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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
80
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Posted - 2015.03.14 02:35:00 -
[1] - Quote
Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5394
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Posted - 2015.03.14 07:39:00 -
[2] - Quote
TIMMY DAVIS wrote:Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this
I'll likely get flayed for saying this, but I pretty much agree.
The idea behind boosting the natural jump ability of a dropsuit to allow it to more readily transverse terrain and allowing it to jump over small obstacles it normally couldn't have? Awesome. Fully support it.
Being able to jump multiple stories in single bound with a natural jump? That's just ridiculous.
Should players be able to make such insane jumps? Totally, but not 100% of the time. I think allowing a player to get a super high, temporary jump with that Jump Pack Rattati has been talking about is totally legit. But being able to do so all the time with the passive jump height? I feel like I'm playing Destiny now instead of Dust.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Derpty Derp
Dead Man's Game
904
|
Posted - 2015.03.14 07:46:00 -
[3] - Quote
I would agree, but...
I sprayed a few rounds into a guy, who then jumped really high, and killed himself as he hit the floor... I found this so amusing I decided I like the pogo514 experience. |
Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2179
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Posted - 2015.03.14 08:08:00 -
[4] - Quote
Bring... a videogame back closer to reality... a game about immortal soldiers in power armor... bring that closer to reality...
Shoo. Don't try to dampen the fun and just shoot the jumpy little *****. If you use Aim Assist, it's even easier. They die in just over a second in most cases and the hang time makes them easy to kill.
My Plasma Cannon says "Hello" to your face~
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DJINN Jecture
CANNIBALS RISING Dark Taboo
271
|
Posted - 2015.03.14 08:49:00 -
[5] - Quote
TIMMY DAVIS wrote:Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this Oh nice, I was wondering which broken module was allowing this, logging in to try it out now
--I am a Free Agent for Hire--
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7632
|
Posted - 2015.03.14 09:17:00 -
[6] - Quote
DJINN Jecture wrote:TIMMY DAVIS wrote:Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this Oh nice, I was wondering which broken module was allowing this, logging in to try it out now I was actually planning on a skeet shoot.
AV
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
81
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Posted - 2015.03.14 21:47:00 -
[7] - Quote
Right.
So, several respondents said it was easy to kill these guys. From a distance yeah, not so hard with the right weapon. From 10-15 meters when they have a flaylock or MD, not so much.
It was funny the first time I saw one of these guys jump so far he jumped out of range from his Rep Tool partner. I haven't seen anyone jump and kill themselves yet - do they suffer damage from these "falls?"
The auto aim works both ways.
Now again, I'm not saying get rid of this idea or tactic or whatever it is. I'm just saying tamp it down some.
There are these container obstacles all over the place. I've suggested at least one other time, put ladders on these things. Now we have this jumping option to achieve the same result. There will now be other, previously, extremely hard to reach places open up on maps.
These are good things.
I'm just saying, increase the stacking penalty so jumping 20-30 meters is no longer possible, but 10-15 meters is. I also suggest moving the module from high to low. Make folks give up some armor (weight) to get this ability.
Thanks for reading this. |
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
62
|
Posted - 2015.03.14 21:51:00 -
[8] - Quote
A 'solution' to this would be to make jumps take fatigue relative to the height you jump to, rather than a fixed fatigue no matter what the jump height. This would make it so that people can still do huge jumps, but nowhere near as often. Currently the game feels like a crazy arcade game, and not like a gritty game that belongs in the EVE universe. Aim assist is not a valid solution.
Charge up on jump may also be a useful thing so people with large jump ability don't have to always do as big a jump, and a big jump takes some prep & therefore planning ahead which makes it more tactical instead of arcade. |
TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
81
|
Posted - 2015.03.14 22:11:00 -
[9] - Quote
Nevyn Tazinas wrote:...Currently the game feels like a crazy arcade game, and not like a gritty game that belongs in the EVE universe. ...
It does kinda feel like a Mario Bros game now doesn't it.
Nevyn - as for your other ideas, not bad. I could go for more fatigue getting used for these jumps. Maybe have a delay in fatigue recharge after jumping like this.
You can jump 20-30 meters, but it will take 4-5 seconds before the fatigue bar starts filling up afterward - analogous to shield recharge.
Thanks for reading this. |
Vyzion Eyri
The Southern Legion
2548
|
Posted - 2015.03.14 22:24:00 -
[10] - Quote
AHAHAHAHAHAHHAHA JUMP FATIGUE!!!! Oh my lord that's funny if you play EVE. Oh the apple doesn't fall far from the tree.
> Quis custodiet ipsos custodes?
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
62
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Posted - 2015.03.14 22:30:00 -
[11] - Quote
Vyzion Eyri wrote:AHAHAHAHAHAHHAHA JUMP FATIGUE!!!! Oh my lord that's funny if you play EVE. Oh the apple doesn't fall far from the tree. Indeed, and the lesson about percentage based increases learnt in EVE hasn't been learnt in Dust also it seems. If they were a fixed addition of jump height we wouldn't have this crazy issue needing dealing with somehow. |
BLOOD Ruler
N.O.V.A 514
1266
|
Posted - 2015.03.15 00:21:00 -
[12] - Quote
Hater Gonna Hate
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
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LOOKMOM NOHANDS
Warpoint Sharx
233
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Posted - 2015.03.15 00:38:00 -
[13] - Quote
I say make them 40/45/50 and put back auto inertia dampeners on any suit wearing 2 myofibs or more. |
JARREL THOMAS
Dead Man's Game RUST415
498
|
Posted - 2015.03.15 01:09:00 -
[14] - Quote
1st off I'm not agreeing or disagreeing but scouts jumping a few stories is impossible, I tried. Probably 1-2 stories.
And assaults can't jump that high and two of them can do it cal and min and cal is completely useless unless your going super pro PLC , and min assaults lose jump hight with hp stacking. And scouts don't really have enough slots as cal assaults i believe to super jump. And Each jump becomes less effective unless your running cardio's, which would make them have very low HP which good aim can easily shoot down.
Just clearing things up.
Caldari Loyalist
Why should infrantry that don't own vehicles, that can't balance their own mechanics, balance vehicles
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JARREL THOMAS
Dead Man's Game RUST415
498
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Posted - 2015.03.15 01:35:00 -
[15] - Quote
TIMMY DAVIS wrote:Right.
I'm just saying, increase the stacking penalty so jumping 20-30 meters is no longer possible, but 10-15 meters is. I also suggest moving the module from high to low. Make folks give up some armor (weight) to get this ability. Thanks for reading this. Now your just not making sense, stacking armor already decreases it to 10m-15m, and that would ruin it for the people actually trying to run melee fits. So might I ask you would you rather nerf a 2 ways of playing or create a new counter or viable tactic.
And besides this thread is useless, as Rattati already said it was a glitch in code.
Caldari Loyalist
Why should infrantry that don't own vehicles, that can't balance their own mechanics, balance vehicles
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JARREL THOMAS
Dead Man's Game RUST415
502
|
Posted - 2015.03.15 03:25:00 -
[16] - Quote
I would just like to add I now have 500 likes. That is all.
Caldari Loyalist. buff swarms...
D
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Denchlad 7
Negative-Feedback. Negative-Feedback
1817
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Posted - 2015.03.15 04:47:00 -
[17] - Quote
I have a Caldari Assault with ~650eHP, 5 Myofibs and a Rep Tank. I can jump about on top of a Dropship if hovering at ~3m, so jump height nearer ~25m. So far its pretty unbelievably good. Nothing, and I mean nothing survives. Only been killed around 15 times with it since Echo dropped, killed at least 200. Only died of idiocy and fall damage.
I wouldnt mind if it was toned down, but wont complain if it isnt.
"Dench stop hitting your head you Caldari pinball" - m621 zma
Currently on Dust hiatus.
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Derpty Derp
Dead Man's Game
915
|
Posted - 2015.03.15 04:59:00 -
[18] - Quote
Denchlad 7 wrote:Only died of idiocy and fall damage.
I'm not even using them, but I've died several times just watching some random float majestically through the air as someone pops up infront of me and sprays me in the face.
It's that WTF moment that keeps getting me killed, lol.
Some guy appeared to be playing Mario around the research facility today, it was brilliant... I swear if someone gave him a boost, he could make the roof (not straight from ground level.) |
ROMULUS H3X
research lab
423
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Posted - 2015.03.15 05:38:00 -
[19] - Quote
TIMMY DAVIS wrote:Right.
So, several respondents said it was easy to kill these guys. From a distance yeah, not so hard with the right weapon. From 10-15 meters when they have a flaylock or MD, not so much.
It was funny the first time I saw one of these guys jump so far he jumped out of range from his Rep Tool partner. I haven't seen anyone jump and kill themselves yet - do they suffer damage from these "falls?"
The auto aim works both ways.
Now again, I'm not saying get rid of this idea or tactic or whatever it is. I'm just saying tamp it down some.
There are these container obstacles all over the place. I've suggested at least one other time, put ladders on these things. Now we have this jumping option to achieve the same result. There will now be other, previously, extremely hard to reach places open up on maps.
These are good things.
I'm just saying, increase the stacking penalty so jumping 20-30 meters is no longer possible, but 10-15 meters is. I also suggest moving the module from high to low. Make folks give up some armor (weight) to get this ability.
Thanks for reading this.
...... No one is jumping 30 meters.... i think it is closer to 15 meters TOPS
Here is a quick and easy way to test it. Throw on 'X number of Myo's' Jump on an installation and look down, it will say your range from that target. I noticed a WHOPPING 8 meter jump with 4 COMPLEX myofibers. Sooo.... it's more like 20-30ft not METERS. STOP EXAGGERATING TO PROVE POINTS.
AND I will also like to be the first to say F YOU, THEY SURE AS HELL SHOULD NOT BE PUT ON THE LOW SLOTS!
Have you even invested into Melee mods or tried to punch someone in this game, EVER?
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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JDEZ09
Dark Side Alliance
96
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Posted - 2015.03.15 06:50:00 -
[20] - Quote
This update has made the game more comical, and by that I mean fun.
Seriously though, I dont mind this implementation. The powerade drinks have to replace shield extenders and damage modules. So I think that it is fair.
I have been using them on my Amarr assault. Even with armor it still gets just enough leap to get over crates and small walls. There is nothing wrong with it.
People need to chill. Look, if someone wants to pump 5 powerades and make themselves a blatantly open target, let them.
Its fun target practice :)
Oh and midair nova knife fights are the best thing ever!! Lol |
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
83
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Posted - 2015.03.15 06:53:00 -
[21] - Quote
ROMULUS H3X wrote:AND I will also like to be the first to say F YOU, THEY SURE AS HELL SHOULD NOT BE PUT ON THE LOW SLOTS!
Don't swear at me. If someone reports you, you get booted from the forum. Look at the forum rules.
Now, it may not be a 30 meters. It is more than 15 meters. I saw a player tethered to another with a rep tool. They jumped and the connection broke when the player was in the air. 15 Meters is the base for rep tools, so the distance jumped was greater than 15 meters.
Now it's possible that the connection was broken at the other end, but somehow doubt it. It's also possible they player was several meters away from the rep tool player. I have no idea how far away they were either. I saw it and laughed.
I've also had a player jump above me, shot three flaylocks down at me and hit and miss me, he did this twice and reloaded between jumps and killed me from ground level with the flaylock. So now I want flaylocks nerfed as well right????
Last week I saw a Commando suit running a cloak. I'm guessing s/he couldn't fit a weapon on it, because he ran straight at people and meleed them to death. He died both times I saw him try it, but he killed several players in the process. Just because you can do something, doesn't mean it's a good idea.
As for Rattati, I haven't seen anything from him saying this was an error. If so great.
This result is an error.
Thanks for reading this.
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D3LTA Blitzkrieg II
0uter.Heaven Back and Forth
251
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Posted - 2015.03.15 07:18:00 -
[22] - Quote
TIMMY DAVIS wrote:Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this
Agreed. Small moderate incremental changes are the way to go. This is anything but.
I honestly think Rats out to troll players or trying to please the less serious crowd. Either way the ridiculousness must end.
On a side note, I dont believe you are in the minority. But the more well tempered players tend to be less vocal than the trolls.
Running out of fuks to give
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DJINN Jecture
CANNIBALS RISING Dark Taboo
273
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Posted - 2015.03.15 16:54:00 -
[23] - Quote
Vyzion Eyri wrote:AHAHAHAHAHAHHAHA JUMP FATIGUE!!!! Oh my lord that's funny if you play EVE. Oh the apple doesn't fall far from the tree. This actually is quite funny... wher'd I leave my covert cyno?
--I am a Free Agent for Hire--
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KEROSIINI-TERO
The Rainbow Effect
1861
|
Posted - 2015.03.15 17:39:00 -
[24] - Quote
TIMMY DAVIS wrote:Good Day,
Are you kidding. . . .
Bring it back closer to reality please. It's one thing to be able to boost the ability of Heavies to be able to jump over some of the kinda small steps, they couldn't before, that was really annoying.
It's entirely another for folks to be able to jump 20-30 meters straight up.
I'm guessing I'm in the minority here, but this needs to be tamped down. Having a Scout or Light Frame jumping up one story of stairs or onto a container is one thing. Having a 600 EHP Assault being able to do the same thing. . .
Having two or three complex (and lower levels) Myofibril Modules, should have a higher stacking penalty, and I suggest, switch this from High to Low.
Thanks for reading this
..."But as the modules affect your arms' melee strength surely they must affect your leg jump muscles"
Looking at both sides of the coin.
Even Aurum one.
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Pages: 1 :: [one page] |