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Aeon Amadi
12
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Posted - 2015.09.16 05:45:00 -
[1] - Quote
If we're actually going to nerf the Myos, hear me out for a second.
They're working as designed. The initial design was three complex myos being able to get you on top of a large crate and they do just that. Now, obviously Mass Drivers and what not are a pain to deal with but nerfing the jump height isn't going to stop that and it certainly isn't going to stop anyone from taking a dropship and perching up on a roof (which myos sort of counter in certain places like the Biomass outpost socket if you know a little parkour).
So, that being said, here's my proposals:
a) Separate Myo's melee and jump height. They should be separate modules. Having that much melee power -and- jump height is a little ridiculous. b) Add a stamina total or stamina regen penalty. This would make total sense (greater cost of the myo biotic effects) and might even encourage some players to run Cardiac Regulators, further adding to the cost of running a biotic build.
I'd like for myos to maintain their functionality but perhaps come with a bit more cost so that they're more situational for cover busting and not spammed for easy splash damage kills.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.16 22:41:00 -
[2] - Quote
BARAGAMOS wrote:
You jump building....not crates...so no they are not working as designed. Come on man, the issue is I see you shot gunning a lot wearing them. So, you know they are much more powerful than "jumping on a crate". WTF
I don't even have a shotgun fitted to -any- of my suits. That is a certifiable fact I can back up with consistent and continuous video recordings of my gameplay and livestreams. You have me mistaken with someone else in your haste to rant, repeatedly, and the feedback isn't even constructive in the slightest. You want them removed. That, I can almost guarantee, I will always fight -against-.
You can't jump buildings - you could with five of them but three (the max, btw) will just -barely- get you on top of the balcony of the bunkers in the entry way to the Gallente Research Facility. They will just -barely- get you on top of the tow-vehicles and large container crates. I know this because I use them religiously (with an AR, btw, and if you're going to start talking how OP ARs are then I know you're off your rocker) on my Gallente Assault suit. That was the height they were supposed to make, that is the height they go to.
I was also the guy that posted the video with accompanying trigonometry (that's a mathematical term dealing with the relations of the sides and angles of triangles) spreadsheets to outline that five myros was -way- too powerful and that helped institute the current maximum of three. It is still on my channel if you don't believe me and a quick google search of 'Aeon Dust Jump Trigonometry' will land you right where you need to be with the first result.
BARAGAMOS wrote:
How about you be a CPM and actually listen to the 90% of the community who say they want these gone. People are tired of it and leaving the game. Honestly, even if they were actually Ok, but 90% of the community is not enjoying having it in the game it needs to go.
Pull me some metrics and statistics stating clearly and concisely that 90% of the community wants them gone and I'll certainly advocate for it. But because I know that the vocal majority is -NOT- the majority (as previously stated, you and the other guy are literally the only ones being outright unreasonable here, you're just posting a lot) I'm just going to let that one slide and let you try again.
Here's my advice as a CPM: Contribute to a meaningful discussion in how to balance them, within reason, or HTFU, STFU, and GTFO.
4lbert Wesker wrote:
They work jack ****,anyone who came up with that idea is probably 15 year old screaming maggot.No separation,no regen penalty just remove that **** from the game and anyone who mention it again should get IP banned for life. I'm tired of that **** and that means newbies are more tired of that ****. I REFUSE to use jumping mods because it's not fair against any player in this game.But if this continues I hope you will lost 80% of players so those 20% can jump on each other heads.
The irony, hilarity, and hypocrisy of this knows no bounds.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.17 00:15:00 -
[3] - Quote
BARAGAMOS wrote: Aeon man I just seen you a couple ******* weeks ago in a shotgun fit.. WTF. Guess someone impersonates you. You're a terrible CPM if you can't read that most people want them fixed. Here is some data for you, stack three myos and go to the mushroom map....You can jump every single build and wall on it, except the mushroom itself, and that only takes two jumps to get on top of. Do you play this game anymore? Triple myos clear entire buildings, a single myo on a nonheavy gets onto boxes. The issue here is that you are a myo scrub. You don't want to do what you were elected to do because you crutch the myos on pretty much every suit you wear. Seriously, do you not think we can't put them on as well, or see others kid jumping around? JUMP ON A CRATE>>>HAHAHA. I am still laughing about this.
Well, I don't need to use my engineering degree to tell you (without any Trig) they are not adding anything to game that most people enjoy. Squad with some randoms other that your buddies and ask them what they think. All I have seen so far from you as CPM has been really bad reasoning to defend your personal bias. Look at this thread alone. Vast majority of VOCAL (AKA active and money spending) customer's are saying fix it. Sorry if your personal play style suffers...
Improve your argument, don't raise your voice. And chill with the Ad Hominem unless you -really- want to start looking for another CPM Representative to have this conversation, I mean it. You thought your words didn't have any weight before, wait until you **** off the only people (arguably) willing to listen to you rant.
You don't enjoy (dealing with) it =/= it is not a beneficial aspect of the game that has been needed for a -long- time. Vertical gameplay is unfortunately a big aspect of Dust 514 and it should not require a Dropship to counter roof-top play. Allowing Myo-users to dynamically modify a fit at the expense of three entire high slots pales in comparison to asking people to shell out for an entire drop-ship and physically get it onto the roof every time that non-sense starts happening.
Now, I'll ignore the fact that you changed your argument from "can jump buildings" to "can jump buildings with multiple planned jumps" because it is a valid factor but I don't see, in any capacity, how that unbalances the game or is in any way un-enjoyable unless you just like spoon-fed, easy mode, non-tactical battles in which you don't have to (and I use this word loosely) think.
And yes, there is a large percentage (not the majority) of players that want them fixed, not removed. I am willing to listen to those ideas if presented in a reasonable, calm, and discerning manner. I will not listen to a word of it if the only option painted is outright removal or if, in the lack of a viable defense, the argument turns to the people using the modules in the first place. This is not middle school and I will not tolerate the usage of logical fallacies to exact on an extreme. I made it a very concise and solid point on my platform that I would not stand for pendulum balancing and that still applies.
Andris Kronis wrote:
Think you need to check your maths there Bara; 3x proto myo on ak.0 assault, 4x feroscale plates and a rep, you can just get on top of a crate. speed with max skills is 6.98m (weirdly enough a slightly faster fit of the same suit but armour plates instead of feroscale means you can't jump onto the same box)
Now that is interesting. Going to test that out to confirm but if that's true it might mean that mass modifiers (if there are any) are being applied in reverse. Which would be hilariously peculiar.
Cesar Geronimo wrote:
Myos are fine...The *ONLY* change needed to stop the scrubbery is to add a much harsher accuracy penalty when trying to jump AND shoot...That way players can shoot or they can jump -- But they will not be effective trying to do both at the same time...
Noted, and agree.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.17 00:44:00 -
[4] - Quote
Yeah, no, mass plays a pretty significant factor in jump height.
Whether or not the suit itself does is for another test that I don't have time for at the moment (should be studying right now) but I'm fairly certain jump height is also determined by base movement speed so there is likely a correlation between lighter suits and higher jump height.
EDIT: Bear in mind my Gallente Assault fit uses Ferroscales, not vanilla plates, so there is no modifier to movement speed.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 18:11:00 -
[5] - Quote
Baal Omniscient wrote:Defending admittedly broken mechanics that have been called such by those who released them does nothing but paint you as someone who's simply looking for an excuse to argue a long settled debate.
Who settled the debate as broken, exactly?
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 20:06:00 -
[6] - Quote
Baal Omniscient wrote:Aeon Amadi wrote:Baal Omniscient wrote:Defending admittedly broken mechanics that have been called such by those who released them does nothing but paint you as someone who's simply looking for an excuse to argue a long settled debate.
Who settled the debate as broken, exactly? If a mechanic's stacking penalty isn't applying properly, it's broken. By reducing the number you can stack you drop the jump height, but you also don't fix the issues within the module. The fact that they are broken is to the best of my knowledge a forgone discussion. They are not as broken as they once were, but still broken as alluded to by CCP Rattati in the Warlords 1.1 hotfix notes: CCP Ratatti wrote:As was plainly explained with the Myofibril mods, we wanted to increase the jumping height so that stacking 3 would allow to get on top of the large containers. The plan was for stacking penalties to take care of the rest, as the 4th and 5th module under stacking penalties add incrementally almost zero improvement under normal circumstances. However, the stacking penalty does not work currently, and we havenGÇÖt found the cause. Until the cause has been found and a fix deployed, we will be limiting Myofibrils to 3 per loadout which is almost the same effect. It was silly fun while it lasted, but, ultimately not the designed intent. Except it isn't the same effect. Almost, but not really the same thing. You were meant to at max jump height be able to reach those heights mentioned in the quote, however since you only need 3 to do so (and be able to reach slightly more honestly) that leaves you with the opportunity to have free slots open while still maintaining the desired effect of the jump modules at maximum efficiency. I was thinking the broken status was obvious since the 4th and 5th module should have been negligible because of the reduction to the 2nd and 3rd which as far as I know do not occur. Please let me know if I am mistaken in this, I've been in and out of here for very large swaths of time and may have missed something, but to the best of my knowledge (and forum search abilities) this is the state of things: 3 mods stack without penalty providing somewhat more than the intended jump height. Which leads me to the other issues. As for the hit detection issues with it being broken, please correct me if I'm wrong because I have been a bit lax in actually breaking down and testing it, I had assumed it was a generally accepted fact except for those who defend the modules. It appears obvious to me and many others I've seen post about them that quite often hit detection suffers about as much (though perhaps not quite as often) as when shooting at the strafing jiggle. Not only this, but it allows for certain gunplay mechanics that were never intended in the game and throw off the regular basics of a fight, which I see as obvious since the jump height wasn't even a consideration in gunplay until it was pushed for long enough and hard enough to recieve attention. Lastly allow me to say that I am not against the idea of being able to get a jump bonus for suits that need it at the cost of a module slot that could be used for more survivability. I'm also not against even an equipment that would give you a jump boost. However the purpose for jump mods was origionally to increase players ability to traverse the map. The result was a very abuseable (and widely abused) ability that breaks the basic gunfight mechanics that the game was built around. When you put all of these together, or even any one of them on their own; whether or not anyone has said the exact words 'This is broken', I cannot help but see it as having been settled long ago that it was and is broken. And it has been said as quoted above (though I admit to a bit of a bending of phrasing) that as it is now is not how it was intended to be.
Pretty certain Rattati was insinuating that until the cause for why stacking penalties aren't applying correctly that the fourth and fifth mods wouldn't be allowed to be fit, not that the stacking penalties aren't applying and thusly they are broken as a module. Remember that strafe speeds post-Uprising 1.5 were broken but this wound up being a beloved feature up until it became an issue and was brought back down in Warlords.
"As was plainly explained with the Myofibril mods, we wanted to increase the jumping height so that stacking 3 would allow to get on top of the large containers. The plan was for stacking penalties to take care of the rest, as the 4th and 5th module under stacking penalties add incrementally almost zero improvement under normal circumstances." ~ CCP Rattati
Stacking three currently allows players to get on top of the large containers, and only some suits as the size of frame (and perhaps even amount of armor plates) affects the jump height. That in mind, they are working exactly as designed as they just barely allow for that to happen, even with stacking penalties being broken. If the stacking penalties were fixed then the Myo's would likely have to be buffed to accomodate the previous design.
But again, there are other options that can be implemented without directly attacking the myos themselves. It is important to think outside of the box when balancing, especially if a part of the whole is working as intended. We can separate jump mods from melee mods, we can increase the dispersion of weapons when jumping, etc. Going straight for the myos is a knee jerk reaction.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 21:00:00 -
[7] - Quote
How does it hurt gunplay, exactly, for any reason other than hit detection which has been a persistent issue since day one
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.21 20:54:00 -
[8] - Quote
Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping.
You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain.
That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time.
Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out)
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.21 23:49:00 -
[9] - Quote
Cline MKP wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) You really sound like an ass. I don't give a damn ifthey get removed or not. They need to be fixed, plain and simple. The mile high club is getting old.
I am an ass, I never claimed to be otherwise. And if you really want them fixed, make some suggestions like the other guys in this thread.
I'll give you a great starting point with the proposals that I'm considering: - Separation of jump and melee mods - Increased weapon dispersion/recoil when jumping - Decreased turn speed when jumping
Feel free to expand on that or you can keep talking about how mean I am.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 00:52:00 -
[10] - Quote
deezy dabest wrote:Aeon Amadi wrote:
I am an ass, I never claimed to be otherwise. And if you really want them fixed, make some suggestions like the other guys in this thread.
I'll give you a great starting point with the proposals that I'm considering: - Separation of jump and melee mods - Increased weapon dispersion/recoil when jumping - Decreased turn speed when jumping
Feel free to expand on that or you can keep talking about how mean I am.
Separation will not happen it they were combined to avoide certain problems. Dispersion and recoil seems like a great idea but since most of the problem is really with explosives which have spash I do not see this as fixing the problem. I was the first to publicly propose an adjustment to ADS and turn speed while in the air and I still stand by this. Basic physics makes it logical and it makes jumping actually skill based instead of jump/aim/spam.
Let me worry about whether something can happen or not If you have a proposal to fix it, hit me up with it.
And I agree on the dispersion bit.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 01:03:00 -
[11] - Quote
deezy dabest wrote:Aeon Amadi wrote:deezy dabest wrote:Aeon Amadi wrote:
I am an ass, I never claimed to be otherwise. And if you really want them fixed, make some suggestions like the other guys in this thread.
I'll give you a great starting point with the proposals that I'm considering: - Separation of jump and melee mods - Increased weapon dispersion/recoil when jumping - Decreased turn speed when jumping
Feel free to expand on that or you can keep talking about how mean I am.
Separation will not happen it they were combined to avoide certain problems. Dispersion and recoil seems like a great idea but since most of the problem is really with explosives which have spash I do not see this as fixing the problem. I was the first to publicly propose an adjustment to ADS and turn speed while in the air and I still stand by this. Basic physics makes it logical and it makes jumping actually skill based instead of jump/aim/spam. Let me worry about whether something can happen or not If you have a proposal to fix it, hit me up with it. And I agree on the dispersion bit. Fortunately I know exactly what you mean by seeing if something can happen. I do not have any proposed numbers but I believe the most comprehensive fix would be to relate turn speed to time in flight. The more you are in the air the less control you have over your horizontal turn. Vertical should remain untouched as physically speaking looking up and down is not limited by being in the air. If for some reason you want to go more in depth with that discussion feel free to drop me your skype, I could have sworn it use to be in your sig but I guess I was remembering wrong.
'nomistrav'
I'll re-add it x3
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 02:29:00 -
[12] - Quote
Cline MKP wrote:Bradric Banewolf wrote:You guys know full well this jumpy MD crap is broken lol! That's why so many scrubs are doing it! Stop giving mercs a hard time for saying what we areally all thinking. I'm not sure they can stop. The CPM said it himself, he uses the Myos. He defends them quite a bit. However... The dispersion is a good idea and it will solve a lot of issues with most weapons. Plasma Cannon, Flaylock Pistol, Mass Driver are all excluded. The all have some form of splash damage. Changing dispersion will do nothing here. Reducing turn speed will make things more a realistic change. This will help put a damper on all those sky high asshats being able to jump, spin and just headshot the crap out of us. Adding an increase to the amount of stamina it takes to jump could also restore a sense of balance. You shouldn't be able jump through an entire city and still go for a run afterwards. It seems like the jumpers can just jump and jump and jump and jump..
Link posts of where I defend them, please. While you're at it, link my posts related to their balancing.
I have 90m SP, I use a -lot- of things. Just because I use them doesn't mean I want them to be abusively powerful. Correlation =/= Causation.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 02:54:00 -
[13] - Quote
Cline MKP wrote:axis alpha wrote:Aeon Amadi wrote:Cline MKP wrote:Bradric Banewolf wrote:You guys know full well this jumpy MD crap is broken lol! That's why so many scrubs are doing it! Stop giving mercs a hard time for saying what we areally all thinking. I'm not sure they can stop. The CPM said it himself, he uses the Myos. He defends them quite a bit. However... The dispersion is a good idea and it will solve a lot of issues with most weapons. Plasma Cannon, Flaylock Pistol, Mass Driver are all excluded. The all have some form of splash damage. Changing dispersion will do nothing here. Reducing turn speed will make things more a realistic change. This will help put a damper on all those sky high asshats being able to jump, spin and just headshot the crap out of us. Adding an increase to the amount of stamina it takes to jump could also restore a sense of balance. You shouldn't be able jump through an entire city and still go for a run afterwards. It seems like the jumpers can just jump and jump and jump and jump.. Link posts of where I defend them, please. While you're at it, link my posts related to their balancing. I have 90m SP, I use a -lot- of things. Just because I use them doesn't mean I want them to be abusively powerful. Correlation =/= Causation. As a cpm you are very unprofessional. Just an observation. He doesn't give a damn what you or I or anyone thinks of him. Now, we need a CPM who can comment here and help us come up with a solution and understand the frustration brought on by the mile high club of scrubs in Dust514 without being so difficult.
Selective reading tends to do that. The CPM understands it full and well and have been deliberating changes. Feedback such as "Dispersion would not work because it wouldn't affect AoE weapons" is valid, concise, and pointed. "He doesn't give a damn what you or I or anyone thinks of him" isn't. More of the former, less of the latter. I can sit here and talk to you about how unprofessional I am all day and it won't change Myos. Alternatively, we could discuss Myos more and actually work on fixing them. That is entirely your choice.
I had suggested the stamina penalty before to the rest of the CPM and the general consensus was that a stamina penalty wouldn't go to solve the problem of the initial jump, which wouldn't solve the fact that they can get into/out of cover and out of reach areas at their leisure or put down heaps of damage with AoE weapons. It'll stop the second jump, certainly, but it's the initial jump we're concerned about.
Reduced turn speed is the best solution for AoE weaponry at the moment. However, to reduce the likeliness of the into/out of cover, we're going to have to get creative and we haven't quite determined what we're going to do about that yet. We're thinking about proposing the addition of a slight delay when landing, like when you hit the ground from using Inertia Dampeners. It's still too early to say.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 03:09:00 -
[14] - Quote
Cline MKP wrote:Aeon Amadi wrote: I had suggested the stamina penalty before to the rest of the CPM and the general consensus was that a stamina penalty wouldn't go to solve the problem of the initial jump, which wouldn't solve the fact that they can get into/out of cover and out of reach areas at their leisure or put down heaps of damage with AoE weapons. It'll stop the second jump, certainly, but it's the initial jump we're concerned about.
Reduced turn speed is the best solution for AoE weaponry at the moment. However, to reduce the likeliness of the into/out of cover, we're going to have to get creative and we haven't quite determined what we're going to do about that yet. We're thinking about proposing the addition of a slight delay when landing, like when you hit the ground from using Inertia Dampeners. It's still too early to say.
That is what we are saying... Damn dude. Add a stamina increase to stop the hopping Reduce dispersion while jumping Reduce turn speed while jumping Add a delay between jumps (this is new)
Right right. We'll likely be doing this one step at a time as to not over-nerf them. We still want them to be viable but we want there to be a difference between Tactical Viability and Combat Viability, first and foremost.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 03:21:00 -
[15] - Quote
Cline MKP wrote:Aeon Amadi wrote:Cline MKP wrote:Aeon Amadi wrote: I had suggested the stamina penalty before to the rest of the CPM and the general consensus was that a stamina penalty wouldn't go to solve the problem of the initial jump, which wouldn't solve the fact that they can get into/out of cover and out of reach areas at their leisure or put down heaps of damage with AoE weapons. It'll stop the second jump, certainly, but it's the initial jump we're concerned about.
Reduced turn speed is the best solution for AoE weaponry at the moment. However, to reduce the likeliness of the into/out of cover, we're going to have to get creative and we haven't quite determined what we're going to do about that yet. We're thinking about proposing the addition of a slight delay when landing, like when you hit the ground from using Inertia Dampeners. It's still too early to say.
That is what we are saying... Damn dude. Add a stamina increase to stop the hopping Reduce dispersion while jumping Reduce turn speed while jumping Add a delay between jumps (this is new) Right right. We'll likely be doing this one step at a time as to not over-nerf them. We still want them to be viable but we want there to be a difference between Tactical Viability and Combat Viability, first and foremost. I have no problem with them being used as either. However, the constant hopping is nuts, just nuts. If they need to get their squad into or onto places, that's fine but all this sky high MD (explosives really) is ****. Period. There is a such a thing as too much. Come on man, you can't deny logic. I use these on my Commando but only to get over the small walls, nothing more. I only use militia variant. I can't bring myself to be "that guy" that everyone hates.
Generally a good idea not to let vindictiveness or emotion play into balancing methods. We're aiming for balance, not destruction, lol.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 03:29:00 -
[16] - Quote
Cline MKP wrote:
Then be nice!
I got the flu and it's test week at school, I'm admittedly a little antsy.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 11:05:00 -
[17] - Quote
Assuming a stamina penalty, what would be a good round-about number?
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 19:05:00 -
[18] - Quote
Cat Merc wrote:Here's an idea!
Increase the game's tiny ass field of view so you can see targets that are slightly elevated when you're aiming at head level. Then you can retaliate against the easy floating targets who can't change their direction. Seriously this game has an FOV of like 40.
Do you want narrow FoV and 20-25 FPS or do you want 110 FoV and 10-15 FPS?
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Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 03:12:00 -
[19] - Quote
/listened to feedback on balancing /took note of it /already sent a report on myo balancing to CCP . . . . . . /is a myo scrub
I mean if you guys want to just sit here and complain, that's fine - just let me know what's up because I could spend the time doing better things. Like homework.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.26 01:27:00 -
[20] - Quote
Mex-0 wrote:BARAGAMOS wrote:Ghost Kaisar wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) Yeah, stick to your guns Amadi! Remember that Aoen is a myo scrub... so there is no chance of him doing his job with this issue. Multiple threads on this issue, so by now you would think he gets the issue. As for removal, I've seen very few calls to remove them, but nerfing them is a needed. They are broken, and ruin several of the dynamics of the game. Had a Third rock scrub in a Gal Assault jumping back and forth over a wall on the mushroom map to shoot guys in the back/spam core grenades. They can't get to him or even detect him being there through a wall without precision mods. You can't even walk around to get him because his team is in the way. Pretty sure that's not the way the game was designed and that map especially is ruined because of the myos. Movement is key to this game and so is position, but when I can plate stack an AM Assault and load up myos with a carthium my movement speed does not matter. Because my "jump" movement speed allows me to move as fast as a scout and tank 1100+ Ehp plus be in positions that the limited field of vision and cover on the map give me a huge advantage. Seen a squad of AE doing this on the map that looks like half a bridge. 4 guys hoping like fleas in AM assaults with AScR....Again not what that map was designed for, and no penality to mobility ofr being that tanky. Come on. I thought we wanted a HP/Speed ratio. I love the idea of doubling jump height, but not the 5x BS we have. Allowing a heavy to get on a box is one thing, but when you can draw a direct correlation to myos and leader board standing there is an issue. Its a crutch and needs to be removes so that gun game rules not the surprise I can jump over you while AScRing your head game that is currently rampant. Let alone the flaylock/MD jumpers. That does not mean removing the modules, but if you can't fix them then yeah the need to go. Then armor tanking suits with myos are the problem. Shield tankers sacrifice 3 high slots to jump, and they melt like butter.
High PG costs should mitigate that a bit. Those slots likely weren't going to be used for shield tank anyway so the -doubled- PG cost will have a stark impact on armor tanking capability, and the fact that Myos are in high slots means it'll be harder to fit PG Upgrades as well.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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