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Juno Tristan
Obscure Reference
763
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Posted - 2015.08.15 05:59:00 -
[1] - Quote
Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
ADS Ramming Revenge!
Plasma Cannon Rampage
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DeadlyAztec11
8
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Posted - 2015.08.15 06:23:00 -
[2] - Quote
Myofibril Stimulants are not that problematic. Most of them are shield suits that decided to run Myofibril Stimulants instead of Shield Extenders. That makes them easy to take down.
Even if they do have a fair amount of health chances are that they are using close to all proto equipment.
Also, if they weren't killing you with Myofibril Stimulants then they would be killing you with brick tanking or using stealth.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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DUST Fiend
17
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Posted - 2015.08.15 06:29:00 -
[3] - Quote
Just because they have lower health doesn't necessarily mean they're at a disadvantage in an engagement if they always possess cover and the high ground.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
WoD 514
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howard sanchez
Vader's-Fist
1
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Posted - 2015.08.15 06:30:00 -
[4] - Quote
Exactly. The best thing we can say is that dudes are killing dudes in a bigger variety of ways (including bouncing bettys) than, well, maybe ever.
What's the flavor of the month? Maybe it just seems like the last suit that killed you.
DeadlyAztec is right, if it weren't this way it'd be another...
And I like the reinforcement of the benefit of high ground. Fight from the high ground! Take that hill!
People ask me why I die all the time...
... it's a playstyle, bro! -- Onesimus Tarsus, Vader's-Fist
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VAHZZ
Vader's-Fist
6
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Posted - 2015.08.15 06:31:00 -
[5] - Quote
Froggers are very easy to take care of, because they usually trade health for air. If you don't kill them, the fall will.
Director of Vader's Fist
I survived Survivor
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Vicious Minotaur
2
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Posted - 2015.08.15 06:36:00 -
[6] - Quote
Jump mods are fun.
They have no business being in DUST.
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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Sergei Domar
Rautaleijona
66
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Posted - 2015.08.15 06:43:00 -
[7] - Quote
I don't see jump mods or high jumps itself as problem. I would still like to see one change to be made to mods.
Tap jump = normal jump without any mods Hold jump = charge up higher jump, makes you use more stamina to make higher jump
Without any mods, charged jump would not be different from tap jump.
This would prevent continuous bouncing, but still keep mobility factor there. |
Juno Tristan
Obscure Reference
764
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Posted - 2015.08.15 06:45:00 -
[8] - Quote
DeadlyAztec11 wrote:Myofibril Stimulants are not that problematic. Most of them are shield suits that decided to run Myofibril Stimulants instead of Shield Extenders. That makes them easy to take down.
Even if they do have a fair amount of health chances are that they are using close to all proto equipment.
Also, if they weren't killing you with Myofibril Stimulants then they would be killing you with brick tanking or using stealth.
I'm not saying they don't have counters, I am saying their promotion of "you must get atop this building to win" is making the game worse
ADS Ramming Revenge!
Plasma Cannon Rampage
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.15 06:52:00 -
[9] - Quote
Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
I *loathe* myo's in their current form.
However I do think that there is some merit to changing them to FLAT bonuses.
Nix the upper end "lol I punch for 700-1230 damage" and the insane jumps and instead give myo's something like +50/65/90 melee damage per mod (and rework the skill so it's say 3% per level instead of 10%) and then have the mods add 45/60/75 jump speed per module (NOT percentile).
Currently the modules are 15/20/25% jump speed per module WITHOUT a stacking penalty (and jump speeds range from 300ish on a sentinel to 572 on a scout). This gives heavy suits that fit them the initially intended increase in jump height (the numbers are about the same actually) but it essentially also creates a stacking penalty that currently isn't there. It is a nerf to the jumping portion on mediums and lights though (with 2 modules being ~ equivalent to 1 complex currently).
It also nixes the upper end punching crap that's going on, with commando's bopping sentinels for more than their health pool. Melee with myo's can be useful, but as a "strategy" it should NOT replace gungame, especially when the strategy is "JUMP N PUNCH".
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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RemingtonBeaver
Molon Labe. RUST415
2
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Posted - 2015.08.15 07:04:00 -
[10] - Quote
The rooftop game has been around as long as the dropships.
I'd suggest making the minor flux strike the size of the major flux and make the major flux strike insanely larger.
As much as I love my Captain Falcon Minmando doing 1380 punch damage, being able to jump around like a big dumb cup of fruit takes away from the magic of hitting someone like a truck.
Make punch mods.
Keep jump mods. Just add a charge mechanic.
Make ammo deck mods for dropsuits. Not for grenades though, that'd be sickening.
MOAR MODS!
Disclaimer: This is coming from a roof camping, jump shot, scrublord.
"Blessed is he, who in name of charity and good will, shepherds the weak through the valley of darkness..."
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Leovarian L Lavitz
Vader's-Fist
1
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Posted - 2015.08.15 07:38:00 -
[11] - Quote
Taking the high ground is how matches are won! Myos give another option to the fc tool box to get that high ground
Youtube: Dust 514 - You should Have Worn Proto
Dueling is my specialty
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.15 08:03:00 -
[12] - Quote
Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
Actually it has provided me with an abundance of easy kills.
AHMGs and breach ARs are PHENOMENAL for killing jumpers in midair.
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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4lbert Wesker
TERRA R1SING New Eden's Heros
389
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Posted - 2015.08.15 09:09:00 -
[13] - Quote
Wow, how many jumping scrubs are against removing this "feature" ...
WESKER S.T.A.R.S. is not my corporation!
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.08.15 09:20:00 -
[14] - Quote
I just don't see the problem. They are easily dispatched. |
Francois Sanchez
Prima Gallicus
505
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Posted - 2015.08.15 11:00:00 -
[15] - Quote
Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
You're wrong, I think it's even the contrary. On some maps, people constantly get on the damn roofs with lots of AV to prevent enemies to get there using dropships. Jump mods are the only way to reach that roof and kill the campers. I can't count the number of times I climbed on a roof and cleaned it with my minja. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.15 11:11:00 -
[16] - Quote
Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
With that logic we should kill off Dropships, which are far more problematic than Jump Modules.
Jump modules are a tactical advantage as they can break cover and close distances much faster than traditional fittings. Apart from melee damage, they offer nothing (directly) in the way of combat. The alternative, however, is Damage Amplifiers and Shield Modules - which do offer a combat benefit. Considering the initiative to maintain a relatively high TTK while also limiting brick tanking, jump modules are a pleasant addition to the lineup of modules.
Further more, while it can be argued that they heighten rooftop gameplay, they also counter it.
Aeon Amadi for CPM 2
Design A SKIN 2
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xavier zor
Abyss of Universe
2
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Posted - 2015.08.15 11:22:00 -
[17] - Quote
Mass driver jump guys have no gun game. therefore i have no respect for any of them, even if moody was doing it
COME BACK MOODY *starts crying*
Zor's double ISK service
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Mejt0
Dead Man's Game
2
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Posted - 2015.08.15 11:28:00 -
[18] - Quote
There is no help. People will defend their crutch. Until then (until CCP takes another look at it) spam jumpy minmando with Agimus. They say it's easy to not get killed by jumpy guys right?
Loyal to The State
Official Caldari Commando User
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.08.15 11:32:00 -
[19] - Quote
I wonder why the myth of jump mods means lower health still persist.
you can only stack three. no problem for a caldari suit to stack two extenders and armor plates. or the amarr galente jumpers with 700+ armor, or the commando jumpers with nearly 1000 hp.
"but I killed one so their balanced" means as much to me as "I killed a gv.0 madrugar therefore armor tanks are balanced."
Jumpers do make the game that much worse.
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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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.08.15 12:06:00 -
[20] - Quote
I find the only problem is that in both increases jump AND melee damage.
There should be a separate module for both
The C.EO. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.08.15 12:30:00 -
[21] - Quote
This is NOT a ground combat game. Didn't you hear? It's the new Quake.
MY CPM2 PLATFORM
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.08.15 13:44:00 -
[22] - Quote
Mortishai Belmont wrote:I find the only problem is that in both increases jump AND melee damage.
There should be a separate module for both
Why?
If it gives you the explosiveness to jump why wouldn't it give you explosiveness to punch? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.15 14:06:00 -
[23] - Quote
I'm trying to figure out why so much butthurt. Even when I run assault with heavy plates (screw your ferroscale trash) the jumpy mass drivers and flaylocks are fairly easy to put down.
Bear in mind, I don't use the damn things. My myofib skill (hand to hand, right?) Is still floating at maybe 1.
I think I can only use militia myos.
But I'll be honest. The nerds using them are only moderately annoying. When I'm in a sentinel and they bounce around with mass drivers it's comically sad.
When I'm in my gal or am assaults I don't really have any issues popping them.
My cal suits I just shoot people at 50-70m and my minmatar fits either kill them before they realize I'm on top of them or I get smeared.
Shooting them with any commando just makes me cackle insanely.
So when I say I don't understand why so much butthurt, I really am baffled. The only time I find them problematic is when mt framerate drops to like 4-8 FPS.
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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Mobius Wyvern
Fatal Absolution Negative-Feedback
6
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Posted - 2015.08.15 14:19:00 -
[24] - Quote
DeadlyAztec11 wrote:Myofibril Stimulants are not that problematic. Most of them are shield suits that decided to run Myofibril Stimulants instead of Shield Extenders. That makes them easy to take down.
Even if they do have a fair amount of health chances are that they are using close to all proto equipment.
Also, if they weren't killing you with Myofibril Stimulants then they would be killing you with brick tanking or using stealth. The jump acceleration is nuts, but all you have to do is shoot them at the top of their arc when they slow to a halt in mid-air. That won't work on a normal suit, but you can't fit much HP if you want maximum jump potential.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
711
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Posted - 2015.08.15 14:25:00 -
[25] - Quote
Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality
Having started to use the 3xComplex Myo's I can say that their jump height is just perfect. It'll allow them to get on top of the large containers, but nothing more.
Where they need a bit of a nerf, though, is their stamina usage. Double it, and the perpetually jumping jacks problem is reduced to people with bio exclusively, meaning no armour or shields to speak of. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.15 15:15:00 -
[26] - Quote
Dewie Cheecham wrote:Juno Tristan wrote:Jump mods have not been beneficial to the game and have instead reinforced the 'if you can get on top of a rooftop you can close out the game' mentality Having started to use the 3xComplex Myo's I can say that their jump height is just perfect. It'll allow them to get on top of the large containers, but nothing more. Where they need a bit of a nerf, though, is their stamina usage. Double it, and the perpetually jumping jacks problem is reduced to people with bio exclusively, meaning no armour or shields to speak of.
Ehh... this isn't technically correct and would not really work... Thing is, jumping has a percentage based stamina cost, so it doesn't matter how many myo's you got on you're still going to incur the same penalties. Those stamina costs get higher based on how much you jump in a certain amount of time to make it so that you can only jump a pre-determined amount, regardless of how much stamina you have. It's been tested quite a few times and you can even test it yourself right now. Make a fit, throw on a bunch of complex cardiac regulators on your fit, and jump around. You'll still only be able to jump a few times, despite having 300-500% more stamina.
That and I honestly don't see why they should sweeping changes that are counter intuitive. It's like when they added shield recharge delay penalties to shield extenders... Makes absolutely no sense. Jump mods would be made fundamentally worthless if they eat too much stamina and it doesn't make much sense for that to happen anyway.
Honestly, I don't see a good argument for nerfing them. People hate them, absolutely, that goes without saying, but there aren't many (if any) clear cut reasons WHY they should be nerfed apart from general gameplay preference. Some people just don't like having to engage their enemy in a 3D environment, I guess.
Aeon Amadi for CPM 2
Design A SKIN 2
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DUST Fiend
17
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Posted - 2015.08.15 15:19:00 -
[27] - Quote
Aeon Amadi wrote:. Some people just don't like having to engage their enemy in a 3D environment with poor hit detection, I guess.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
WoD 514
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Megaman Trigger
Ready to Play
442
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Posted - 2015.08.15 15:19:00 -
[28] - Quote
Thor Odinson42 wrote:Mortishai Belmont wrote:I find the only problem is that in both increases jump AND melee damage.
There should be a separate module for both Why? If it gives you the explosiveness to jump why wouldn't it give you explosiveness to punch?
Would make more sense if jump were tied to KinCats, rather than melee, IMO.
Purifier. First Class.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.15 15:33:00 -
[29] - Quote
DUST Fiend wrote:Aeon Amadi wrote:. Some people just don't like having to engage their enemy in a 3D environment with poor hit detection, I guess.
You're going to experience mechanical complications with any game and that is not a valid excuse to remove jump modules when dropships will still get you on a rooftop. Further more I'd argue that you're more likely to hit a jumper, who has a pre-determined movement path that he CANNOT CHANGE more so than wiggle-strafing scouts and minmatar assaults. When you want to remove all those things from the table then we can talk.
Aeon Amadi for CPM 2
Design A SKIN 2
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DUST Fiend
17
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Posted - 2015.08.15 15:36:00 -
[30] - Quote
Aeon Amadi wrote:DUST Fiend wrote:Aeon Amadi wrote:. Some people just don't like having to engage their enemy in a 3D environment with poor hit detection, I guess. You're going to experience mechanical complications with any game and that is not a valid excuse to remove jump modules when dropships will still get you on a rooftop. Further more I'd argue that you're more likely to hit a jumper, who has a pre-determined movement path that he CANNOT CHANGE more so than wiggle-strafing scouts and minmatar assaults. When you want to remove all those things from the table then we can talk. Except most games will fix those mechanical complications, unlike DUST where they become baked in features. But their predictability does make them easier to hit if they aren't using the high ground like they should be.
I don't even play infantry so it doesn't matter to me, i just know that since CCP can't code in new animations it looks obnoxious, and weapons like MDs and PLCs further reward less skillful behavior.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
WoD 514
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