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Cross Atu
OSG Planetary Operations Covert Intervention
4258
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Posted - 2015.04.13 14:33:00 -
[1] - Quote
The changes which allow Myofibril Stimulants to increase jump height have been in the game for a bit now so it is time for some community feedback and review.
The following information would be of great use to the CPM in providing further input on the matter to CCP. Please use the following format for posts and focus posts on your own in game experience NOT evaluation of the posts of others. There may be a thread in future focused on debating whether or not to change the Myofibril Stimulant, but that is not this thread so please help me keep the work here useful by staying focused on the topic and format.
Thanks, Cross
Template;
Primary play mode(s) - where you spend most of your in match time
Top role(s) used since the change - roles you use nearly every battle you're in
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
Those who, for whatever reason, do not wish to reply in line here may e-mail me their completed template. For those who do not have it my contact information can be located here.
See a cool idea thread? Mail me the title and I'll take a look =)
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Kallas Hallytyr
Skullbreakers
1459
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Posted - 2015.04.13 15:35:00 -
[2] - Quote
Primary play mode(s) - where you spend most of your in match time Public Skirmishes.
Top role(s) used since the change - roles you use nearly every battle you're in Gallente Commando and Minmatar Assault.
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice Yes.
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice Yes; Gallente Commando with one ADV Myofib.
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches Yes; Gallente Commando with one ADV Myofib.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience Improved it: Commandos tend to suffer from a lack of mobility, so being able to jump over low on at a has been a big boon.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective Less. The amount that multiple Myofib mods can grant is insane, and is incredibly frustrating at times. Similarly, some of the locations that people complained about being accessible only by dropships are entirely accessible by stacked Myofibs, but that doesn't mean they are any less irritating positions.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here Yes, they need proper stacking penalties applied.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here Decreased effect; stacking penalties need to be applied - the change was made to allow additional mobility by increasing jump height, so things like tiny lips didn't completely shaft sentinels for example.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be. Stacking penalties would go a long way to reducing the upper limit of jump heights.
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc. Halla Murr
Thanks for listening to us Cross.
Alt of Halla Murr. Sentinel.
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Vell0cet
OSG Planetary Operations Covert Intervention
2939
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Posted - 2015.04.13 15:47:00 -
[3] - Quote
Primary play mode(s) - Public
Top role(s) used since the change -Amarr Assault/Logistics (I can run scouts too)
Have you tried the Myofibril Stimulant since the change? - yes
- Do you currently have a Myofibril Stimulant based fitting? - no
- - Do you use Myofibril Stimulant based fitting consistently? - no
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - It has opened up new areas of the map (both good and bad). It has made it more easy to counter me when I use the LR from high ground.
Do you personally feel the game is more enjoyable now? - Yes and no. It has really annihilated the illusion that we're clones wearing very heavy suits. It makes combat feel too "floaty." It has opened up the maps and created new counters to tactics. Enhancing verticality is a good thing, but I think there are better was to approach this long term.
Do Myofibril Stimulant need further tuning or are they fine as is? - They need to implement stacking penalties and then I'd like to re-evaluate after that.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - Decreased
- - Please outline the method and reasoning behind any change you would like to see - The first step would be to add stacking penalties and see how that goes. My preferred long-term fix would be to work on a new movement system based around a "Mass" stat. Moment speed, strafe speed, sprint speed, rate of stamina use, inertia for movement and strafing, and jump height would all be derived from this based on realistic newtonian physics. Myofibrils would increase a person's jump height, but it would still be largely governed by the mass of the suit. People wouldn't float in the air as long. If you make someone twice as strong in their legs, I'm pretty sure you don't actually jump twice as high.
Ultimately I'd like to see the verticality issue addressed in more "realistic" ways like jetpacks and grappling pins/magnetic boots with hard counters (e.g. you can lock someone using a jetpack with swarms, magnetic boots bloom your signature and attract A/V grenades). These ideas would almost certainly have to wait for an x86 port.
Best PvE idea ever!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8049
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Posted - 2015.04.13 15:56:00 -
[4] - Quote
Primary play mode(s) - where you spend most of your in match time
Pubs or facwar for amarr
Top role(s) used since the change - roles you use nearly every battle you're in
Sentinel, assault
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
No
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
No
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
It makes it easier to kill scouts for me.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
I feel it's been mostly a nonfactor
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
I don't care either way
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here
Again, I don't care.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
I would like more people to use them while atracking my assault HMG fits. They're convenient for insuring an easily trackable kill trajectory Instead of playing strafe strafe revolution.
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
Breakin Stuff
AV
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1359
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Posted - 2015.04.13 16:06:00 -
[5] - Quote
Primary play mode(s)
domination/skirmish
Top role(s)
amarr and caldari logistics and assault
Have you tried the Myofibril Stimulant since the change? -Yes
- Do you currently have a Myofibril Stimulant based fitting? - yes
- - Do you use Myofibril Stimulant based fitting consistently? -No
How has the addition of Myofibril Stimulant jumping effected your match to match game play?
-can move more efficiently and tactically with uplinks on my caldari logi suit, MD /PLC jumpers were annoying initially but have counters and have sacrifice to achieve their role
Do you personally feel the game is more enjoyable now?
-brings more options to the sandbox, which could also be interpreted as more enjoyable
Do Myofibril Stimulant need further tuning or are they fine as is? -as risk vs reward goes I find them balanced on my caldari logi to be able to jump high I lose most my hp/regen and if I miss my jump mark often self damage
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased?
working as is
What is the name of your main? - Ku Shala
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist x5)
Caldari Loyalist
22 230 780 sp in drop suit upgrades
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shaman oga
Dead Man's Game
4364
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Posted - 2015.04.13 16:40:00 -
[6] - Quote
Primary play mode(s) Pubs mostly dom and min FW when is up, PC not so often
Top role(s) used since the change PLC min ass and Laser rifle amarr ass
Have you tried the Myofibril Stimulant since the change? Yes
Do you currently have a Myofibril Stimulant based fitting? Yes
Do you use Myofibril Stimulant based fitting consistently? Yes
How has the addition of Myofibril Stimulant jumping effected your match to match game play? Well, i didn't change my old punching fit, i run 3 myo, i think that 3 are fine because let you jump over big crates and create some very useful shortcuts.
Do you personally feel the game is more enjoyable now? Yes, some maps have gained layers of complexity which is good imo.
Do Myofibril Stimulant need further tuning or are they fine as is? I think that allow only 3 myos would be fine, i've never tried with 2, but with 3 i jump over big crates in trainyard and i think it's fine, with 4 it's already like flying, a bit too much imo.
What is the name of your main? < This
In un mIx letale tra camper russo e lagger giapponese
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Bri Bub
Eternal Beings
183
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Posted - 2015.04.13 17:05:00 -
[7] - Quote
Primary play mode(s) - where you spend most of your in match time
Mainly Skirmish, also Domination and some Factional when queuing is reasonable; seeing MyFibs more and more in PC but haven't incorporated into my PC playstyle yet
Top role(s) used since the change - roles you use nearly every battle you're in
MinAssault; GalScout
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
YES
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
YES
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
YES, currently only on my MinAssault
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
Jump over walls (surprise attack- wheee!); can now scale buildings that were previously only accessible to derpships; new uplink placement previously unavailable; verticality and no longer constrained to prior footpaths
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
YES YES YES; the old redundant maps have new life in them, they are very different now with the increased verticality
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
I understand some of the sentiment against MyFibs- there should be stacking penalites
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here
Decreased- stacking penalties
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
Stacking penalties is one approach but I would like to see jumping ability separated from MyFibs- I originally skilled into Hand to Hand, pre-jumping being added, for the increased punching power (I stack four MyFibs on my MinAssault, currently only use them on this fitting); most MyFib users seem to use them strictly for jumping with melee a distant afterthought; I would like jumping to be augmented by a different module (equipment- jump pack?) and leave MyFibs only for melee- i.e. I still want to stack MyFIbs to punch/kick like a mule but insane jumping comes with the package; I wouldn't want melee augmentation decreased in the same manner jumping should be decreased
I would also like for their to be a mechanic to neutralize the jump if so desired, e.g. press and hold X to halt the jump, so you aren't constantly jumping at the same predictable arc or when you don't need a 15m jump when 5m will be sufficient to reach the top of a given box
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
Bri Bub, my one and only character
Be just and if you can't be just be arbitrary.
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Mossellia Delt
Militaires Sans Jeux
2391
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Posted - 2015.04.13 17:23:00 -
[8] - Quote
Primary play mode(s) - where you spend most of your in match time
Skirmish
Top role(s) used since the change - roles you use nearly every battle you're in
Minmatar assault / scout
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
Yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
Yes
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
Yes, it has made playing fun again, allows me to use mobility over tanking and has opened up a faster paced gameplay aspect.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
Yes
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
They are fine.
Delt for CPM2
CPM1 MISSION : FAILED
Moss-delt on skype
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
747
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Posted - 2015.04.13 17:37:00 -
[9] - Quote
Primary play mode(s) - skirmish and domination, public and factional.
Top role(s) used since the change - AV commando.
Have you tried the Myofibril Stimulant since the change? - Yes.
- Do you currently have a Myofibril Stimulant based fitting? - Yes. Minmatar commando. Very useful.
- - Do you use Myofibril Stimulant based fitting consistently? - No, but I attribute that to the slot limitations of my suit forcing me to choose HP mods over utility.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - I'm a heavy, so it's been pretty useful as and when I can fit them.
Do you personally feel the game is more enjoyable now? - pertaining to myrofibs alone, yes, sometimes. The greater access to map locations is excellent, but impossible to hit scouts not so much.
Do Myofibril Stimulant need further tuning or are they fine as is? - See below.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? Higher effect from each module, but harsher stacking penalties. One module is barely noticeable, four makes you superhuman.
What is the name of your main? - Kierkegaard Soren. QUOTE
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3369
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Posted - 2015.04.13 19:13:00 -
[10] - Quote
Myos are absolutely awesome. I would hate to see them changed in any way as currently they really open up a lot of new paths, new routes and new places on those old maps we have until now kinda gotten down to a T.
I do understand that there may be balancing concerns (even though I would say not personally, full myo stacking means little to no tank / damage mods) however I would concede that we maybe should make myo jumping cost a little more stamina.
I also believe that myos should reduce the stamina it takes to melee hit someone, as running up to someone only to try your best to hit a moving target with melee with the random hit detection, only to run out of stamina just as you are about to connect.... yea that sucks.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Adipem Nothi
Nos Nothi
8713
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Posted - 2015.04.13 19:41:00 -
[11] - Quote
Primary play mode(s) - Ambush
Top role(s) used since the change - Scout, Assault (80/20)
Have you tried the Myofibril Stimulant since the change? - Yes
Do you currently have a Myofibril Stimulant based fitting? - Yes
Do you use Myofibril Stimulant based fitting consistently? - No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - Ups - More playground. More paths. More variety. More options.
Do you personally feel the game is more enjoyable now? - Absolutely
Do Myofibril Stimulant need further tuning or are they fine as is? - Largely fine; slight tuning would help.
If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - Decreased, but only as it relates to enforcing a stacking penalty.
Please outline the method and reasoning behind any change you would like to see - Jumps at 4+ myofibs are over the top; if stacking penalties were working properly, they'd likely be perfect.
What is the name of your main? - Shotty GoBang
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Nos Nothi
9359
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Posted - 2015.04.13 20:04:00 -
[12] - Quote
Cross Atu wrote:Instructions thankfully not written by IKEA. Primary Play Mode: Skirmish
Top Roles: Minja/Hacker
Have I tried Myos: Simple Yes
Do I use Myos consistantly: Yes, I would say in 90 to 100% of matches.
How has Myos affected my gameplay: I think even having 1 on my fit increases mobility greatly, and having multiples allows for an increased number of strategic options, many of which were not available prior to the changes. Plus, it requires me to be cognizant of more possibilities of my opponents.
Has it made game play more enjoyable: Yes, significantly.
Do they need further tuning: Not at this point. I think they do need monitoring, and perhaps future changes to other aspects my create problems with the current Myo numbers, but I say leave them as is for the time being.
Main: This character.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Kain Spero
Negative-Feedback.
4990
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Posted - 2015.04.13 20:14:00 -
[13] - Quote
Primary play mode(s) - Ambush, Skirm, Dom, Planetary Conquest
Top role(s) used since the change - Varies, I run whatever is needed in a match but usually a scout or logi
Have you tried the Myofibril Stimulant since the change?
Yes
- Do you currently have a Myofibril Stimulant based fitting? -
Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
It varies.
How has the addition of Myofibril Stimulant jumping effected your match to match game play?
Increase mobility and verticality has enabled the ability to address stagnate roof camping especially when they have overwatch over key choke points or objectives.
Do you personally feel the game is more enjoyable now?
Yes, very much so.
Do Myofibril Stimulant need further tuning or are they fine as is?
With the give and take Myos need to be fit I think they are fine as is. I might tweak mechanically how jumping works though.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased?
See above.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
I would prefer a hold X to charge a high jump to be implemented. This would incur a greater stamina cost for a max high jump and create a small timing delay between very large jumps.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2020
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Posted - 2015.04.13 20:25:00 -
[14] - Quote
Cross Atu wrote:The changes which allow Myofibril Stimulants to increase jump height have been in the game for a bit now so it is time for some community feedback and review. The following information would be of great use to the CPM in providing further input on the matter to CCP. Please use the following format for posts and focus posts on your own in game experience NOT evaluation of the posts of others. There may be a thread in future focused on debating whether or not to change the Myofibril Stimulant, but that is not this thread so please help me keep the work here useful by staying focused on the topic and format. Thanks, Cross Template; Primary play mode(s) - where you spend most of your in match timeTop role(s) used since the change - roles you use nearly every battle you're inHave you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matchesHow has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experienceDo you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjectiveDo Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.Those who, for whatever reason, do not wish to reply in line here may e-mail me their completed template. For those who do not have it my contact information can be located here.
Don't nerf Myofibs- if your gonna take 3 myofibs over what 216 shields, then you deserve to jump a lot higer, or 18% damage. People don't like them because it is not their play style and they don't enjoy fighting jumpers. Why you may ask? Because what they lose in HP, they make up in mobility. It is completely fair fight.
A Myofib user may have half the HP of a proper suit but it is = in effectiveness due to increased mobility.
If myofibs are nerfed- It will be a sad day in Dust for all the people not on the forums that enjoy myofibs. It takes 3 myofibs on a min assault to barley clear a crate by 1 mm.
No nerfs needed, people need to adapt to the fact that a new play style is here. People seem to hate new things. Stop hatin bruh.
EDIT: MYOFIB = fresh new playstyle. Yes I die very fast in my myofib suits but what do I gain? I gain the ability to get my self out of sticky situations much faster. No nerf=healthy game nerf=dead game.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Banjo Robertson
Random Gunz Rise Of Legion.
525
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Posted - 2015.04.14 01:07:00 -
[15] - Quote
Template;
Primary play mode(s) - where you spend most of your in match time Gallente Assault and Scout are the two main suits I use, so a mix of front line and stealth flanking
Top role(s) used since the change - roles you use nearly every battle you're in Gallente Assault and Scout
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice Yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience When I use my Myo Stim based suits, I either use both of my Scout high slots or all three of my Assault high slots to maximize the benefit. I like the jump height it provides but dont like that it uses all my fittings. I also don't like that its hard to actually land melee attacks so I'm only getting 1/2 the benefit. I can escape some engagements with jumping, place uplinks more effectively, flank certain positions by hopping up smaller things. Over all an improvement in thinking and strategy, don't have to rely on a dropship to get certain places.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective Yes the game is much more fun with optional jump height increase.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here Yes they need further tuning
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here I think the effects of each individual Myo Stim need to be increased.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be. At proto level, there are suits with 5 high slots, and others with 2 or 1. Stacking Myo Stims on the suits with more high slots is kind of like having only one team being able to call in vehicles. I think the jumping effect of these modules should be increased, but a harder cap should be put in place, where only 2, or even 1 Myo Stim will actually effect jump height, all of the others you might put on will merely increase melee damage. If the jump effect is limited to 1 Myo Stim, then I think it should have the total increase of 3 Myo Stims as they are now. If the effect is limited to 2 Myo Stims, I think the total increase should be that of 4 Myo Stims as they are now, which would also give roughly 1 Myo Stim the total effect of 2 Stims as they are now.
I feel like the jump benefit should be roughly equal for assault and scouts, but 2/4 of the proto scout suits are not able to capitolize on the jumping as much as the other 2 scout suits nor as much as 2/4 of the assault suits.
Scouts being the lightest suits, the flankers, position grabbers either by placing uplinks in good spots or destroying uplinks placed in good spots, need to be able to gain the maximum benefit from Myo Stims, which is why I would say the jump benefit should be limited to the best 2 Myo Stims equipped on the suit.
Assault suits being able to jump higher than scouts, and probably even have a bit more hp and other modules as well, makes scouts weaker as a whole. Assault suits being able to jump just as high as scout suits, or at least only being able to gain as much benefit from Myo Stims as Scouts, threatens the battlefield usefulness of scouts less, while also opening up new possibilities for the Assault.
Obviously Commandos havent been able to benefit much from the Myo Stims because of slot limits, and they would get a boost if they decided to go this way, Sentinals probably wont worry about it. Logistics are kind of in the same boat as Assault but already have a lot to worry about.
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
Banjo Robertson |
Imp Smash
Molon Labe. General Tso's Alliance
769
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Posted - 2015.04.14 01:18:00 -
[16] - Quote
Primary play mode(s) - where you spend most of your in match time Public Doms/Skirmishes.
Top role(s) used since the change - roles you use nearly every battle you're in Amarr Assault Overwatch (laser) Cal/Min Sent Forge
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice Yes.
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches No.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience Improved it: It adds a new dimension to mobility that has a drawback on the tail end (predictable landing point) making it a sidegrade and not an upgrade to more traditional movement. Also, hella funny.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective More. There are many areas where people dropshipped up and camped high ground. Now the option to use myos forces people to be more careful. There are new weird places to put uplinks but they are still destructable by a mass driver or similar AE weapon.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here I don't know. I have not been in enough situations to have a reasonable opinion. So far, however, it has not been a problem when I am completely and honestly objective with myself when killed by a Tigger scout. (because their tops are made out of rubber and their bottoms are made out of spring)
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here N/A
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be. N/A
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
185
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Posted - 2015.04.14 02:07:00 -
[17] - Quote
Good job CPM!
Amarr Victor
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Cross Atu
OSG Planetary Operations Covert Intervention
4271
|
Posted - 2015.04.14 13:01:00 -
[18] - Quote
Isa Lucifer wrote:Good job CPM! o7
And thanks to all who have responded so far here and via e-mail
See a cool idea thread? Mail me the title and I'll take a look =)
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ANAHEIM Darko
Corrosive Synergy Rise Of Legion.
220
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Posted - 2015.04.14 13:11:00 -
[19] - Quote
Primary play mode(s) - where you spend most of your in match time Public contracts/FW
Top role(s) used since the change - roles you use nearly every battle you're in CalAssault, GalScout
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice Yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice No
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience Annoying seeing other players jump several stories to get away, or launch MD/flaylock death from above.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective Not as a result of the changes. I feel the jump height should be limited.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here Yes - stacking penalties should apply, and limit maximum jump height.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here Decreased.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be. Implement stacking penalties/decrease effect.
CalAss Grunt. Former Eve Pilot.
--Cellar Door
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Text Grant
PIanet Express Smart Deploy
411
|
Posted - 2015.04.14 13:59:00 -
[20] - Quote
Primary play mode(s) - skirmish
Top role(s) used since the change -
Have you tried the Myofibril Stimulant since the change? - yes
- Do you currently have a Myofibril Stimulant based fitting? - yes
- - Do you use Myofibril Stimulant based fitting consistently? - Yes
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - the combination of them with splash weapons is OP
Do you personally feel the game is more enjoyable now? - no
Do Myofibril Stimulant need further tuning or are they fine as is? - jumping should be an active equipment like the cloak
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - It should be increased upon changing it to an active equipment such as a cloak or decreased dramatically as it stands now.
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WeapondigitX V7
The Exemplars
336
|
Posted - 2015.04.14 14:09:00 -
[21] - Quote
Cross Atu wrote:The changes which allow Myofibril Stimulants to increase jump height have been in the game for a bit now so it is time for some community feedback and review. The following information would be of great use to the CPM in providing further input on the matter to CCP. Please use the following format for posts and focus posts on your own in game experience NOT evaluation of the posts of others. There may be a thread in future focused on debating whether or not to change the Myofibril Stimulant, but that is not this thread so please help me keep the work here useful by staying focused on the topic and format. Thanks, Cross Template; Primary play mode(s) - where you spend most of your in match timeTop role(s) used since the change - roles you use nearly every battle you're inHave you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matchesHow has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experienceDo you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjectiveDo Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.Those who, for whatever reason, do not wish to reply in line here may e-mail me their completed template. For those who do not have it my contact information can be located here.
Primary play mode: skirmish, domination (public contracts) Top Roles: swarm AV caldari, caldari scout with burst CR, minmatar/gallente assault with shotgun, amarr assault with SCR/ASCR or caldari assault with TAR
Yes I have tried the Myrofibril stimulants since the change
Yes I do have fittings with Myrofibril stimulants
No I don't use Myrofibril stimulant (MS) fittings consistently
The MS mods have affected some of my matches, they allow me to approach and retreat from objectives/enemies in previously impossible ways such as reaching a platform above a objective. It has allowed me to clear out/ kill some enemies on some roofs (using a shotgun). It allows me to place uplinks in more unexpected places that only well placed enemy grenades or jumping suits can destroy. Flux grenades have allowed me to destroy enemy uplinks in places that I could not reach because a flux grenades blast radius goes through walls and roofs, thus I sometimes don't need MS mods.
MS mods need some fine tuning, I rarely use MS mods for melee purposes because it is unreliable to use melee.
It is unreliable because the hit detection is very bad on enemy dropsuits, especially when assassinating targets from behind while they move away from me (enemy moves forward relative to themselves). The hit detection is bad because the image of targets is showing where they were, not where they are (minor lag), this means I need to be closer to an enemy image to have a chance at hitting where they are.
All dropsuits need a change from a melee pinpoint attack to a 'melee arch attack' like nova knifes allowing me to hit enemies slightly to my left or right, thus I would not need to be 100% accurate with melee hits, this allows me to hit target images moving sideways and have a chance at hitting where they actually are if they moves sideway, the melee auto aim hits a targets image, but not where the target actually is. I do get lucky and the image and actual position of a target are synced well enough for hits to register, but that is rare for me. This leads me to ask for a melee range increase of roughly 1 - 1.5 meters (or a increase in radius if it becomes an arch attack). I believe the current melee range is 0.5 meters. I am proposing a melee range of 1.5 - 2 meters distance (or radius).
The extra options MS mods give me and the fact that I have found ways of dealing with suits equipped with MS mods without using MS mods myself at that time, has made matches more enjoyable for me.
This is my main character. |
DeathwindRising
ROGUE RELICS
993
|
Posted - 2015.04.14 14:45:00 -
[22] - Quote
Template;
Primary play mode(s) - where you spend most of your in match time
Top role(s) used since the change - roles you use nearly every battle you're in
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
no
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
no
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience not really, what happens is you get a bunch of dudes jumping around with plasma cannons that think this is Tribes or something. in combat its not viable or effective. it mainly just annoying as they can access areas not intended by the level designers.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
no. it actually hurts the game in terms of balancing. the levels werent designed with players being able to jump as high as they are currently
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
they need to be toned down
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here
decrease effects
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
CCP did not design the levels with players jumping 40m in mind. it breaks current level design and game balance. either redesign the module, reduce its effect, or remove the effect
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc. |
Vyuru
Algintal Core Gallente Federation
110
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Posted - 2015.04.14 15:52:00 -
[23] - Quote
Primary play mode(s) - Domination and Skirmish
Top role(s) used since the change - Scout - hack, skirmish, annoy. But I've been running that since open Beta and is not a new role.
Have you tried the Myofibril Stimulant since the change? - YES! :D
- Do you currently have a Myofibril Stimulant based fitting? - Yes
- - Do you use Myofibril Stimulant based fitting consistently? - Almost all the time
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
It's been huge. I run a 3x Complex Myofibril Adv Min Scout with Uplinks. This lets me place uplinks in places people may not think to check. I can jump up on top of structures and basically run above enemy units without them knowing I am there, which opens up alot of possibilities. Simple fact is that it has breathed new life into the game and back into certain scout suits (mostly Minmatar) for me.
Furthermore, Myofibrils have opened up many places that used to be "Dropship only". While there are still places that are only accessible by dropship, now I have a way to pretty reliably get up to a fortified position, destroy uplinks, and run away, or die in the process. Point is, the enemy now cannot have 1-2 Forge Gunners shooting down dropships or having to rely on an orbital strike in order to destroy uplinks. I also want to point out, that in order to reach the higher places with 3x Myofibrils, alot of times I have to jump on top of a crate, or other object, and then jump up to reach the top of the building that is fortified.
I have to say again, 3x Complex Myofibril's are the PERFECT amount in order to move around the map, at least for a scout. Anything less is not really worth it unless you want to make sure your heavy can get over that curb, or your assault/logi needs a little help getting over the railing.
Do you personally feel the game is more enjoyable now? - Immensely more enjoyable. Myofibril's have made almost every map an awesome 3 dimensional battlefield now.
Do Myofibril Stimulant need further tuning or are they fine as is? - Further tuning. I think that 3x Myofibril's is the perfect amount for balancing, performance, etc. However I think that 4x or 5x Myofibril fits offer rather excessive jump heights.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - I would like to see performance for the 4 or 5 Myofibril fits to be brought down a bit.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
As stated before, I run a 3x Comp Myofibril Adv Min Scout fit. This allows me to get on top of large containers while reasonably sacrificing *weapon* damage output and Ehp by preventing the use of other modules. On watching people with 4-5 Myofibril fits, their jumping ability takes a drastic change from the 3x Myofibril fit. I would tone down 4x Myofibril fits to a jump height of roughly 3.5 Myofibrils (if that makes sense) and 5x Myofibril fits to roughly the jump height of 4x Myofibril fits.
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
My main is Vyuru |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
255
|
Posted - 2015.04.14 16:16:00 -
[24] - Quote
Primary play mode(s) - domination/skirmish in the heart of the battles
Top role(s) used since the change - gal scout or racial assaults
Have you tried the Myofibril Stimulant since the change? - yes on aim scout. I was flying but got bored of it. Not really an effective play style
- Do you currently have a Myofibril Stimulant based fitting? - no, only on adv fib on my gal scout
- - Do you use Myofibril Stimulant based fitting consistently? -nope
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - i used to kill grass hoppers in my backyard. I still do exept they are metal now.
Do you personally feel the game is more enjoyable now? - meh. Eh. Sort of
Do Myofibril Stimulant need further tuning or are they fine as is? - tune them down a lot.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - Decreased
- - Please outline the method and reasoning behind any change you would like to see - myofibs should make you jump higher, not fly. They sometimes ruin plans and stuff.
What is the name of your main? - lightning35 delta514.
48th Special Operations Force.
Twitter- @48SOF
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Joseph Ridgeson
WarRavens
3776
|
Posted - 2015.04.14 17:09:00 -
[25] - Quote
Primary play mode(s) - Domination
Top role(s) used since the change - Rubber Assault since the change
Have you tried the Myofibril Stimulant since the change? - Extensively.
- Do you currently have a Myofibril Stimulant based fitting? - Yes
- - Do you use Myofibril Stimulant based fitting consistently? - Yes, extensively.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - Yes. I finally have a reason to use my Caldari Assault. Before, it was just an inferior suit to my Caldari Scout. Scout was faster, was nearly invisible to E-war, had Cloak, had superior radar, and still could do the same thing my Assault does but better. I could fight people at range easier with the far, far superior Shield stats and speed, cloak, and e-war made flanking easier. There is no way that my Caldari Scout wasn't better than my Caldari Assault.
The change gave my Assault an advantage; it could stack Myofibrils while still having a decent amount of EHP. Now, I wasn't giving up speed, cloak, and e-war for HP; I was giving up speed, cloak, and e-war but I still had HP as well as being just as maneuverable in a different way. I could flank by jumping over things, I could escape by jumping onto things, and I could provide an area for my team to spawn in safely.
Do you personally feel the game is more enjoyable now? - Yes. As well as it just being fun to jump and figure out how to use the map to my advantage, it finally gave me a reason to use my Prototype Caldari Assault rather than my Scout. It has me looking at the map, trying to figure out how to best utilize the terrain for my movement. It is a lot like Titanfall, in that sense; it isn't a short wall, it's something I can use to get on top of that building. For me, it is some of the most fun I have had with the game.
Do Myofibril Stimulant need further tuning or are they fine as is? - Probably.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - I love the height that I can jump to. I really want that to stay. However, I would split the module so that it doesn't grant melee damage bonus. Being able to jump 10 meters and having a punch that deals 600 damage is a bit much. The maneuverability is one thing but I can pretty much instantly assassinate any suit that is not tanked with an elbow to the head.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5830
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Posted - 2015.04.14 20:26:00 -
[26] - Quote
Primary play mode(s) - where you spend most of your in match time
Skirmish - Pub & FacWar
Top role(s) used since the change - roles you use nearly every battle you're in
Commando/HAV Pilot
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice
Yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice
Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches
No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
While the effect has diminished slightly over time, I'm often engaged in situations where the enemy starts to lose the engagement and rockets into the air faster than I can track, and then rains down various kinds of explosives may it be PLC, Mass Driver, Flaylock, ect. before I can react. And while this is manageable, it makes uneven confrontations (ie 1 vs 2) less about maneuvering and skirmishing, and more about 2 people launching into the air and the 1 having little to no way to deal with it anymore.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective
I feel the ability to clear small obstacles makes a lot of sense. The ability to do so is enjoyable, and should stay in the game. However I think the ability to jump over buildings with a single bound with your passive jump is stupid. Additionally, even with a loss of potential shield HP, the effect of massively high jumps is problematic in combat, especially if one side of the fight is incapable of such a maneuver. This is amplified on suits that simply lack the total slots needed to even come close to same degree of effect.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here
I would like to see the Myofibrils act more as a means to transverse rough terrain by easily jumping over small obstacles (parkour in a way) but not a means to obtain massive changes in elevation (jumping on top of entire buildings)
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here
Decreased
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.
A general decrease in the amount of height you can gain with the myofibs. May this be through an efficiency increase of a stacking penalty, the myofibs should be used for quick maneuvering of rough terrain, not completely ignoring large obstacles
What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.
Pokey Dravon [email protected]
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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cris bleu
Carbon 7
121
|
Posted - 2015.04.14 21:06:00 -
[27] - Quote
Cross Atu wrote:The changes which allow Myofibril Stimulants to increase jump height have been in the game for a bit now so it is time for some community feedback and review. The following information would be of great use to the CPM in providing further input on the matter to CCP. Please use the following format for posts and focus posts on your own in game experience NOT evaluation of the posts of others. There may be a thread in future focused on debating whether or not to change the Myofibril Stimulant, but that is not this thread so please help me keep the work here useful by staying focused on the topic and format. Thanks, Cross Template; Primary play mode(s) - where you spend most of your in match timeDom Top role(s) used since the change - roles you use nearly every battle you're inLogi Have you tried the Myofibril Stimulant since the change? - a simple yes/no will sufficeYes - Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will sufficeNo - - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matchesNo How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experienceNot really Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjectiveNo. My problem is it's just a bit daft. It's immersion breaking, like wiggle-wiggle strafing. I actually wouldn't mind if it was animated better with a jet pack or something. I concede that they add some interest and variation. Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient hereTone them down a little - If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient hereDecrease - - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be.As above What is the name of your main? - This question inclined for use in e-mail or those posting on a character other than their main played merc.<<<< = main Those who, for whatever reason, do not wish to reply in line here may e-mail me their completed template. For those who do not have it my contact information can be located here.
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DDx77
The Exemplars
195
|
Posted - 2015.04.14 21:58:00 -
[28] - Quote
Template;
Primary play mode(s) - Skirmish, Dom, FW,
Top role(s) used since the change - Gal scout, Cal scout, Cal assault, Amarr assault,
Have you tried the Myofibril Stimulant since the change? - Yes
- Do you currently have a Myofibril Stimulant based fitting? - Yes
- - Do you use Myofibril Stimulant based fitting consistently? - Yes
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - It has increased my mobility (getting to out of reach areas as well as creating shorter routes) added unique angles of attack. Allowed me to survive engagements slightly longer, resulting in more successful engagements and retreats.
Do you personally feel the game is more enjoyable now? - Yes, I love the addition. It was very refreshing and has added new depth and strategy
Do Myofibril Stimulant need further tuning or are they fine as is? - they are in a good place but could use a little tweaking
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - increased
- - Please outline the method and reasoning behind any change you would like to see - I am in favor of either an increase in myofib or natural jumping height. I think it is unfair that heavy suits must equip this mod to get over some small obstacles. Also I have noticed it takes two complex to get to the intended "jumping on a crate" I think this should be possible at lvl5 and one complex mod.
What is the name of your main? - This is my main
May the Dark shine your way
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korrah silain
True Illuminate
19
|
Posted - 2015.04.14 22:21:00 -
[29] - Quote
Primary play mode(s) - pub skirm
Top role(s) used since the change - I've been jumping around with roles and experimenting but I did put together some scout fittings for this once I learned about it and use them quite a bit
Have you tried the Myofibril Stimulant since the change?-yes
- Do you currently have a Myofibril Stimulant based fitting? - as much as can be considered on a basic galscout
- - Do you use Myofibril Stimulant based fitting consistently? - no, but only because I unlocked cal assaults and was playing heavily with them.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - well I only have access to enhanced, so its nice to have the added jump height for accessing different places, however I see proto min logos jumping just stupidly high and raining down explosives, which is nigh impossible to counter ime
Do you personally feel the game is more enjoyable now? - yes, but...well again the bunny hop sploders are kinda op...of course so are all proto stompers...heh bunny stompers. If that becomes a thing I call dibs on the term.
Do Myofibril Stimulant need further tuning or are they fine as is? - yes, bunny stompers need to not be a thing...some how.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - decreased on the extreme fringe if possible while leaving the basic jump bonuses about the same would be perfect imho
- - Please outline the method and reasoning behind any change you would like to see - I really don't know as I haven't looked at the numbers for the jump mechanic but maybe either a stacking penalty, or stacking penalty increase, or perhaps a sort of a...jump charge? So you hold x and begin to charge a jump, releasing causes you to jump, and the charge takes longer to reach full the higher you jump...maybe set the max equal to the maximum hang time you would get on flat ground?
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Archduke Ferd1nand
Nos Nothi
351
|
Posted - 2015.04.14 22:46:00 -
[30] - Quote
Primary play mode(s) - where you spend most of your in match time Planetary Conquest, Minmitar/Gallente FW(Occasional Q-Syncs of Amarr with corpmates), Pub Skirmish with occasional Domination
Top role(s) used since the change - roles you use nearly every battle you're in Slayer Minmitar Assault (SG/CR), or Link/Support Minmitar Scout (SG)
Have you tried the Myofibril Stimulant since the change? - a simple yes/no will suffice Yes
- Do you currently have a Myofibril Stimulant based fitting? - a simple yes/no will suffice Yes
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matches No. I only use it in matches that are stomps (in my favor), just to have fun jumping and finding new parts of the map, or getting up at rooftop campers.
How has the addition of Myofibril Stimulant jumping effected (Should be "affected") your match to match game play? - please describe your experience It is fun to run, but aside from isolated 1v1's against someone with poor aim, it is simply not an effective combat load out. Playing against players who use it to get to high ground to camp is annoying, but high ground camping is broken in general in public matches/FW, so I believe that it is simply an easier to use dropship for some people, which is fine in my opinion. Fix high ground camping, and the only arguably OP thing about myofibs is fixed.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective For myself personally, I am not having as much fun anymore, but it is totally unrelated to myofibs, and is a product of stagnant PC, and a lot of players that I was close with leaving the game. Myofibrils actually added to the fun I would have in game, as the users are generally easy kills for myself, and Im not cross-eyed and can aim, and making Mass Drivers and Flaylocks (YAY minmitar!) viable is another huge plus.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here No, though fall damage calculations need to be looked at. In a max biotic minmitar scout, I can 5 shot myself by sprint jumping up and down on flat ground. That's just silly.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here No tweaks necessary outside of fall damage calculations.
- - Please outline the method and reasoning behind any change you would like to see - please be as clear and specific as possible, simple responses are fine but the more dispassionate you are in the response the more useful your feedback will be. --
What is the name of your main? - Gavr1lo Pr1nc1p
BRB, looking for socks
Asslut Rifles OP, anal now
I shit shotgun shells and piss Remote Explosives
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