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Thread Statistics | Show CCP posts - 1 post(s) |
Talos Vagheitan
Ancient Exiles.
1080
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Posted - 2015.03.13 05:49:00 -
[1] - Quote
First impressions on the crazy jumping.
I like that this is in the game, but there need to be tweaks, tweaks that tie in with existing features as well.
It's hard to suspend disbelief of mercs jumping 50 feet, when I still can't jump over a sidewalk curb.
Here are my suggestions
- There should be a weight calculation on suits which determines both fall damage and jump height. Only scouts should be able to jump 50 feet high, and they should always take reduced fall damage. Vice versa for heavies.
- Buff overall jumping by 25% or so, also reducing the minimum jump height when stamina depleted. A hurtle option would also help for waist height obstacles.
- Make the Myofibre modules that increase jump height more effective on lighter suits, and less effective on heavy suits. (I've seen a few Mk.0's leaping into the air with Mass Driver's, that seems OP to me. I'd prefer seeing a scout do that with a flaylock)
All in all, I like this new feature and I really want it to work properly.
Who cares what some sniper has to say.
**--CCP, let's push for the license of Dust/Legion on both current Gen consoles-
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CCP Rattati
C C P C C P Alliance
18651
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Posted - 2015.03.13 06:26:00 -
[2] - Quote
agreed!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Petrified Ancient Tree
Expert Intervention Caldari State
34
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Posted - 2015.03.13 07:32:00 -
[3] - Quote
lol... I feel like I am in a match of Tribes with all the jumping all over the place.
Petrified Ancient Tree - me, of course.
Urgtz Ciao'Main - My son
Joanne Shelton - My Daughter
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Sgt Kirk
Fatal Absolution Negative-Feedback
9853
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Posted - 2015.03.13 07:37:00 -
[4] - Quote
It's like a Flea circus.
Flea 514
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Lady MDK
Kameira Lodge Amarr Empire
315
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Posted - 2015.03.13 07:56:00 -
[5] - Quote
The game mechanics were fine as they were, wtf is all this flea crap? The next old and unneeded mechanic people will be these jump gates.. taken straight from quake ffs. What this game needed was the same gameplay we had in a better (read bigger) arena. Not introducing arcade shooter features from 20 years ago.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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VALCORE72
Dead Man's Game RUST415
237
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Posted - 2015.03.13 07:59:00 -
[6] - Quote
scouts scouts more scouts . fk scouts . they have terrorised ppl with re for months . there balanced deal with . let the assaults have some fun too . |
WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:03:00 -
[7] - Quote
Making the jump mods better and then making heavies not take advantage of it because of a suit frame penalty just makes scouts jump much higher, they don't need that, there is no purpose to it. The map design does not have much that needs a 60m jump.
If CCP ratatti thinks the jump mods are a problem, I would suggest he make a stacking penalty that affects jump mods after 3 or more are equipped, but make that effect not occur on scout and light frames. (heavy suits cant jump very high with 1 proto jump mod, they need 1 proto and 1 adv in order to make use of them comfortably). |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5276
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Posted - 2015.03.13 08:46:00 -
[8] - Quote
Petrified Ancient Tree wrote:lol... I feel like I am in a match of Tribes with all the jumping all over the place.
You say this like its a bad thing.
Usually banned for being too awesome.
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Petrified Ancient Tree
Expert Intervention Caldari State
35
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Posted - 2015.03.13 09:07:00 -
[9] - Quote
Himiko Kuronaga wrote:Petrified Ancient Tree wrote:lol... I feel like I am in a match of Tribes with all the jumping all over the place.
You say this like its a bad thing. Not saying that it is a bad thing, but that this is not Tribes So long as people can't steer their jump after they take off (ie: the direction you head is the direction you land - not meaning facing) then this is not an issue.
I will practice sniping fleas in the meantime.
Petrified Ancient Tree - me, of course.
Urgtz Ciao'Main - My son
Joanne Shelton - My Daughter
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stickey willem
Random Gunz RISE of LEGION
13
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Posted - 2015.03.13 09:09:00 -
[10] - Quote
If you ask me they shouldnt have added this jumping thing. But since they did they might as well add something in the kill feed.
Now you can fall to your death thnx the amazing jumps. But CCP shoud add "broke his neck on the roof" to the feed. Landing does damage so why doesnt the roof do any damage?
The be honoust, they screwed up the whole game. |
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Aeon Amadi
Chimera Core
9011
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Posted - 2015.03.13 09:38:00 -
[11] - Quote
Talos Vagheitan wrote:First impressions on the crazy jumping.
I like that this is in the game, but there need to be tweaks, tweaks that tie in with existing features as well.
It's hard to suspend disbelief of mercs jumping 50 feet, when I still can't jump over a sidewalk curb.
Here are my suggestions
- There should be a weight calculation on suits which determines both fall damage and jump height. Only scouts should be able to jump 50 feet high, and they should always take reduced fall damage. Vice versa for heavies.
- Buff overall jumping by 25% or so, also increasing the minimum jump height when stamina depleted. A hurtle option would also help for waist height obstacles.
- Make the Myofibre modules that increase jump height more effective on lighter suits, and less effective on heavy suits. (I've seen a few Mk.0's leaping into the air with Mass Driver's, that seems OP to me. I'd prefer seeing a scout do that with a flaylock)
All in all, I like this new feature and I really want it to work properly.
If you want to get technical, based on my recent tests, if we assume that all mercs are 5 Feet Tall than these guys are jumping - maximum - 20 feet with three Complex Myofibrils.
That's 4x the height of the highest recorded vertical jump from a standing position, as recorded by Guinness World Records, seen here: https://youtu.be/PUJ1R1J2DjY
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7622
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Posted - 2015.03.13 09:45:00 -
[12] - Quote
apparently I'm missing out on the fun.
I gots flying mans to kill!
AV
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
49
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Posted - 2015.03.13 11:01:00 -
[13] - Quote
I like the fact that new routes into objectives etc have been opened up, but I dislike pogo leaping splash/av fits and the fact that this has pretty much made almost all cover and terrain on the maps obsolete.
Maybe need something like the higher the jump the more stamina it uses to stop people just bouncing around. Leap up to higher ground but you're not going to be able to sprint or do it again for a while so you can have the huge jumps but if you want to leap all over the place you gotta fit cardiac regulators too meaning even less tank etc..
Also could mean that, if coupled with some of the above changes it may balance interestingly with the Amarr and their amour/stamina meta.
Happy to see how things play out, but especially as a relative noob, things have gotten a lot harder and more irritating after echo judging by last night. |
Kain Spero
Negative-Feedback.
4735
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Posted - 2015.03.13 11:31:00 -
[14] - Quote
Eh, I don't think jumping high should really be limited by what suit you are wearing. In a way it already is by your starting jump height. I do think that a slight buff in standard jump height would be nice though.
Also, I think a starter fit that focuses on jump mods needs to be a thing. Gotta let players know about this game play option ASAP.
Call the fit Jump Trooper or something.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Proto Annihilator
16 Vandals
687
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Posted - 2015.03.13 12:23:00 -
[15] - Quote
Aeon Amadi wrote:Talos Vagheitan wrote:First impressions on the crazy jumping.
I like that this is in the game, but there need to be tweaks, tweaks that tie in with existing features as well.
It's hard to suspend disbelief of mercs jumping 50 feet, when I still can't jump over a sidewalk curb.
Here are my suggestions
- There should be a weight calculation on suits which determines both fall damage and jump height. Only scouts should be able to jump 50 feet high, and they should always take reduced fall damage. Vice versa for heavies.
- Buff overall jumping by 25% or so, also increasing the minimum jump height when stamina depleted. A hurtle option would also help for waist height obstacles.
- Make the Myofibre modules that increase jump height more effective on lighter suits, and less effective on heavy suits. (I've seen a few Mk.0's leaping into the air with Mass Driver's, that seems OP to me. I'd prefer seeing a scout do that with a flaylock)
All in all, I like this new feature and I really want it to work properly. If you want to get technical, based on my recent tests, if we assume that all mercs are 5 Feet Tall than these guys are jumping - maximum - 20 feet with three Complex Myofibrils. That's 4x the height of the highest recorded vertical jump from a standing position, as recorded by Guinness World Records, seen here: https://youtu.be/PUJ1R1J2DjY
Is that a new eden thing? 5 ft? I don't know any adult that is only 5 ft tall.
World of hurt
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2672
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Posted - 2015.03.13 12:40:00 -
[16] - Quote
Proto Annihilator wrote:Aeon Amadi wrote:Talos Vagheitan wrote:First impressions on the crazy jumping.
I like that this is in the game, but there need to be tweaks, tweaks that tie in with existing features as well.
It's hard to suspend disbelief of mercs jumping 50 feet, when I still can't jump over a sidewalk curb.
Here are my suggestions
- There should be a weight calculation on suits which determines both fall damage and jump height. Only scouts should be able to jump 50 feet high, and they should always take reduced fall damage. Vice versa for heavies.
- Buff overall jumping by 25% or so, also increasing the minimum jump height when stamina depleted. A hurtle option would also help for waist height obstacles.
- Make the Myofibre modules that increase jump height more effective on lighter suits, and less effective on heavy suits. (I've seen a few Mk.0's leaping into the air with Mass Driver's, that seems OP to me. I'd prefer seeing a scout do that with a flaylock)
All in all, I like this new feature and I really want it to work properly. If you want to get technical, based on my recent tests, if we assume that all mercs are 5 Feet Tall than these guys are jumping - maximum - 20 feet with three Complex Myofibrils. That's 4x the height of the highest recorded vertical jump from a standing position, as recorded by Guinness World Records, seen here: https://youtu.be/PUJ1R1J2DjY Is that a new eden thing? 5 ft? I don't know any adult that is only 5 ft tall.
Yeah, and rough estimates put our mercs at 8-9ft tall.
Home at Last <3
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rpastry
Dead Man's Game
281
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Posted - 2015.03.13 14:01:00 -
[17] - Quote
i dont hate the jumping beans, but they need a resource balance. i'd have them using the same extra % of stamina that they use to give extra % jump height, thus making it more finite and tactical. ie pick your moment. currently even with drained stamina you end up jumping higher than a non-myofibbed suit with max stamina. its like being on the moon.
alt version - jump height is metered by time pressing button (to myofib max) with corresponding stamina drain. so you don't always jump your max height.
included with this i'd extend the standard jump height for the 'heavies with curbs' problem and temper the myofib bonuses slightly.
[Removed ASCII Art - CCP Logibro]
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XxGhazbaranxX
Eternal Beings RISE of LEGION
1944
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Posted - 2015.03.13 18:07:00 -
[18] - Quote
Talos Vagheitan wrote:First impressions on the crazy jumping.
I like that this is in the game, but there need to be tweaks, tweaks that tie in with existing features as well.
It's hard to suspend disbelief of mercs jumping 50 feet, when I still can't jump over a sidewalk curb.
Here are my suggestions
- There should be a weight calculation on suits which determines both fall damage and jump height. Only scouts should be able to jump 50 feet high, and they should always take reduced fall damage. Vice versa for heavies.
- Buff overall jumping by 25% or so, also increasing the minimum jump height when stamina depleted. A hurtle option would also help for waist height obstacles.
- Make the Myofibre modules that increase jump height more effective on lighter suits, and less effective on heavy suits. (I've seen a few Mk.0's leaping into the air with Mass Driver's, that seems OP to me. I'd prefer seeing a scout do that with a flaylock)
All in all, I like this new feature and I really want it to work properly.
I agree the medium and heacy suits should be tweaked but scouts can be killed in the deceleration phase of the ark and the acceleration phase of th ark... Ive died that way so many times
Plasma Cannon Advocate
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One Eyed King
Nos Nothi
8466
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Posted - 2015.03.13 18:34:00 -
[19] - Quote
Sgt Kirk wrote:It's like a Flea circus.
Flea 514 This is EXACTLY what I thought when I watched videos and started playing.
Freaky.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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IAmDuncanIdaho II
Nos Nothi
1636
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Posted - 2015.03.13 19:26:00 -
[20] - Quote
One Eyed King wrote:Sgt Kirk wrote:It's like a Flea circus.
Flea 514 This is EXACTLY what I thought when I watched videos and started playing. Freaky.
Fleaky.
on topic: if its on the cards make fibs boost ladder traversal too. also if inertia was implemented using physics on suits, all that would happen naturally. then we can fling heavies out of dropships to mortar tanks. |
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