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Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.07.17 01:19:00 -
[1] - Quote
You could've just made the jumping ability for all suits higher! Which is what we originally asked for! The ability to vault small 2 foot walls, or clear them in a jump.
Instead you give us flying ******* commandos!!! Wtf CCP! Newsflash! Any amount of high slots over two allows you the ability to fly! Jumping and splash dmg now go hand in hand, and shred aNY actual cqc setups.
Get rid of the troll gimmicks. This isn't how you get new players?! Add the ability to jump walls naturally without mods. Regular jumping height should make jumping small walls easy enough. Stop the madness.
"Anybody order chaos?"
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.17 01:50:00 -
[2] - Quote
It's not really a problem. They can't use it indoors, and they can't use it in open areas without getting blasted down like Swiss cheese. The only place it's useable is in a semi-open area that has enough cover to dink behind, and possibly a second floor etc.
Not to mention it's only good in a 1v1. As soon as 2 or more start to target a jumper, they're toast no matter what the terrain.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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BARAGAMOS
Kinsho Swords Caldari State
101
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Posted - 2015.07.17 01:53:00 -
[3] - Quote
I have to say that I agree. New players really have zero ability to counter this BS. Sadly the highest sensitivity will not let you track them when they jump. Aim assist head shots you because they are moving fast and above you, and the hit detection reads for **** when you try to hit them. I really want to play a tactical shooter not a typical HALO style FPS. Trying to bring down a flying opponent with 800 EHP and over 1000 DPS is not feasible or fun for newer players. |
BARAGAMOS
Kinsho Swords Caldari State
101
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Posted - 2015.07.17 01:56:00 -
[4] - Quote
Dovallis Martan JenusKoll wrote:It's not really a problem. They can't use it indoors, and they can't use it in open areas without getting blasted down like Swiss cheese. The only place it's useable is in a semi-open area that has enough cover to dink behind, and possibly a second floor etc.
Not to mention it's only good in a 1v1. As soon as 2 or more start to target a jumper, they're toast no matter what the terrain.
Yeah its a problem..... Most maps are open, there is almost zero "indoor" area. Any place with a roof provides cover, let alone a wall, or barrier. If you think its not you're just jumper hoping your K/D pad does not get nerfed. There are some maps where 6 or 7 guys do this. Its became a real problem. |
Kierkegaard Soren
Eridani Light Horse Battalion
855
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Posted - 2015.07.17 02:03:00 -
[5] - Quote
The only time jumping gets ****** is when:
1) your target jumps in response to getting shot and bunny hops clean out of your optimal with minimal damage taken.
2) scouts use it to vault over your head and score an automatic head shot with a shot gun, instakilling you.
But then, you need two myros to pull it all off properly and the fitting costs are harsh, not to mention youre giving up damage mods and shield tank to fit them. They're pretty balanced.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.07.17 02:18:00 -
[6] - Quote
Kierkegaard Soren wrote:The only time jumping gets ****** is when:
1) your target jumps in response to getting shot and bunny hops clean out of your optimal with minimal damage taken.
2) scouts use it to vault over your head and score an automatic head shot with a shot gun, instakilling you.
But then, you need two myros to pull it all off properly and the fitting costs are harsh, not to mention youre giving up damage mods and shield tank to fit them. They're pretty balanced.
Balanced?
In the beginning, before we gathered all of these new easy mode players, dust was a tactical shooter. One of the issue was the lack of jumping ability. We asked to be able to jump higher to clear small barriers. Years later, when CCP noticed a severe drop in the playerbase, that started adding random garbage to the game. This jumpy mod was one of them?!
They were only interested in fixing the jump ability when the opportunity arose to capture a new audience with some gimmick?! They'd retain a munch larger player base if they stuck to their guns.
The ability to now leap through the air spamming splash dmg isn't tactical at all, and dust has far too many hit detection for this?!
"Anybody order chaos?"
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BARAGAMOS
Kinsho Swords Caldari State
102
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Posted - 2015.07.17 02:28:00 -
[7] - Quote
Kierkegaard Soren wrote:The only time jumping gets ****** is when:
1) your target jumps in response to getting shot and bunny hops clean out of your optimal with minimal damage taken.
2) scouts use it to vault over your head and score an automatic head shot with a shot gun, instakilling you.
But then, you need two myros to pull it all off properly and the fitting costs are harsh, not to mention youre giving up damage mods and shield tank to fit them. They're pretty balanced.
????? It's not balances. Its an added mechanic that has had unintended consequences. The jumping Commando suits with MDs, Flaylocks, or plasmas are not balanced. Part of being a strategic shooter is being strategic. You can't play around something that you cant even target effectively and let me tell you try to kill one with a militia fit. Then realize that guys running that have over 20 mill SPs min in those abilities and if you are new you can't just opt to run it as well. This is not HALO, and the playstyl is becoming more common. That's means they are being rewarded for running it. If not, the scrubs would move on to another FOTM. |
KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 03:45:00 -
[8] - Quote
I have to agree with the OP.
It's no surprise it's a broken mechanic while looking at jump mods past: It was an accident that stacking penalties actually turned into horrific stacking bonuses.
It does not fit to a tactical shooter, looks bad, is bad gameplay mechanic, and despite some balancing factors, it's unbalanced.
Yea it's great that blue cans force sacrifice of shields - which is the tanking method that does not hamper (jumping) moblitity. But it's not enough
KERO-TRADER is my official Eve character for Dust trading.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.07.17 03:54:00 -
[9] - Quote
/sees a jumpy assault /pulls out Commando G-1 with Breach AR /jumpy assault dies /moving on
Eve Online Invite
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.17 06:14:00 -
[10] - Quote
BARAGAMOS wrote:Dovallis Martan JenusKoll wrote:It's not really a problem. They can't use it indoors, and they can't use it in open areas without getting blasted down like Swiss cheese. The only place it's useable is in a semi-open area that has enough cover to dink behind, and possibly a second floor etc.
Not to mention it's only good in a 1v1. As soon as 2 or more start to target a jumper, they're toast no matter what the terrain. Yeah its a problem..... Most maps are open, there is almost zero "indoor" area. Any place with a roof provides cover, let alone a wall, or barrier. If you think its not you're just jumper hoping your K/D pad does not get nerfed. There are some maps where 6 or 7 guys do this. Its became a real problem.
You do realize that whenever they jump, they make themselves a large target? Think about it. The jump is a large motion, and people are tuned to pay attention to motion.
Also, ranged weapons kill them quickly.
I'm stating this because they are some of the easiest kills I make on the field. They do pad my KD/R... I guess... because they're so easy to kill, on the other hand my KD/R is 1.0, and I use Militia/Standard suits and weapons VS everything else (no damage mods unless it's to counter snipe for a moment), I'd say I'm doing pretty good.
I do use jump modules, but not in conjunction with explosives. Mostly for uplinks or sniping... but sniping really has hit detection issues, as the difference between hit and miss is literally a single pixel most of the time.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.17 07:48:00 -
[11] - Quote
The problem is that stacking penalties are not applying to the jump speed portion of myo's correctly, causing them to not actually have stacking penalties.
I mean 3 x 25% modules (complex) is only supposed to increase total jump height by 73% if stacking penalties are applying correctly... not the what, 300% we're getting?
That said, part of the issue is that the module also affects jump SPEED which may not be a linear translation to height.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
661
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Posted - 2015.07.17 07:51:00 -
[12] - Quote
BARAGAMOS wrote:I have to say that I agree. New players really have zero ability to counter this BS. Sadly the highest sensitivity will not let you track them when they jump. Aim assist head shots you because they are moving fast and above you, and the hit detection reads for **** when you try to hit them. I really want to play a tactical shooter not a typical HALO style FPS. Trying to bring down a flying opponent with 800 EHP and over 1000 DPS is not feasible or fun for newer players.
Not really a problem ? Indoors is the worse ! They have Mass Drivers smart one ! Splash Damage in a small space is no good. |
Mejt0
Dead Man's Game
1
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Posted - 2015.07.17 09:31:00 -
[13] - Quote
I want to see these players who say it's easy. Show me how "easily" you kill someone with over 800 eHP right above you while you're getting swarmed by PLC/MD/FP.
Loyal to The State
Official Caldari Commando User
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
257
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Posted - 2015.07.17 12:17:00 -
[14] - Quote
I +1 this, I've stated this many times since it was released, but in the end we all know CCP aren't competent in making a FPS... |
Thor Odinson42
Negative-Feedback
6
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Posted - 2015.07.17 12:46:00 -
[15] - Quote
I'm have very average gun game and I blast jumpers out of the sky like I'm skeet shooting.
If they catch you off guard, jump into where they were coming from and twist around. Don't jump or move backwards, always forward.
It works for me |
Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.17 12:56:00 -
[16] - Quote
BARAGAMOS wrote:Dovallis Martan JenusKoll wrote:It's not really a problem. They can't use it indoors, and they can't use it in open areas without getting blasted down like Swiss cheese. The only place it's useable is in a semi-open area that has enough cover to dink behind, and possibly a second floor etc.
Not to mention it's only good in a 1v1. As soon as 2 or more start to target a jumper, they're toast no matter what the terrain. Yeah its a problem..... Most maps are open, there is almost zero "indoor" area. Any place with a roof provides cover, let alone a wall, or barrier. If you think its not you're just jumper hoping your K/D pad does not get nerfed. There are some maps where 6 or 7 guys do this. Its became a real problem.
I didn't really see the problem with it when I used it, stacking them on my Scout just meant I'd suffer fall damage each time I jumped. They were only really useful for getting around, never saw their use in an actual gunfight, except for trying to get away.
If you're being killed by these guys you're just bad. It's certainly not a K/D pad, I would be able to get more kills with a speed tanked Scout with an SG, than a Jump stacked Scout with an MD.
FOR THE EMPRAH!
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.07.17 14:03:00 -
[17] - Quote
BARAGAMOS wrote:I have to say that I agree. New players really have zero ability to counter this BS. Sadly the highest sensitivity will not let you track them when they jump. Aim assist head shots you because they are moving fast and above you, and the hit detection reads for **** when you try to hit them. I really want to play a tactical shooter not a typical HALO style FPS. Trying to bring down a flying opponent with 800 EHP and over 1000 DPS is not feasible or fun for newer players. Use a combat rifle. Most of the jumpers are armor tanks since the jump mods beeping on the highs.
Scouts United
Gk.0s & Quafes all day.
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Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.07.17 15:31:00 -
[18] - Quote
Knight Soiaire wrote:BARAGAMOS wrote:Dovallis Martan JenusKoll wrote:It's not really a problem. They can't use it indoors, and they can't use it in open areas without getting blasted down like Swiss cheese. The only place it's useable is in a semi-open area that has enough cover to dink behind, and possibly a second floor etc.
Not to mention it's only good in a 1v1. As soon as 2 or more start to target a jumper, they're toast no matter what the terrain. Yeah its a problem..... Most maps are open, there is almost zero "indoor" area. Any place with a roof provides cover, let alone a wall, or barrier. If you think its not you're just jumper hoping your K/D pad does not get nerfed. There are some maps where 6 or 7 guys do this. Its became a real problem. I didn't really see the problem with it when I used it, stacking them on my Scout just meant I'd suffer fall damage each time I jumped. They were only really useful for getting around, never saw their use in an actual gunfight, except for trying to get away. If you're being killed by these guys you're just bad. It's certainly not a K/D pad, I would be able to get more kills with a speed tanked Scout with an SG, than a Jump stacked Scout with an MD.
MinMando and MI. Sentinels are leaping through the air..... Maybe that'll get you guys attention....
"Anybody order chaos?"
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
425
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Posted - 2015.07.17 15:37:00 -
[19] - Quote
Bradric Banewolf wrote:Kierkegaard Soren wrote:The only time jumping gets ****** is when:
1) your target jumps in response to getting shot and bunny hops clean out of your optimal with minimal damage taken.
2) scouts use it to vault over your head and score an automatic head shot with a shot gun, instakilling you.
But then, you need two myros to pull it all off properly and the fitting costs are harsh, not to mention youre giving up damage mods and shield tank to fit them. They're pretty balanced. Balanced? In the beginning, before we gathered all of these new easy mode players, dust was a tactical shooter. One of the issue was the lack of jumping ability. We asked to be able to jump higher to clear small barriers. Years later, when CCP noticed a severe drop in the playerbase, that started adding random garbage to the game. This jumpy mod was one of them?! They were only interested in fixing the jump ability when the opportunity arose to capture a new audience with some gimmick?! They'd retain a munch larger player base if they stuck to their guns. The ability to now leap through the air spamming splash dmg isn't tactical at all, and dust has far too many hit detection for this?!
Meh as a support player I use the jumps tactically... I place uplinks in places no one would suspect... I can use it to jump on roofs and clear off uplinks... If a tank is being annoying I can use my "Cool Logis don't look at explosions!" AV fit to take them out... All those other people using fur assault purposes... I just call them strippers.
EDIT: I also use them for distractions so my team or squad can get past a tight spot...
Personal Manager of Destinys Immortals
Join Logi Heaven! Chat: "Triage Ward"
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Karam Arami
The Knights Of NewEden
21
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Posted - 2015.07.17 15:50:00 -
[20] - Quote
BARAGAMOS wrote:I have to say that I agree. New players really have zero ability to counter this BS. Sadly the highest sensitivity will not let you track them when they jump. Aim assist head shots you because they are moving fast and above you, and the hit detection reads for **** when you try to hit them. I really want to play a tactical shooter not a typical HALO style FPS. Trying to bring down a flying opponent with 800 EHP and over 1000 DPS is not feasible or fun for newer players. I use those broken fits they leave us terribly vulnerable to shotguns bolt pistols burst ars rail rifles ion pistols and nades thank you for being a no skill noobwaffle.
(T-T)¬('~')/ CHECKMATE!!!
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Karam Arami
The Knights Of NewEden
21
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Posted - 2015.07.17 15:55:00 -
[21] - Quote
Kierkegaard Soren wrote:The only time jumping gets ****** is when:
1) your target jumps in response to getting shot and bunny hops clean out of your optimal with minimal damage taken.
2) scouts use it to vault over your head and score an automatic head shot with a shot gun, instakilling you.
But then, you need two myros to pull it all off properly and the fitting costs are harsh, not to mention youre giving up damage mods and shield tank to fit them. They're pretty balanced. I always get shotgunned way after I jump and they are still pointing the damn thing at the ground even though my feet obviously passed the threshold
(T-T)¬('~')/ CHECKMATE!!!
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Krixus Flux
Kang Lo Directorate Gallente Federation
893
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Posted - 2015.07.17 15:58:00 -
[22] - Quote
You remind me of this guy at the office who went into beserk mode after this dude didn't make another pot of coffee after taking the last cup. Lol he came out the break room with pot raised, "Who committed this atrocity!!", nostrils flaring.
He was serious, which made it more funny
Saying what's on people's minds
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TheD1CK
Dead Man's Game
2
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Posted - 2015.07.17 16:01:00 -
[23] - Quote
Mejt0 wrote:I want to see these players who say it's easy. Show me how "easily" you kill someone with over 800 eHP right above you while you're getting swarmed by PLC/MD/FP.
Well some might say.. he had the 'jump' on you, so it was an uphill battle to begin with
Massholes are what they are.. I'm more scared of jumpy Amarr/Gal Assaults with shield weapons and flaylocks, they don't sacrifice tank to get the jump on you and it's a tough fight 1v1.. seeing as the most inventive thing the average Dust player can do is spam jumps with a MD.. removing the ability to jump+shoot is almost required.. which would be a shame to gameplay |
Karam Arami
The Knights Of NewEden
21
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Posted - 2015.07.17 16:06:00 -
[24] - Quote
Krixus Flux wrote:You remind me of this guy at the office who went into beserk mode after this dude didn't make another pot of coffee after taking the last cup. Lol he came out the break room with pot raised, "Who committed this atrocity!!", nostrils flaring.
He was serious, which made it more funny Lol yup
(T-T)¬('~')/ CHECKMATE!!!
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Kierkegaard Soren
Eridani Light Horse Battalion
856
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Posted - 2015.07.17 16:14:00 -
[25] - Quote
"Tactical shooter" does not immediately equate to "moving slowly from cover to cover in a linear fashion" jump mods are tactical; they allow you to fight smarter because you can now move up as well as forward, giving you more of your terrain to play with. Fitting them costs you ehp modules and/or damage modules, so you'll likely be flimsier than your opponents and pushing out less damage. And the jumps are incredibly easy to predict once you have the hang of it; the trick is to not track them mid flight but instead judge where they will land, and then shoot at the end of the jump arc. Gets them every time.
And as for jumping commandos? Massive hitbox. Slow as a brick. Gimped fitting costs too, so anyone who rocks up with two complex myros will have crap gear in every other slot. Only jokers fit them that way, and they're not hard to deal with.
In short, they've added way more than they've taken away, they just need to be tweaked.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Shadowed Cola
Tal-Romon Legion Amarr Empire
423
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Posted - 2015.07.17 16:19:00 -
[26] - Quote
Anyone who believes these jumps are balanced with AoE effectiveness is either:
A) Using it themselves and feel like dying a few times equates to a meaningful counter
B) Is a camping scrub who is already keeping distance and picking off blue berries
C) has no idea how this game is played, enabling AoE spamming while being mobile has no clear counter. you're relying on the other side being bad.
D) is a CCP employee
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
425
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Posted - 2015.07.17 16:21:00 -
[27] - Quote
Krixus Flux wrote:You remind me of this guy at the office who went into beserk mode after this dude didn't make another pot of coffee after taking the last cup. Lol he came out the break room with pot raised, "Who committed this atrocity!!", nostrils flaring.
He was serious, which made it more funny
That might've been me... oh wait I've never had coffee... or been in an office...
Personal Manager of Destinys Immortals
Join Logi Heaven! Chat: "Triage Ward"
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Lynn Beck
Delta Vanguard 6
2
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Posted - 2015.07.17 17:15:00 -
[28] - Quote
Commandos are sacrificing potential damage mods or regen by fitting myos As a Minmatar Commando and "one of the original" Amarr Commandos, I can say that fitting damage mods or regen mods is a HUGE decision. Not fitting those seriously gimps you, except with Myos you can allow yourself to jump slightly higher than a single body height.
My original Minmatar Commando used 2 damage mods, and 2 kincats, which allowed me to capitalize on being the fastest commando, and being able to reliably throw hurt at things.
If I fit 2 myos instead, I'm losing out on (used to be more) 10+% of my damage potential, all to be able to fit in accordance to negating a weakness of my suit- the lack of jump ability.
Not only does EVERY jump send me flying, it also reduces my other potential attributes.
Also while "800 Hp jumpy commandos" is a thing, they still have little to no regen, and a significant loss in their potential hurt they can apply. Imagine said commando but with 3cx Damage Mods and a mass driver firing from a predetermined high position on you. Now not only is he above you, he has an obstruction to block your fire, AND he has extra damage, as well as you potentially not even knowing where he is.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Bradric Banewolf
D3ATH CARD RUST415
1
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Posted - 2015.07.17 18:44:00 -
[29] - Quote
Lynn Beck wrote:Commandos are sacrificing potential damage mods or regen by fitting myos As a Minmatar Commando and "one of the original" Amarr Commandos, I can say that fitting damage mods or regen mods is a HUGE decision. Not fitting those seriously gimps you, except with Myos you can allow yourself to jump slightly higher than a single body height.
My original Minmatar Commando used 2 damage mods, and 2 kincats, which allowed me to capitalize on being the fastest commando, and being able to reliably throw hurt at things.
If I fit 2 myos instead, I'm losing out on (used to be more) 10+% of my damage potential, all to be able to fit in accordance to negating a weakness of my suit- the lack of jump ability.
Not only does EVERY jump send me flying, it also reduces my other potential attributes.
Also while "800 Hp jumpy commandos" is a thing, they still have little to no regen, and a significant loss in their potential hurt they can apply. Imagine said commando but with 3cx Damage Mods and a mass driver firing from a predetermined high position on you. Now not only is he above you, he has an obstruction to block your fire, AND he has extra damage, as well as you potentially not even knowing where he is.
Maxed out dmg skills on a mass driver and CR needs no dmg mods to finish armor suits in CQC?! Hence why they use 3 jumping mods to avoid fire, and rain terror. When is the last time e you played dust?!?
"Anybody order chaos?"
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Mejt0
Dead Man's Game
1
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Posted - 2015.07.17 21:09:00 -
[30] - Quote
Again, it was never supposed to work like that, but CCP recruits people straight from the elementary school who failed math.
Loyal to The State
Official Caldari Commando User
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