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Thread Statistics | Show CCP posts - 6 post(s) |
MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:26:00 -
[1] - Quote
Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:34:00 -
[2] - Quote
WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,)
Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy.
Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 06:12:00 -
[3] - Quote
Sgt Kirk wrote:Not only do LAVs need more fitting but they need more slots.
The jump mods are fine to me.
I only use one and I can just barely get where I need to go but I can do it. A heftier staking penalty should do it.
Based on my preliminary testing, basic myo's are working as intended they provide the same bonus to melee that they were meant to provide to jump height. Advanced myo's are slightly better than intended at 25% instead of 20%. complex myo's are twice as good as they should be at 50% instead of 25%.
I think part of the issue here is that the myofibril stimulant skill / module has some problems, it's +10% efficacy per level and the basic and advanced mods are a little bit underwhelming on what they do to melee damage, jump height literally still up in the air (lol puns), while the complex module when combined with the level 5 skill is very, very powerful on both melee and jump height.
The skill bonus needs some tweaking, the module needs buffs to melee damage at basic and advanced.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2355
|
Posted - 2015.03.13 07:44:00 -
[4] - Quote
Cat Merc wrote:Does it really matter that the Myo stim is as strong as it is? You lose HP and you lose damage for using those, I see nothing wrong with biotics allowing us to forgo HP and damage for increased speed, stamina and jump height.
It takes 3 myo stims for a Gal Assault to jump up on a supply depot. If the myo stims won't allow me to do that after any nerf you devise, I'll either drop them or only use one. VoV
Yes, it does matter.
There should always be some sort of linear progression to the advantages a module provides and it should generally mean that by fitting one thing you sacrifice something else. Fit more tank? Lose strafe speed or damage. Fit kincats? Expensive on PG and you give up on tank.
Currently myo's are providing a disproportionate return on their investment, They're inexpensive on powergrid and don't cost copious amounts of cpu either and the advantages they provide in terms of movement greatly outweigh the sacrifices they require in terms of HP. This is compounded by the fact that all of the map design in dust was never meant for people to move in the extreme manners that stacked complex myo's provide meaning that many elements of cover, height advantage, obstacles or terrain traversal issues no longer exist for people with stacked myo's.
So these are suits that now have insane movement advantages... and what weapons are they carrying frequently? Plasma cannons is one of the most common things I've seen, because similarly to dropship missiles, having height a0dvantage with them makes them unbelievably good and if you don't kill them with your PLC, MD, Flaylock, Remote or grenade that you're now almost never at risk of harming yourself with, you also have the advantage of being able to deliver 500-600 damage melee strikes with.
This is on top of how stacked myo's affect ones ability to break conventional line of fire at shorter ranges. So yeah, as they currently are at high levels / stacked extremes they've presented a few issues.
Now this is not to say that everything is absolutely horrifically terrible about them. I think that some of the gameplay they provide solely in regards to movement out of combat is quite interesting and presents some really interesting 'what if's'. I think I probably wouldn't be horribly upset by a module with similar disadvantages to a cloak field (fitting costs + weapon swapping delays) being implemented to provide 'non-combat' traversal options that might allow one to put down some sneaky uplinks but not allow them to do crazy mid combat moonjumps.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2355
|
Posted - 2015.03.13 09:22:00 -
[5] - Quote
ROMULUS H3X wrote:Let's be rational, how could we be so rash?
Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, people with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with.
Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 10:00:00 -
[6] - Quote
Aeon Amadi wrote:MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, p eople with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible. Can you give examples..?
Lets try to address this in your own thread where the math-hammering is taking place. I don't want to turn a logical debate and exchange of information into a heated argument.
I will say that if you think that having such drastically increased mobility doesn't constitute a major advantage let alone a disproportionate one given the fitting costs I must find fault with your thought process.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2371
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Posted - 2015.03.14 14:07:00 -
[7] - Quote
Kain Spero wrote: This seems like a reasonable set of changes .
Thank you for not going full hog on the Droplink carry multiplier as I think it would have resulted in the opposite of the droplink change goals.
Just as a heads up something weird happened to the dropship's fitting. I haven't dug into it but a lot of my fittings after echo landed went invalid and I don't get why.
For the myofibs I guess I could see maxing it at 3, but I think 4 allows to get to counter a lot a particularly nasty camping spots without having to use a Dropship. One of these namely being the Catwalks on the orbital artillery map. Please consider topping them off at 4. The affect on Planetary Conquest feels very positive right now.
Your dropships went invalid because they played around with module cpu/pg costs. I had a number of dropships that ended up going over on PG by like 6.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2385
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Posted - 2015.03.15 18:58:00 -
[8] - Quote
Thundergroove has provided numbers from an SDE export that show that myo's technically have correct percentile increases, don't get a bonus from the myofibril skill and DO have a stacking penalty... however because jump height is calculated based off jumping SPEED and that is what the module affects it doesn't nicely translate into linear gains.
Even if myo's were hardcapped at two there'd still be pretty crazy jumping going on on assaults and scouts because of how percentile increases work. It might almost be best to hardcap myo's at one and increase their values on jumping to somewhere around 30-35% at complex, and dramatically increase the amount of melee damage they give.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2397
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Posted - 2015.03.16 17:36:00 -
[9] - Quote
Thaddeus Reynolds wrote:Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing...
Railgun as it is is honestly closer to what minmatar artillery cannons should be.
Railguns should probably have their rof, magazine size and ammo doubled, while having their heat and damage cut in half. They retain the same dps but it's done in smaller quicker shots.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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