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No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
188
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Posted - 2015.07.09 03:50:00 -
[1] - Quote
Before Myofibs were given the ability to increase jump height they were relatively balanced, I believe. They were on specialized fits meant specifically to knock the **** out of you. Now, though, they're a common sight on nearly any suit, may be more powerful than intended, and have made a deadly combination with powerjumping explosives wielders.
What if, in order to keep use of these modules in check without outright changing them, the Biotics level needed to access them was raised? They are much more powerful than they were when they were originally created, more powerful than mid-level modules have any right to be. What if the Biotics level needed to access my-fibs was raised to four, or possibly outright to five? If raised to five, KinCats would probably need to be bumped down in order to give players some sort of progression, possibly down to four or maybe just swapping places with My-fibs and going down to three. Run speed is great, but even it isn't quite as powerful as My-fibs currently are.
Opinions on this?
On a related note, what in the world is up with the CPU progression of these modules? Myofibs go 11, 26, 51. Complex's cost is almost five times of basic's cost. KinCats go from 15, 18, to 27 and the Enhancers go 5, 9, 12. The PG cost for Myofibs is nearly non-existent, at 2, 2, 3. While the KinCats go 9,11,14 and Enhancers go 4,5,8. You could argue that being high and low slot modules respectively, they would have a higher cost for their respective power modes. But Myofib cost progression is so extreme it's unreal. It doubles each time it upgrades, while the other biotics barely see any change. Should Myofibs have their CPU costs reduced? Should the other biotics have their CPU/PG costs raised? Or do you think things are fine as is?
What are your opinions on this, as well? |
Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.07.09 05:09:00 -
[2] - Quote
I'm not convinced they're over powered.
Jumpers are pretty easy to kill if you can track them in the air.
Official CPM Platform
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No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
190
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Posted - 2015.07.09 05:48:00 -
[3] - Quote
Talos Vagheitan wrote:I'm not convinced they're over powered.
Jumpers are pretty easy to kill if you can track them in the air. Never said they were over powered, just too powerful for a mid-level module and a powerful combination with explosive weapons. Which is why I suggested a change in level requirement, rather than a nerf of some sort. The current skill level required for them is set for when they just increased melee damage, nothing else. But now they also increase jump height, which is not what the skill chart was designed in mind with. I don't believe they're over powered, just currently too powerful for a mid-level module.
The Cardiac Enhancers are fine where they are, buffing only stamina which is only governs run time and how often you can jump in quick succession (which doesn't bother myofib jumpers at all because the air time they get renders the 'rest period' for jumping meaningless). Kinetic Catylizers were easily considered top of the food chain in terms of physical advantage over other players. A high run speed could get you out of a lot of situations and get you in for a quick gank or hack. It was powerful, especially when stacked, and properly placed. Myofibril Stimulants, when they only increased melee damage, were also in a good place because they weren't overly powerful. They were only effective/useful on certain fits, fits intended to get in close and wreck your pretty face, much like Kinetics were meant for suits that needed to get in and out quickly.
Now, though, Myofibs could be said to be even better than the Kinetics because being able to jump completely over obstacles, to surprise an opponent, to set up-links in otherwise impossible to reach places, to escape bad situations by merely leaping over walls or up on top of a ledge where you can't be seen is even more useful than simple run speed, not to mention the added benefit of being able to jump right on top of someone and then quickly melee them if your surprise shots didn't kill them, first. Why run to cover when you can simply jump to it? Do you realize how many spots you can get to now that were never intended to be reached thanks solely to Myofib's jump height increase? This module is much more powerful than it used to be, and I don't believe it should sit as a level 3 module anymore. |
Mejt0
Dead Man's Game
1
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Posted - 2015.07.09 11:31:00 -
[4] - Quote
Talos Vagheitan wrote:I'm not convinced they're over powered.
Jumpers are pretty easy to kill if you can track them in the air.
You can't track X if Y moves slower. Y is your camera.
People are abusing jumping feature in cqc. You can't track them, they 'evade' bullets by how fast and high they jump and how it breaks hit detection.
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
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Sly Marb0
Scrub Squad F5ed
22
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Posted - 2015.07.09 12:56:00 -
[5] - Quote
If your tracking is slower, that's the fault of your settings. Seriously, I get that it can be overwhelming at first but setting at least your x sensitivity to or around 100 means you'll be snapping your aim exactly where you want it once you've gotten used to the adjustment.
I do keep my y setting closer to 70 just do I can keep my aim level with heads for more head shots though. |
Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.07.10 14:24:00 -
[6] - Quote
No-one-ganks like-Gaston wrote:Before Myofibs were given the ability to increase jump height they were relatively balanced, I believe. They were on specialized fits meant specifically to knock the **** out of you. Now, though, they're a common sight on nearly any suit, may be more powerful than intended, and have made a deadly combination with powerjumping explosives wielders.
What if, in order to keep use of these modules in check without outright changing them, the Biotics level needed to access them was raised? They are much more powerful than they were when they were originally created, more powerful than mid-level modules have any right to be. What if the Biotics level needed to access my-fibs was raised to four, or possibly outright to five? If raised to five, KinCats would probably need to be bumped down in order to give players some sort of progression, possibly down to four or maybe just swapping places with My-fibs and going down to three. Run speed is great, but even it isn't quite as powerful as My-fibs currently are.
Opinions on this?
On a related note, what in the world is up with the CPU progression of these modules? Myofibs go 11, 26, 51. Complex's cost is almost five times of basic's cost. KinCats go from 15, 18, to 27 and the Enhancers go 5, 9, 12. The PG cost for Myofibs is nearly non-existent, at 2, 2, 3. While the KinCats go 9,11,14 and Enhancers go 4,5,8. You could argue that being high and low slot modules respectively, they would have a higher cost for their respective power modes. But Myofib cost progression is so extreme it's unreal. It doubles each time it upgrades, while the other biotics barely see any change. Should Myofibs have their CPU costs reduced? Should the other biotics have their CPU/PG costs raised? Or do you think things are fine as is?
What are your opinions on this, as well? The jumping bonus is ridiculous.
It's secondary benefit should be to reduce armor/shield weight penalty.
It does boost 'strength',so making armor/shields less burdensome makes more sense.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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emm kay
Direct Action Resources
362
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Posted - 2015.07.10 16:02:00 -
[7] - Quote
Talos Vagheitan wrote:I'm not convinced they're over powered.
Jumpers are pretty easy to kill if you can track them in the air. never met someone who could track me in the air properly on a 1v1 basis.
That is when I have my 3 full myofibs.
There is a reason you never see me in battle.
it's because I see you first.
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IR Scifi
Ready to Play
184
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Posted - 2015.07.10 19:07:00 -
[8] - Quote
emm kay wrote:Talos Vagheitan wrote:I'm not convinced they're over powered.
Jumpers are pretty easy to kill if you can track them in the air. never met someone who could track me in the air properly on a 1v1 basis. That is when I have my 3 full myofibs.
Agreed, on the receiving end it's been my experience that even if the stars align and you CAN track their jumpy bullshit, they'll just run up to you and one hit falcon punch you back to the stone age. |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
862
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Posted - 2015.07.10 19:15:00 -
[9] - Quote
The only thing that bothers me about it is jump hight. It's still to high and should be reduced.
CEO of 48th Special Operations Force
Twitter-@48SOF
Scout and Assault GK.0/Rattati and Scotsman GK.0
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Veg Hegirin
DUST University Ivy League
83
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Posted - 2015.07.11 03:03:00 -
[10] - Quote
My opinion is that I need at least one or else a shin high ledge will end me |
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