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lowdevil
Savage Bullet RUST415
81
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Posted - 2015.07.18 16:08:00 -
[1] - Quote
I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.18 16:46:00 -
[2] - Quote
lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. melee exploit? Explain.
Hit detection on the jumpers works fine. AHMG is by far the most efficient counter to myofibs. A few AHMG drops playing skeet shoot on Mass driver jumpers is usually sufficient to discourage their use.
"should only be accessible to a pilot." is anecdotal and opinion, not fact. Pilots do not have any special claim of precedence over any portion of the maps.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Dingleburt Bangledack
Dingle's Discount Emporium
402
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Posted - 2015.07.18 18:05:00 -
[3] - Quote
Melee exploit, eh?
You mean how Myos make melee almost, sort of usable? |
Mister Goo
Random Gunz
196
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Posted - 2015.07.18 20:51:00 -
[4] - Quote
lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot.
I don't think they need to be unstackable, I think they need to separate them. If you want to jump use a jump module, if you want to do melee damage use the myro. As the Myro's are now it is two very powerful abilities boosted using a single module. using this line of thinking kin cats should give a rate of fire increase because your able to move your trigger finger faster.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.18 21:40:00 -
[5] - Quote
Melee is OP. I have now seen it all. God bless the Dust forums.
Over thinking, over analyzing separates the body from the mind.
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Vesta Opalus
Ostrakon Agency Gallente Federation
886
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Posted - 2015.07.18 21:59:00 -
[6] - Quote
lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot.
I have mixed feelings about this. On the one hand I think some guy using myos is actually pretty easy to kill in their jump arc if they are spamming jump since it makes their path very predictable for the duration of the jump.
However there are some outstanding issues like using cloak with myos basically gives you a get out of jail free card, since the extreme instant velocity change and change of background (silhouette against ground and then sky) makes it pretty close to impossible to track a cloaker when they jump (Ive seen people abusing the **** out of this in some matches recently, its pretty gruesomely op). In addition I think the jumping might be a bit too spammable for the utility it brings, and there is no drawback for using myofibrils except for the default opportunity cost of slotting in any module.
Add to this that anyone using myos will one shot a scout, and many medium frames with melee, and I think this module might need a little rework. Also people are clearly using myofibrils as an exploit in direct combat to spam long unexpected jumps over and over to throw off people's aim, this especially works against very CQC weapons like shotguns, nova knives, or timing weapons like grenades.
One suggestion I'd give is to make jumps and melee attacks cost more stamina for people fitting myofibril mods, in a stacking penalty, which would both make melee more costly for the increased power it gets and make jumping less spammable in direct combat. Something like 75-100% more stamina for each per module, stacking, would be about right I think (but opinions may vary). |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 22:56:00 -
[7] - Quote
Lol. 23,000 years in the future and super soldiers can't be super soldiers.
General Infantry 514.
Volunteer For The PSD!
Design A SKIN 2
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tffvbhb
Pile 'em Up
20
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Posted - 2015.07.22 14:58:00 -
[8] - Quote
Vesta Opalus wrote:lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. I have mixed feelings about this. On the one hand I think some guy using myos is actually pretty easy to kill in their jump arc if they are spamming jump since it makes their path very predictable for the duration of the jump. However there are some outstanding issues like using cloak with myos basically gives you a get out of jail free card, since the extreme instant velocity change and change of background (silhouette against ground and then sky) makes it pretty close to impossible to track a cloaker when they jump (Ive seen people abusing the **** out of this in some matches recently, its pretty gruesomely op). In addition I think the jumping might be a bit too spammable for the utility it brings, and there is no drawback for using myofibrils except for the default opportunity cost of slotting in any module. Add to this that anyone using myos will one shot a scout, and many medium frames with melee, and I think this module might need a little rework. Also people are clearly using myofibrils as an exploit in direct combat to spam long unexpected jumps over and over to throw off people's aim, this especially works against very CQC weapons like shotguns, nova knives, or timing weapons like grenades. One suggestion I'd give is to make jumps and melee attacks cost more stamina for people fitting myofibril mods, in a stacking penalty, which would both make melee more costly for the increased power it gets and make jumping less spammable in direct combat. Something like 75-100% more stamina for each per module, stacking, would be about right I think (but opinions may vary). Not a difference for me 2000+ stamina |
Stile451
Red Star.
399
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Posted - 2015.07.22 17:48:00 -
[9] - Quote
lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. They are limited already and will have a stacking penalty applied in the future. Making them unstackable would make them useless to all but proto players unless they were buffed which brings you back to your original issue.
What melee exploit? The only one I know about was patched ages ago.
Hit detection is fine(or at least no worse off than before). Jumping in close quarters seems to break aim assist though.
No location should only be accessible to one subset of players. A new layer of strategy has become available and that's not a bad thing to me. |
Vesta Opalus
Ostrakon Agency Gallente Federation
914
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Posted - 2015.07.22 18:31:00 -
[10] - Quote
tffvbhb wrote:Vesta Opalus wrote:lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. I have mixed feelings about this. On the one hand I think some guy using myos is actually pretty easy to kill in their jump arc if they are spamming jump since it makes their path very predictable for the duration of the jump. However there are some outstanding issues like using cloak with myos basically gives you a get out of jail free card, since the extreme instant velocity change and change of background (silhouette against ground and then sky) makes it pretty close to impossible to track a cloaker when they jump (Ive seen people abusing the **** out of this in some matches recently, its pretty gruesomely op). In addition I think the jumping might be a bit too spammable for the utility it brings, and there is no drawback for using myofibrils except for the default opportunity cost of slotting in any module. Add to this that anyone using myos will one shot a scout, and many medium frames with melee, and I think this module might need a little rework. Also people are clearly using myofibrils as an exploit in direct combat to spam long unexpected jumps over and over to throw off people's aim, this especially works against very CQC weapons like shotguns, nova knives, or timing weapons like grenades. One suggestion I'd give is to make jumps and melee attacks cost more stamina for people fitting myofibril mods, in a stacking penalty, which would both make melee more costly for the increased power it gets and make jumping less spammable in direct combat. Something like 75-100% more stamina for each per module, stacking, would be about right I think (but opinions may vary). Not a difference for me 2000+ stamina
Sounds like you are running cardiacs anyway then, which is fine. |
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DDx77
Random Gunz Rise Of Legion.
325
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Posted - 2015.07.22 18:46:00 -
[11] - Quote
To be honest with you I still don't understand the point of nerfing them to 3.
Yes the stacking penalty wasn't applying properly ....but who cares? 5 myo and you are a floating dead duck
The same "exploits" will exist no matter what you do with myofibs - remote tossing - Mass Driver / flaylock / PLC spam (Are there any other annoying tactics specific to myofibs users?)
I'd rather you incur a jump stacking penalty when you equip these weapons ( or can't jump shoot when 3 or more are equipped)
Aside from those negatives, myofibs opened up the maps and despite the naysayers DID IN FACT INCREASE TACTICAL OPTIONS
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ROMULUS H3X
research lab
592
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Posted - 2015.07.22 19:27:00 -
[12] - Quote
lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot.
Lowdevil... I love you bro..
But.....don't mess with my muscles!
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Vesta Opalus
Ostrakon Agency Gallente Federation
914
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Posted - 2015.07.22 19:44:00 -
[13] - Quote
ROMULUS H3X wrote:lowdevil wrote:I like the little extra jump idea but it's an exploit now, as usual, and needs to stop. the programming is already there it won't be hard just make them unstackable. it will help with the melee exploit too. the jump makes the hit detection program useless and allows people to areas that should only be accessible to a pilot. Lowdevil... I love you bro.. But.....don't mess with my muscles!
Did somebody say... muscles? |
lowdevil
Savage Bullet RUST415
85
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Posted - 2015.07.23 15:44:00 -
[14] - Quote
I like the stamina penalty idea. I think it should be sever and then the stacking would become moot. like one jump drains all stamina. it also makes sense in a technological way. juicing your suit to fly through the air would drain a capacitor quickly. Making them unstackable fixes everything in one go though ie: melee, nova knife, jump exploit, and it feels like a copy/paste programming fix because there are already unstackable modules
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nelo kazuma
Ecce Initio RLC. RUST415
309
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Posted - 2015.07.23 18:57:00 -
[15] - Quote
As a user of myos trust me the only ones who suffer are one shot burst weapons or pistols which have extremly deadly accuracy except against myos. One shot weapons like scr shotgun and tac n burst rifles and explosive yea should have difficulty this is the counter to those automatics like ar arr hmg I use all of these and magsec never have an issue melting people out the air secondly everyone says "ohh its no cost" yea high slots are slots too. people forget these greatly weakin shield characters but we have allot so we benifit most as well.
FOR THE STATE ^(-_-) Cal Loyalist For Life
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.07.23 23:36:00 -
[16] - Quote
I am honestly sad that CCP hasn't reduced the jump height bonus at this point. Yes jumping really high is comical for the user and annoying for the people trying to shoot them but it really hasn't been a positive addition to tactical game play.
I will say I like the concept behind the change, increase mobility and the usefulness of a module that had been overlooked by most since its introduction. Unfortunately players adopted a "let's just bounce and shoot" philosophy rather than using the module to increase tactical movement.
Honestly I'd like to see either: A) the jump bonus incrementally reduced (not nerfed mind you) until it limits jumps to tactical movement around terrain and objects or B) a charge to jump high mechanic being implemented.
I am much more in favor of option B mind you and as I just came up with it will create a new thread to further explain and promote the idea. I'll link to it in this post once I have it flushed out.
Now with more evil.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.07.24 09:00:00 -
[17] - Quote
lol so the nerf to a max of 3 myos at once wasn't enough for you people?
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.24 17:44:00 -
[18] - Quote
They're not that bad. Certainly not OP.
A stacking penalty might be in order tho, as there isn't one currently.
But we can't just ban fitting combos because they're a bit different.
It's a game: Fun>Everything else
CPM Platform
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Krias Thracian
Villore Sec Ops Gallente Federation
64
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Posted - 2015.07.24 21:08:00 -
[19] - Quote
CommanderBolt wrote:lol so the nerf to a max of 3 myos at once wasn't enough for you people?
No, it's ridiculous, it looks ridiculous and it's cheap. People keep telling me this is a tactical shooter and I need to think that way. Myo's make it look like a terribad version of Mario.
Counters there may be, but it still looks and feels ridiculous when you watch someone doing it as well as cheap. Opinion yes, but there we are. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.07.24 22:56:00 -
[20] - Quote
It's an odd one for the devs. on one hand it makes a mockery of dust being a tactical shooter. on the other, it's a popular enough feature that, as silly as it is, plenty of players like. I may survive jumpers. but my ds3 might not.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
vote Tesfa for CPM2
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