MINA Longstrike
Kirjuun Heiian
2570
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Posted - 2015.04.15 07:26:00 -
[1] - Quote
Primary play mode(s) - Skirmish
Top role(s) used since the change - I fill in on everything, but generally assault, scout or heavy.
- 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?
I tried hard to participate in the initial burst of research on myo's and eventually got answers that myo's do have stacking penalties and affect jump speed. Overall I have found a myo or two to be okay, but stacked myo's to be incredibly problematic. They allow users to get into incredibly difficult to deal with places, negate whatever positional advantages that an opponent may have traditionally had with good cover (while still being able to use it themselves), they turn a few sockets into real problems and the common tactic with it is to use splash weapons, shoot at opponents feet and basically strafe in a new and incredibly fast manner with a single button press.
- Do you personally feel the game is more enjoyable now?
While there have been numerous improvements I find stacked myofibril fits to be incredibly difficult to deal with, due to their unconventional ways of engaging, strafing, negation of cover, incredible lethality at close range and ability to outright move in manners that opponents cannot. It creates a layer of asymmetrical gameplay that I dislike. There are a few sockets that I frequently avoid at the moment due to how hard they are to fight when myo fits are present.
- Do Myofibril Stimulant need further tuning or are they fine as is?
They need to be tuned-down, or hard-capped at two.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased?
Decreased. The initial stated intent from rattati was that 3 complex myo's would just barely allow a minmatar scout to jump onto a 'big' crate, the reality is that myo's are allowing people to jump up to 12 or 13 meters at incredible speed.
- 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 find that one or two complex myo's in general do not provide too much advantage, but three or four to be overwhelming. I would lower the bonuses they provide, or hard-cap them at low amounts. Because the module affects jump speed there is not a direct linear progression of modules fitted to jump height. The extremes are too extreme.
- What is the name of your main?
Mina Longstrike.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
2573
|
Posted - 2015.04.16 07:30:00 -
[2] - Quote
Also wanted to add a comment, that the returns on myo's are way beyond what they should be. Four 25% modules shouldn't be seeing the 400% increase in jump height that they're providing, the actual increase should be 87%.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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