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Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 17:54:00 -
[1] - Quote
For the love of all things good and holy, please stop the MD jumpers. They are trash.
The MD itself isn't bad, really. The Myos are the real problem. Players should not be able to jump about 15-20 ft or more. This is absurd. Can we please do something about this?! |
Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 18:10:00 -
[2] - Quote
Ghost Kaisar wrote: For the love of all things good and holy, please get some gun game. You are trash.
The myos themselves aren't bad, really. These players are the real problem. Players should be able to aim at jumping targets, even if they jump 15-20 ft or more. This is absurd. Can you please do something about this?
You see? Players like you are just plain assholes. Even with the sensitivity maxed, you cannot track these guys. They move too fast. Most of my deaths have been from MD jumpers. I can take em out easily from a distance but when a flood of bunny hoppers comes rushing at you and MD rounds are flying EVERYWHERE, there isn't anything you can do.
p.s. I bet you are one of these bunny hopping scrubs, huh? |
Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 18:21:00 -
[3] - Quote
As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon? |
Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 18:30:00 -
[4] - Quote
Look, I know it can be beaten. I have done it.
Tec N9ne is a prime example of asshattery.
He will jump through city maps, flinging MD rounds like its noboby's business and trying to deal 800+ dmg before he jumps again is tough. A guy in my squad, along with myself were shooting him and he got both of us.
Tell me how he can melt a proto sent and a std commando with relative ease? You can't run from splash dmg. As I said, he just jumps from building to building, like its nothing. |
Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 15:10:00 -
[5] - Quote
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. |
Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 15:35:00 -
[6] - Quote
I never said I didn't. I said that he is bias, which is true. He said, himself, that he would aleays argue to keep myos. If myos are here to stay, they need a serious rework. |
Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 22:21:00 -
[7] - Quote
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. |
Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 02:27:00 -
[8] - Quote
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.. |
Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 02:39:00 -
[9] - Quote
Aeon Amadi wrote:
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.
Look, read this thread again. You said...
"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."
Now, sir, pay attention to the damn game. A scout can jump on buildings. I have seen this and I know I am not the only one. Crazy Redneck, Hollowpoint, Bryce Stark, DARKson FIRE and that's just a few. You can't honestly tell me that they are not broken.
Another note, you only focused on what I said about you, not the other things I said. Why? |
Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 02:43:00 -
[10] - Quote
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. |
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 02:59:00 -
[11] - Quote
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)
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 03:16:00 -
[12] - Quote
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.
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 03:25:00 -
[13] - Quote
Aeon Amadi wrote: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.
Then be nice!
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 04:03:00 -
[14] - Quote
IR Scifi wrote:I might have missed it but has there been any thought to perhaps giving a drawback to myo's such as decreased stamina or increased cost to stamina related actions (jumping / punching). Then you'd be able to keep the current craziness but have to ration it a bit.
Most of that is here, except the punching. That is a good point too though. The truck punch should take a lot of stamina. |
Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 04:04:00 -
[15] - Quote
Aeon Amadi wrote:Cline MKP wrote:
Then be nice!
I got the flu and it's test week at school, I'm admittedly a little antsy.
Thank you. I have a nasty upper respiratory infection at this time so my patient is limited as well. |
Cline MKP
Moose Knuckle Pros
37
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Posted - 2015.09.23 15:31:00 -
[16] - Quote
LOL KILLZ wrote:Cline MKP wrote:As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon? Core skills maxed with Proto equipment Mine are... Sheilds, shield extenders...
The Moose is unforgiving. The Moose is unflinching.
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Cline MKP
Moose Knuckle Pros
38
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Posted - 2015.09.23 20:30:00 -
[17] - Quote
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.
Absolutely
The Moose is unforgiving. The Moose is unflinching.
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