rattati wrote:
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
Kindly don't. 4 is the best number for getting to second story rooftops without completely hanging in the air like a fool. Your game will be greatly diminished if you remove the ability to do this. Just increase stamina cost per long jump to halt continuous bunny hopping.
Usually banned for being too awesome.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5329
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Posted - 2015.03.14 22:04:00 -
[2] - Quote
Pokey Dravon wrote:MINA Longstrike wrote: As for myo's, I have to disagree with you, I think they should probably be hard-capped at two, and then a piece of equipment introduced that functions similarly to the cloaking device (in terms of weapon swap delays) that dramatically increases jump height.
This. Mirofibs should be for transversing rough terrain by jumping over small obstacles you normally could not get over. Jump packs should be for reaching high elevations such as the tops of buildings and over larger walls.
Jump packs don't exist. Until they do, let's not remove what is a fun dynamic from the game.
Usually banned for being too awesome.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5343
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Posted - 2015.03.16 03:11:00 -
[3] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:let's not remove what is a fun dynamic from the game. Fun for one is not fun for another. I, for one, really dislike the stupid jumping. Fun is not a constant factor applicable evenly across the board.
Indeed. However you are outnumbered.
Usually banned for being too awesome.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5344
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Posted - 2015.03.16 09:13:00 -
[4] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:Indeed. However you are outnumbered. By all means, let's keep Protostomping {because that's fun for the vocal minority!) or keep Swarms being insanely easy to use and ridiculously effective, because vehicle players are in the minority! Just because something is fun for one, even for many, doesn't mean that's it's necessarily healthy for the game. Are Myofibs unhealthy? Not sure, but I know full well that more than just a couple of people really disliked it, so as far as outnumbered is concerned, you're probably right by only a small degree.
All I know is I've had corp activity from members I haven't seen in well over a year.
Every change pisses somebody off so thats nothing new. But this, as far as I can see, is a net gain.
Usually banned for being too awesome.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5346
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Posted - 2015.03.17 05:57:00 -
[5] - Quote
Breakin Stuff wrote:WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV is in a good place. Don't mess with it.
Usually banned for being too awesome.
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