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WeapondigitX V7
The Exemplars
383
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Posted - 2015.05.07 10:20:00 -
[1] - Quote
I decided to try again to make a viable dedicated melee fit.
I have already tried an assault suit with 3-4 melee mods, and 1 damp, and 1 adv cardiac reg. It just does not work the way I needed it to, although it can work with certain set ups, its very hard.
I tried scouts but melee damage is too low even on a minmatar scout, (more than 1 melee hit needed and chances of a successful melee kill are low, range is very short, etc.)
I tried an adv caldari commando with 3 PRO myros, 1 PRO speed mod, and std weapons, that seemed to be mostly cheap (approx. 30 000 ISK) and mostly viable for in your face melee fights in closed spaces. (need to predict where the enemies will be)
A similar set up with an adv caldari sentinel seemed to work just as well as a caldari commando and was also mostly cheap, 28 000 ISK. the HMG and AHMG was a nice finish weapon and 600 melee seemed decent. I seem to have a chance with melee kills on moving targets if my sprint speed is above 6.5 m/s. I just don't have ewar, the jump height helps with getting over railings . In combination with magsec SMG and high hp and resists skills compared to assaults, I could have a chance at mid range kills. It makes a very versatile sentinel.
I managed a melee kill against another caldari sentinel and an amarr logi. I killed the mass driver caldari assault suit with a HMG. He cant dodge my magic bullets. |
ROMULUS H3X
research lab
517
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Posted - 2015.05.07 12:21:00 -
[2] - Quote
I prefer the min heavy frame, if you are looking for a good punching heavy I'm pretty confident that will be the one you will end up with soon enough. For instance, how is your stamina on your caldari? Hardly enough to get off a small sprint into a jump + punch, just once before you have to wait a tremendous amount of time ( compared to the min heavy)... am I right?
The min heavy frame is cheaper than the sentinel, as well as sprint and movement speed having an increase ( needed for successful strikes). Strap on 1 Kin Kat + 1 Complex armor is my favorite way to fit the lows, but if you strap on 2 Kincats, BOY!, do you take of like the WIND!.. add those 3 myofibers and there is no obstacle any non-jump enhanced enemy can get over that you can't... with your FAT SUIT.
Add Forge of choice, Assault for me personally ( nothing better than jumping over your enemy and forging him/ her in the face ) .... but imagine a Bouncing Breach Forger? Has its potential... don't have to be such a sitting duck when holding the breach forge anymore, you can get yourself to a secure location much easier when getting assaulted by infantry.... knock out those scouts who get too close as well *WHAM* take a nap... calm yourself.
Well.. that's my pocket change... take it or leave it, at least it's there.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Ripley Riley
Incorruptibles
9889
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Posted - 2015.05.07 12:52:00 -
[3] - Quote
Romulus, CCP is capping the max myofib stims on one fitting at 3. Thoughts?
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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ROMULUS H3X
research lab
517
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Posted - 2015.05.07 20:07:00 -
[4] - Quote
Ripley Riley wrote:Romulus, CCP is capping the max myofib stims on one fitting at 3. Thoughts?
I don't use more than 3 on any of my MAIN suits, I don't like to put 4 because too much hang-time and fall damage = bad scenarios ensue... I'd certainly be okay with the change but what I would rather see happen would be to cap the jump height at what 3 gives you, but still allow the Melee to stack as it usually does..
Now if this actually does happen and they make it so you can't even throw on that 4th Myofibers, I will personally rally and make sure NO OTHER MODULES CAN'T BE STACKED PAST 3 EITHER, just to be fair to everyone right?
There is one suit that i do use 4 Myofibers on and that's my Cal sent with 4 Myofibers + forge, I'd hate to see it lose it's ups :(
All in all, I don't see a real NEED to nerf the myofibers stackability... they have a huge downfall when you stack too much already... Also, nerfing max melee output would also **** off a lot of my fellow Melee Artists out there. What about the new people JUST skilling into them and they need to stack like 4 or 5 Enhanced Myofibers to get a decent punch fit with them......
Final thoughts: Nerf wouldn't bother me much but it will annoy plenty others and discourage those who are not fully skilled into Hand-to-Hand combat yet.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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WeapondigitX V7
The Exemplars
384
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Posted - 2015.05.08 05:47:00 -
[5] - Quote
3 melee mods on anything but commandos and heavies is mostly not viable. (they need 4-5 for decent melee damage)
I would support a default melee damage increase for all dropsuits if melee mods are capped at 3. |
SeargentSAVAGE
PIanet Express Smart Deploy
29
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Posted - 2015.05.08 06:10:00 -
[6] - Quote
I disagree Hex, the myrofibs were exploited way too much once jumping was added into the mix. I know you mostly use it for just pimp smacking everyone, but the amount of jump suits in a match we're getting to be ridiculous. I'd chose versing a fully armor or shield stacked suit over a cal assault with fully stacked myrofibs and a PLC that jumps as soon as on bullet hits them. There was never a true penalty for the myrofibs so limiting the amount being able to be put on the suit was the best way of stopping the badly exploited myrofibs. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1338
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Posted - 2015.05.08 06:59:00 -
[7] - Quote
The people who could jump over you will still be able to jump over you. The only thing that the restriction to 3 stacking removes is the ability for the jumpers to effectively kill themselves on landing.
In other words... they're getting a bit of pamper treatment to ensure they don't make self-destructive builds. Go figure.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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ROMULUS H3X
research lab
518
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Posted - 2015.05.08 07:13:00 -
[8] - Quote
SeargentSAVAGE wrote:I disagree Hex, the myrofibs were exploited way too much once jumping was added into the mix. I know you mostly use it for just pimp smacking everyone, but the amount of jump suits in a match we're getting to be ridiculous. I'd chose versing a fully armor or shield stacked suit over a cal assault with fully stacked myrofibs and a PLC that jumps as soon as on bullet hits them. There was never a true penalty for the myrofibs so limiting the amount being able to be put on the suit was the best way of stopping the badly exploited myrofibs.
Well, I had fun skeet shooting the SUPER jumpers while it lasted.. still though 3 is perfectly fine like i was saying thats all I ever use on any of my main suits.
I'm just trying to defend the newer players who might try to skill into Myofibers then attempt to throw a bunch of Standard or advanced Myofibers on to get any decent swing out of the mods[WHAM! INVALID FITTING]... they will get discouraged and might not continue on the Path of the Fist..
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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ROMULUS H3X
research lab
518
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Posted - 2015.05.08 07:24:00 -
[9] - Quote
WeapondigitX V7 wrote:3 melee mods on anything but commandos and heavies is mostly not viable. (they need 4-5 for decent melee damage)
I would support a default melee damage increase for all dropsuits if melee mods are capped at 3.
I do quite fine with 3 myofibers on an assault, 454 damage I believe. That's enough to drop most suits in 3 swings, more often than not it even takes just 2. One swing if you are smart enough to take out their shield and then dash in for a quick clothesline.
IF you put on that fourth myofiber you get an extra 100 damage which means you are still going to swing at least 2 times for other assaults and 3-4 swings for fattys. It doesn't pay off enough, adding a Complex precision will do wonders for you, I promise. In addition to 1 or 2 (prefered) dampeners and you have a much better chance of getting in the kill-zone..
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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WeapondigitX V7
The Exemplars
384
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Posted - 2015.05.08 08:29:00 -
[10] - Quote
its mostly hit detection because of low melee range that causes me problems, that's why I have been asking for more damage or more reliable melee by increasing range by 1m or more and changing the attack from pinpoint to an area of effect arch.
current melee range is 0.5 meters I think. |
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