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Sophie DV
Corrosive Synergy Rise Of Legion.
45
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Posted - 2015.04.16 05:45:00 -
[1] - Quote
For those of you who maybe have had your heads in the sand the last few weeks, people abusing the new boosted jump mechanics is at an all time high. From using caldari jumpers to place/remove spawn points that require most people to use a dropship to get to, to the abuse of mass drivers/flaylocks (and occasionally plasma cannons) using the jump to get them a hugely beneficial angle to fire from (fish in a barrel, even).
I'm all for extra jump power, but add a stacking penalty instead of the current mathglitchOMGstackingBONUS.
Please.
Not to mention in the map with A under the middle of it, people are exploiting spawn points by placing them in 'the back'.
Frustrating! xD |
WiiBong
MI1I7IA
1
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Posted - 2015.04.16 11:34:00 -
[2] - Quote
Nothing better than seeing a guy afk after putting uplinks behind the train depot wall. Make note in team chat leave battle.
I try, more than most maybe, y not?
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Flint Beastgood III
GunFall Mobilization
1638
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Posted - 2015.04.16 18:10:00 -
[3] - Quote
Yeah, but in true CCP fashion, their idea has been to limit the number of those modules you can use to 3, instead of fixing the code. Fine by me though, as long as it's sorted.
'LR4-Trading' Protester
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Luther Mandrix
WASTELAND JUNK REMOVAL
503
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Posted - 2015.04.17 10:12:00 -
[4] - Quote
I like the jumping on the cal suits,They have very weak HP SO they die easy.1/4 the time playing my jumper I die from falls because you take damage from hitting the ground.Yes I do like deploying two uplinks with that suit but it is two uplinks.One match I died 18 times in that jumper suit.I don't do Flaylock or massdriver.But I do Cook off a core locus and drop that on people when I can. |
Luther Mandrix
WASTELAND JUNK REMOVAL
503
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Posted - 2015.04.17 10:18:00 -
[5] - Quote
Having jump mods in the high increases your chances of surviving getting shot in the back by a shotgun scout.Soon as you hear clack hit jump and spin around.My Heavy (Cal) is living longer also because of the jump mods in the highs.I played heavy for 3 years stuck to the ground getting shot in the back by cloak scout shotgunners and I am thankful for being able to get some distance from those guys when they fire. |
Luther Mandrix
WASTELAND JUNK REMOVAL
503
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Posted - 2015.04.17 10:22:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=196693&find=unread Ways to Combat Jumpers thread. from Flaylock Guy When dealing with a super jumper:
-Sprint directly at them as soon as they jump. This tactic offsets their aim. It works well against Core Locus, RE, MD, PLC, and FP users.
-Do not shoot jumpers when they ascend. You are more likely to waste your bullets. Instead, wait for them to reach the peak of their jump and track them as they slowly descend.
-Use a Breach Scrambler Pistol. Jumpers lack tank. Three to four shots is all you'll need. The BrScP hits hard, has range, and can be spammed moreso than a BP.
-Learn to predict landing locations. Haphazardly firing automatic weapons will only work to an extent. Trace their fall trajectory and unload your clip when they touch ground.
-Stop strafing. Little side to side movements will do you no good. Instead, make long strides in a single direction. |
Kuruld Sengar
G.L.O.R.Y General Tso's Alliance
313
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Posted - 2015.04.18 09:10:00 -
[7] - Quote
The first time I was in the cave map back room was day one of it's release. The myofibs are an un-related issue. |
general drake55
Fenrir's Wolves
10
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Posted - 2015.04.19 02:36:00 -
[8] - Quote
When this happens with flaylock guys, I just hide behind cover,then they try to jump over and behind me in cover,that's their big mistake,charged ion pistol to the first head that pops up,and I get hate mail for this every time,you gonna cheat,I'm gonna dish out some cold hard ionic justice!
fight for freedom and what's right,only you have the power to stop the madness.
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Grimm Yin
Rogue Instincts Ashtar Federation
3
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Posted - 2015.04.19 06:14:00 -
[9] - Quote
I don't see how there's any real problems with jumpers, sure "some" use the jump and mass drive or plasma cannon but that's far few and between, just predict where they're gonna land and stay out of fire, hit them as they're landing and your sorted, I love it when I snipe them, they just gently glide into my shots haha.
They trade shield and damage mods for the big jumps to might I add, which makes them a bit squishy, glass cannons if you will, and the whole getting to places where a normal person would need a drop ship argument, needs to be revised because either a) you don't have the modules to do it yourself and can't compete with them, or b) just plant the spawners higher, they can only get to soo many places, and there's heaps of areas to place spawners that completely requires a drop ship and still gives the advantage, and the alpha objective under the ground area, just use a grenade or flux or flaylock and that's sorted, takes two seconds to get rid of that, and if you don't run with any of that, can't help you,
Just my opinion |
Luther Mandrix
WASTELAND JUNK REMOVAL
507
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Posted - 2015.04.19 08:39:00 -
[10] - Quote
I blow myself up a lot cooking cores while jumping |
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Sophie DV
Corrosive Synergy Rise Of Legion.
59
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Posted - 2015.04.19 17:44:00 -
[11] - Quote
When i think of it with a cooler head, the ONE spot where i was having the real issue with jumpers was just Border Gulch domination.
By nature, it's a map that is a little harder than some others for the losing team to make a comeback, and using a dropship to place spawns on the round buildings near the CRU in the middle has traditionally been one of the few ways for any losing team to try and push back in.
Jumpers can get onto those round buildings.
And yes, i know spawn points can be placed on the tall building in the middle, but it's a real hassle sometimes and requires suiciding a derpship or some coordinated teamwork, and isn't as good a spot for a comeback.
To clarify, I have nothing against jumping as a tactic. I like it for both it's tactical newness and the variety it brings, and my only gripe with the jumping mechanic itself is that at the time of this writing the stacking math is BACKWARDS, and that only suits with lots of available high slots are able to jump high. How is that fair to someone who has trained amarr vs someone who has trained caldari?
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Crimson ShieId
Horizons' Edge
2382
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Posted - 2015.04.20 01:29:00 -
[12] - Quote
If you're talking about the train station map, you don't actually need Myofibrils to get your spawn pads back there. If not, then meh.
My Plasma Cannon says "Hello" to your face~
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Grimm Yin
Rogue Instincts Ashtar Federation
3
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Posted - 2015.04.20 11:10:00 -
[13] - Quote
Sophie DV wrote:When i think of it with a cooler head, the ONE spot where i was having the real issue with jumpers was just Border Gulch domination.
By nature, it's a map that is a little harder than some others for the losing team to make a comeback, and using a dropship to place spawns on the round buildings near the CRU in the middle has traditionally been one of the few ways for any losing team to try and push back in.
Jumpers can get onto those round buildings.
And yes, i know spawn points can be placed on the tall building in the middle, but it's a real hassle sometimes and requires suiciding a derpship or some coordinated teamwork, and isn't as good a spot for a comeback.
To clarify, I have nothing against jumping as a tactic. I like it for both it's tactical newness and the variety it brings, and my only gripe with the jumping mechanic itself is that at the time of this writing the stacking math is BACKWARDS, and that only suits with lots of available high slots are able to jump high. How is that fair to someone who has trained amarr vs someone who has trained caldari?
If some1 has trained another race that is they're choice, that's practically the same boat with someone stacking 5 damage mods for light weapons or sidearms there are always up and down sides to each suit, if someone can benefit from a suit for a specific use then they will take the time to get that suit, I have caldari scout, amarr sentinel, min logi All proto for my specific uses, I took the time to get them and set them up to my needs.
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Luther Mandrix
WASTELAND JUNK REMOVAL
508
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Posted - 2015.04.20 12:57:00 -
[14] - Quote
Explosive Plate Armor maybe the fix for Flaylock/Massdriving /Remote throwing Scouts/Assaults .Maybe we don't need to nerf the Jump. |
Mex-0
567
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Posted - 2015.04.21 00:40:00 -
[15] - Quote
Luther Mandrix wrote:I blow myself up a lot cooking cores while jumping
What's funny is watching people jump right as the nade explodes.
I saw someone fly over the MCC like that.
BWAH
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Mex-0
568
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Posted - 2015.04.21 14:25:00 -
[16] - Quote
Luther Mandrix wrote:Explosive Plate Armor maybe the fix for Flaylock/Massdriving /Remote throwing Scouts/Assaults .Maybe we don't need to nerf the Jump.
There's already a counter. It's called the sentinel.
Even so, it isn't that hard to counter most jumpers. when they jump up, run straight towards them (if you have enough speed). It's hard to shoot straight downwards or to turn in midair.
BWAH
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Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
565
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Posted - 2015.05.10 17:57:00 -
[17] - Quote
hot fix deployed no longer more than three mods can be used |
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