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Thread Statistics | Show CCP posts - 2 post(s) |
Ripley Riley
Incorruptibles
9890
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Posted - 2015.05.07 13:37:00 -
[1] - Quote
tal mrak-thanl wrote:What really led to this decision to nerf jump height? Was it the smattering of cryhards on the forums complaining about aiming? Look at this post made long before the myofib changes... He was scaling for 3 myofibs for a long time. That was the original design intent and it's goal was to allow jumping over railing and on top of cargo containers. Community backlash was not the main reason, but it probably was considered.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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Ripley Riley
Incorruptibles
9892
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Posted - 2015.05.07 13:55:00 -
[2] - Quote
tal mrak-thanl wrote:Then the original design intent was short sighted. The warlords 1.0 jump height was perfect, and never posed any threat as a game breaker. When I put on a 4 myo fit to get uplinks in strategic places, I knew I was going to lose a very expensive suit the moment someone fired at me. The fragility of a jump fit was more than enough of a drawback to limit their usage.
More downside to this "fix": engaging blaster HAVs with a PLC just got 5X harder, no more awesome plc vids from beast or Kirk, rooftop camping just became a thing again... I think what you are describing is brilliant and I want that in DUST 514 too.
I don't want it from a passive module, and I don't think Rattati does either.
In the post I linked he mentions jet-packs or "jump jets". It would be a equipment module that must be activated but allows you to get crazy high jumps for periods of time. That would be the ideal implementation of this: periods of ludicrous jump heights.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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Ripley Riley
Incorruptibles
9894
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Posted - 2015.05.07 14:50:00 -
[3] - Quote
MINA Longstrike wrote:The jump height of three should not be the jump height of five. Jump mods dramatically exceeded their stated intent. Correct.
Allowing 3 myofibs to do the job of 5 would allow the same incredible silly jumps to continue AND allow for some shield tanking to occur. It would cause even more problems as you wouldn't even have to sacrifice eHP for the ability to fly.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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Ripley Riley
Incorruptibles
9894
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Posted - 2015.05.07 14:57:00 -
[4] - Quote
MINA Longstrike wrote:I'm amused by the reaction to a nerf on mods that everyone knew were not working properly is "HEY INSTEAD OF NERFING US, HOW ABOUT YOU BUFF US INSTEAD SO WE CAN ACHIEVE MORE WITH EVEN LESS? DOESN'T THIS SOUND GOOD AND BALANCED BECAUSE SOME PEOPLE HAD FUN WITH IT WHILE OTHERS HATED THEIR BULLCRAP". Some players love their toys. They hate seeing balancing passes done and change frightens them. Honestly, the only negative change caused by '3 myofib limit' is to melee fittings. Fix: buff the melee damage the myofib does. Then the myofib will finally be in a good place.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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Ripley Riley
Incorruptibles
9894
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Posted - 2015.05.07 15:04:00 -
[5] - Quote
Knightshade Belladonna wrote:5 myofib melee punch scared the **** out of me.. I respect those bastards who use it well for beating heads off bodies.
I think it was pretty cool the potential smacking power it had, I just was not a fan of the jet pack nade/RE/MD users who never once used it as melee Same here. Recipe for winning: 6 MinAssaults (MD + flaylock + myofibs + ferroscales). Jump everywhere firing down at any red thing. Collect victories.
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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Ripley Riley
Incorruptibles
9910
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Posted - 2015.05.07 17:59:00 -
[6] - Quote
MINA Longstrike wrote:But they don't have to sacrifice **** because armor plates are wildly better than shield extenders. Two plates and a rep, you have the same amount of HP, it just comes back a tiny bit slower. The only 'trade' is not stacking damage mods. Add to that the more tactical advantage of being on the high ground while in flight, being able to bypass cover, and escape quickly when outnumbered...
@Ripley_Riley
"Ripley > Soraya" - Arkena Wyrnspire
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