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I-Shayz-I
I----------I
5345
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Posted - 2015.04.15 00:04:00 -
[31] - Quote
1. Primary play mode(s) -Skirmish
2. Top role(s) used since the change -Heavy, Solo logi
3. Have you tried the Myofibril Stimulant since the change? -Level 5 first day
3a. Do you currently have a Myofibril Stimulant based fitting? -Yes; Caldari Heavy, Minmatar Assault, and uplink fit
3b. Do you use Myofibril Stimulant based fitting consistently? -All the time, because it is way fun.
4. How has the addition of Myofibril Stimulant jumping effected your match to match game play? -I really like the different areas that are now possible to reach with at least 3 mods on a fast suit. Makes placing uplinks much easier.
5. Do you personally feel the game is more enjoyable now? -I haven't had this much fun in the game in forever.
6. Do Myofibril Stimulant need further tuning or are they fine as is? -They should be buffed to provide more jump height with one module, but the fitting requirement should be increased dramatically, and a stacking penalty applied. Thinking 1.5x buff, 2-3x fitting cost (100-150 CPU for a complex mod)
6b. Please outline the method and reasoning behind any change you would like to see -I love the increase in mobility of the modules, but when I want to make a melee suit I end up with a suit that jumps too high. On a heavy suit however, 3 modules barely does anything, while 4 modules makes you jump way too high.
-If we were to buff the modules to require less slots, players would use shield extenders to make competitive fits...therefore an increase in fitting cost would make players choose between the two (or have to sacrifice low slots for cpu mods)
-Adding a stacking penalty to the jump height bonus will reduce the maximum height you can obtain with these modules, meaning that ANY suit can make use of myo's, not just Caldari and Minmatar suits.
7162 wp with a Repair Tool!
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MINA Longstrike
Kirjuun Heiian
2570
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Posted - 2015.04.15 07:26:00 -
[32] - 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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Vicious Minotaur
2302
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Posted - 2015.04.15 08:09:00 -
[33] - Quote
Primary play mode(s) - Domination
Top role(s) used since the change - Assault, HMG sentinel
Have you tried the Myofibril Stimulant since the change? - Yup
Do you currently have a Myofibril Stimulant based fitting? - Yup
Do you use Myofibril Stimulant based fitting consistently? - Yup. Most used fitting, at that.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - I have more fun in a match. I get to be tactical with my jumping. I frequently jump up to areas where campers are prone to sitting, camping an objective on a roof. Such a camped Domination objective is a very difficult&frustrating thing to counter (high ground advantage is a legitimate thing), and using my Myofibril fit, I can counter people that otherwise would require extreme risk via a Dropship, or Large WP for a Warbage strike. However, while I can jump up and try to counter people, my jumping does not guarantee success: they can still murder me with good gun game.
Do you personally feel the game is more enjoyable now? - Yup. Jumping is fun.
Do Myofibril Stimulant need further tuning or are they fine as is? - Jumping height, with 3x complex myos on a minmatar assault, seems fine. More than that seems stupid.
If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - 1) Jump height for 4+ myos needs decreased if anything. 2) In addition, tying jump height to the duration the jump button is held would be nice. I think Kain Spero mentioned such a thing... (tap 'x,' jump normal; hold 'x,' jump full myofibril'd height)
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.(see previous number in question above) 1a) Four+ myos allows obscenely high jumps, looks bad, and just feels wrong. 1b) 3 complex myos allows for jumping a single story on a minmatar assault, and feels just right as far as just mobility is concerned. 2a) Such a thing would turn jumping with myos into a tactical decision that further disincentives the annoying thing of jumping mid-combat to gain an advantage over an opponent due to tracking issues 2b) It would also decrease the annoyances of a jumper jumping high mid-combat due to panic. 2c) Jumping high as a tactical decision is cool. Jumping high as a combat maneuver is annoying as hell.
What is the name of your main? -
N/A
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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Kuruld Sengar
G.L.O.R.Y General Tso's Alliance
306
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Posted - 2015.04.15 10:30:00 -
[34] - Quote
Primary play mode(s) - where you spend most of your in match time: Domination exclusively.
Top role(s) used since the change - roles you use nearly every battle you're in: Minmatar logi about 60% and minmatar assault the other 40%.
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: It gives a fairly significant mobility advantage over other players. Very useful for high links, raining down md/flaylock. Direct fire weapons are harder to use when jumping because airspeed is inconsistent.
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective: I enjoy it more. Mainly because of new exploration and maneuverability options that have opened up.
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here: I think they are fine. The 4-5 myo fits can jump very high but I believe are balanced somewhat because of the lack of damage mods/shield extenders, and the long hang time.
- 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 would actually rather see the jump increase curve become more linear. A decrease would make 1-2 nearly useless, while an increase would make 4-5 probably fatal.
- - 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 mentioned in the last question, I would like to see jump height progression become more linear. There is too big of an increase from 3 to 4 to 5, yet 1 and 2 are almost negligible in comparison.
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. Kuruld Sengar |
DJINN Jecture
MANUFACTURERS OF DEATH
332
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Posted - 2015.04.15 23:13:00 -
[35] - Quote
I believe Myos are in an ok spot right now, based on the increased mobility vs less tank or dps they are relatively fair.
Yes I have used them, yes I play mostly in pubs with some factional mixed in, no the myofibs are not an all the time or even 90% of the time choice for me.
No the game hasn't gotten better or worse due to the change only different. It is still broken (the game not myos) and likely will be till the glitches are sorted, keep fixing everything CCP.
-.-
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3012
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Posted - 2015.04.16 01:47:00 -
[36] - Quote
They are simply a novelty, nothing more.
Whirly gun make much thunder! - Victor
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Tesfa Alem
Death by Disassociation
1016
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Posted - 2015.04.16 06:24:00 -
[37] - Quote
Primary play mode(s)
Pubs
Top role(s) used since the change logi, assult, scout, heavy, commando, ADS Pilot
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?
Yes. every, match has jumpers, so i have to counter them somehow. Usually the only counter is a second jumper
Do you personally feel the game is more enjoyable now? -
No. I liked gritty dust, and though I gave fibs a chance, they havent grown on me. Its the opposite of what drew me into this game for the last 2 years.
Also, made AV a great deal harder to counter (leaping behind cover to shoot swarms), marginalized the role of troop transport, killed the role of air interceptor, amarr logi's bonus is marginalzed now, becausde a scout/min assault, cal logi can place uplinks better any amarr logi. Destroys the balance of a lot of weapons now.
Do Myofibril Stimulant need further tuning or are they fine as is?
lots of tuning.
- 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
Stacking penalty, a 3rd fib should be ineffective. People want to jump sure, but half of what is possible now.
What is the name of your main?
Tesfa Alem
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
1016
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Posted - 2015.04.16 06:30:00 -
[38] - Quote
also, reading trhought he answers it is telling that shield based assault suits can run no shields and still be a combat effective fit.
Redline for Thee, but no Redline for Me.
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SgtMajSquish MLBJ
Consolidated Dust
421
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Posted - 2015.04.16 07:05:00 -
[39] - Quote
My response is short, but not so sweet.
Absolutely cannot stand the jumping. Ruined the game so I haven't been playing. The map design and purpose was thrown to the dogs. The only people who are enjoying this are 50mil+ SP people who are bored and those with high latency.
........I guess those are the ONLY people playing......
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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MINA Longstrike
Kirjuun Heiian
2573
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Posted - 2015.04.16 07:30:00 -
[40] - 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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Haerr
Negative-Feedback. Negative-Feedback
2748
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Posted - 2015.04.16 11:17:00 -
[41] - Quote
Stop d!cking around. Fix the missing stacking penalty already... |
VALCORE72
Vengeance Unbound RUST415
285
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Posted - 2015.04.16 11:38:00 -
[42] - Quote
they are fine where there at really . you have to gimp your suit to get the most out of them. also helps vs low roof top campers . no place is a i win button here . as it should be . they are a utility fittings . useful 40% of the time . good ratio .
asian haters united lol .
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
74
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Posted - 2015.04.16 11:52:00 -
[43] - Quote
Template;
Primary play mode(s) - Pubs
Top role(s) used since the change - Logi/Assault
Have you tried the Myofibril Stimulant since the change? - No
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - It's made me feel like I'm in an arcade shooter, not a gritty war.
Do you personally feel the game is more enjoyable now? - No.
Do Myofibril Stimulant need further tuning or are they fine as is? - Further tuning required
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - Changed to a fixed addition to jump height
- - Please outline the method and reasoning behind any change you would like to see - Percentage based effects benefit the already super fast scouts far too much while basically not affecting the slow suits CCP claimed they were there to help. Fixed height addition to jumps while maintaining the stacking penalty means you don't get people clearing buildings in a single bound, while still allowing for increased mobility over smaller obstacles. Buildings requiring effort to get over makes for more tactical game play, while being able to jump over/up to basically anything promotes arcade style gameplay.
What is the name of your main? - This one. |
Slave of MORTE
377
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Posted - 2015.04.16 13:32:00 -
[44] - Quote
Template;
Primary play mode(s) - where you spend most of your in match time skirmish fw
Top role(s) used since the change - roles you use nearly every battle you're in amar and min assault ..amar min logi Amar scout blaster Madrugar
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 3
- - Do you use Myofibril Stimulant based fitting consistently? - In more than 1/3rd of your current matchesyes
How has the addition of Myofibril Stimulant jumping effected your match to match game play? - please describe your experience
it greatly benefits my logis as well as plc av it's tactically very usefull
Do you personally feel the game is more enjoyable now? - it is completely reasonable for this response to be subjective I mean it's dust it has more depth now ..so yes ide say it's more enjoyable because there's another style of gameplay to consider
Do Myofibril Stimulant need further tuning or are they fine as is? - a simple statement is sufficient here No fine as Is
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - a simple statement is sufficient here fine as is
- - 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. Mortedeamor
I'm her slave because amarrians are the best in the sheets #stamina
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SgtMajSquish MLBJ
Consolidated Dust
422
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Posted - 2015.04.17 08:05:00 -
[45] - Quote
VALCORE72 wrote:they are fine where there at really . you have to gimp your suit to get the most out of them. also helps vs low roof top campers . no place is a i win button here . as it should be . they are a utility fittings . useful 40% of the time . good ratio . 40% is still too high. 20-30% usage is a better BALANCE.
What is funny is that we wouldnt need this if your character could step up a 6" lip
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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Fox Gaden
Immortal Guides Learning Alliance
6284
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Posted - 2015.04.17 12:23:00 -
[46] - Quote
Putting one on a Sentinel makes it much easier to move over rough terrain. You don't get stuck as much.
Putting two on a Sentinel allows it to jump over a railing the same as an unmodified Assault suit.
As for facing the super bouncy lighter suits in battle, once I got used to it, it did not annoy me as much as I expected.
The super bouncy Plasma Cannon users still impress me...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6286
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Posted - 2015.04.17 12:39:00 -
[47] - Quote
Template:
Primary play mode(s) - All Modes
Top role(s) used since the change - Min Sentinel, Burst HMG
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? -
Min Sent with 1 Myofibril: Can climb a hill without getting stuck. Can go cross country without getting stuck. (Gives up a Shield Extender)
Min Sent with 2 Myofibril: Can jump over a rail like an unmodified Assault suit. (Gives up a Shield Extender and an Energizer.)
Cal Sent with 3 Myofibril: Can bounce a bit, but needs Stamina Module to be effective. (Full Biotic fit.) Not sure this is a tactically useful fit.
Do you personally feel the game is more enjoyable now? - Somewhat
Do Myofibril Stimulant need further tuning or are they fine as is? - Not sure. Still on the fence about the supper bounce fits.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - N/A
- - Please outline the method and reasoning behind any change you would like to see - N/A
What is the name of your main? - Fox Gaden
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Adipem Nothi
Nos Nothi
8887
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Posted - 2015.04.18 04:21:00 -
[48] - Quote
Somewhat relevant: https://forums.dust514.com/default.aspx?g=posts&m=2730055#post2730055
Stamina pool is drained by 25% with each jump, which limits total jumps to 4 (or so we thought). This mechanic was added in Uprising 1.0 presumably to curb bunnyhopping. The count limitation is overridden by CardRegs. In a nutshell, a 4x myofib'd super mario can take flight 8x back-to-back before he runs out of stamina, provided he fits 1 complex green.
Witnessed this for the first time in game today. It was pretty ridiculous. Hoping it doesn't catch on.
Shoot scout with yes.
- Ripley Riley
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2678
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Posted - 2015.04.18 15:04:00 -
[49] - Quote
I use 1 myo on an uplink scout for accessibility/mobility, as well as 3 on a minsault trolling fit. Banjo Robertson covered all the points on my list, with a few minor differences:
1) Scouts should be primary beneficiaries for mobility modules.
2) Fewer modules with greater effect but balanced by a stacking penalty.
3) Mostlly minimize disparities between effects of myos on racial scouts, but lowest ehp/mass suits should retain an advantage.
4) Slightly less efficacy for assaults vs. scouts.
5) More utility from myos for commandos, not so much for heavies - mass is the answer here, imo.
6) More finesse/functionality: hit jump button for full instant jump, hold jump button for wind-up indicator.
7) More immersion/complexity: non-linear stamina consumption as a function of jump height. Allows subtle operators to out-finesse their clumsier opponents.
PSN: RationalSpark
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DiablosMajora
103
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Posted - 2015.04.19 20:21:00 -
[50] - Quote
Primary play mode(s) Domination
Top role(s) used since the change Infiltrate and Assassinate. Cloak in, drop some sneaky Uplinks, find some targets and start stabbing.
Have you tried the Myofibril Stimulant since the change? Exclusively in high slots
Do you currently have a Myofibril Stimulant based fitting? See above
Do you use Myofibril Stimulant based fitting consistently? Yes, see above.
How has the addition of Myofibril Stimulant jumping effected your match to match game play? Went from a crappy RE tank hunter to exclusively an assassin.
Do you personally feel the game is more enjoyable now? Yes, as we have been provided a literally new axis with which to play.
Do Myofibril Stimulant need further tuning or are they fine as is? Yes, there needs to be 1 or 2 inherent in all suits. I find it excruciatingly difficult to play without them. The extra mobility is very helpful.
If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? Ideally increased somewhat. I have 3x Enhanced and cant jump atop boxes without going an awkward angle or route to get on top.
Please outline the method and reasoning behind any change you would like to see. Again, 1 or 2 Myos inherent in all suits. Not being able to jump over minor rails as a heavy and having to walk ALL THE WAY AROUND must be excruciatingly frustrating for some people, and a base jump height that is respectable for all suits is... well, respectable.
For the record, my suit is named Imperial Navy Stabber
Prepare your angus
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2139
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Posted - 2015.04.19 22:38:00 -
[51] - Quote
Primary play mode(s) - Planetary Conquest
Top role(s) used since the change - ADS/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? - Increased Uplink placement variety, and map traversal.
Do you personally feel the game is more enjoyable now? - Very much so. Myofibs give me alternatives to a stale ground game, and allow more useful variations in my fittings.
Do Myofibril Stimulant need further tuning or are they fine as is? - I do not believe so. Jumping to any reasonable hight requires a High Slot heavy suit, fitting Myofibs instead of Shield or Damage mods. This tradeoff between survivability and movement is the kind of choice I expect from Dust.
- If you feel Myofibril Stimulants need a tweak do you desire to see their effects increased or decreased? - Neither.
- - Please outline the method and reasoning behind any change you would like to see - I think they are fantastic how they are.
Make my Scrambler Pink!
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