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4lbert Wesker
Standby Retaliation
487
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Posted - 2015.09.16 20:27:00 -
[61] - Quote
Aeon Amadi wrote: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.
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.
WESKER S.T.A.R.S. is not my corporation!
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BARAGAMOS
Kinsho Swords Caldari State
196
|
Posted - 2015.09.16 20:46:00 -
[62] - Quote
axis alpha wrote:Ghost Kaisar wrote:Cline MKP wrote: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?! 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? EDIT: Have your first like. Welcome to the Dust514 forums. lol gun game???? if half the players using these trash tactics had gun game they wouldnt need run right in your face then jump way faster than anyone can aim up and blast you with a flaylock or MD. they would NOT use jump mods and actually fight on the ground.....if they had GUN GAME. edit, i can aim and hit these guys no problem from if i have the distance. its just annoying af when they run right up to you then jump.
Not only that, myos allow for them to camp in places that were not designed for it when the maps were created. It adds to the roof camping issue, and has ruined virtually all of the best CQC maps. It has eliminated many other play styles, contributes to new players leaving, and in truth they do move faster than you can train your reticle. Its an exploit, and anyone who does not think so is exploiting it. Having an amarr assault charge you head on lose 2/3 of his hp and then vaulting over your head while AScR/Bolt pistoling you in the back is not the way the game started and developed its fan base. 90% of the people I squad with hate it, so I am not sure why it is still an issue, unless there is a lack of ability to fix it. It that case just disable myos until you figure out a way. |
BARAGAMOS
Kinsho Swords Caldari State
196
|
Posted - 2015.09.16 20:53:00 -
[63] - Quote
4lbert Wesker wrote:Aeon Amadi wrote: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. 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.
I can name ten players who have left and the number 1 reason is this. Its an exploit and needs to just be removed. It takes the tactical out of tactical shooter. Jumping over a wall after someone owns your ass at 25 armor only to hop back over after recharging negates the reason for cover, and camping out of field of vision to PLC somebody is not strategic game play and frankly has no counter except to stay back where you can see them coming (and if the have MDs even that is not a good idea) so you can't take an objective or wear the same fit. The issue with that is new guys are months from being able to do it unless they really handicapping core skills to be a rabbit. This is not Halo, and I would really like to have the game 90% of us enjoyed back. |
BARAGAMOS
Kinsho Swords Caldari State
196
|
Posted - 2015.09.16 20:56:00 -
[64] - Quote
Aeon Amadi wrote: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.
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
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. |
Sned TheDead
Failures inc.
898
|
Posted - 2015.09.16 21:46:00 -
[65] - Quote
Vicious Minotaur wrote:Jumping is fun, and its practitioners are as easy to kill with firearms as those kids in that one elementary school. wow....
I want to like the post, but damn.....
MUSIC!
Sned T. Dead
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Aeon Amadi
12
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Posted - 2015.09.16 22:41:00 -
[66] - 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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BARAGAMOS
Kinsho Swords Caldari State
196
|
Posted - 2015.09.16 22:59:00 -
[67] - Quote
Aeon Amadi wrote: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. 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... |
Andris Kronis
WarRavens Imperium Eden
103
|
Posted - 2015.09.16 23:36:00 -
[68] - Quote
BARAGAMOS wrote: (snipped some ranty bits)
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.
(snipped some more ranty bits)
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)
mk.0 scout with 3 myo, 2x kin cat and a green bottle, lets you jump higher, over the cover walls of CRUs and onto the plinths of buildings, which is great for a running man suit when you have to run like mad, leaping over everything in your way to hack a point but it dies when someone sneezes too near :) I've been testing myos, you might want to check how they have changed....
Personally I think the melee damage bonus is a little high, probably better if it was 15, 30, 45% instead of the current maxing out at 60% for the proto. Yes it's sometimes cool to punch people through walls but it's not really great gameplay (hard to explain this bit really).
I'd leave the max jump height at the same but buff the advanced myo jump height to enable better fitting versatility and access for less skilled players. (less SP, not that they are scrubs)
I was hoping someone would describe a min assault jumpy MD fit so I could go try it out but it looks like I'll have to make my own.
Yes, my name is Latvian, I know .... well done.
Would you like a cookie?
FC in Training.
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dreth longbow
Bank of DUST 514
129
|
Posted - 2015.09.16 23:52:00 -
[69] - Quote
Cline MKP wrote: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?!
I was not going to post, but just could not stand it.
someone kills you learn from it. practice don't nerf it!
variety is the spice of life and allows one to have fun and try new things.
Probably 90% of my deaths are from RR, should they be nerfed because I don't like them?
build a jumpy fit, go have fun see how much you die at first, try a scout and knifes, see how they work (I hate those things when I am hacking or just standing around wondering what to do) build a heavy try it, mix it up have fun
Playing one fit all the time is for dull people, how boring is it to do the same thing over and over again. Well I remember my kids watching the same movie one summer every day for months, but they were like 1st or 2nd grade. any ways all the things you hate in this game build a fit and play with it learn its weakness and how to counter it and by all means have fun!
Death before dishonor.
Adapt or Die war is hell
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Cesar Geronimo
DUST University Ivy League
80
|
Posted - 2015.09.17 00:09:00 -
[70] - Quote
Ghost Kaisar wrote:Cline MKP wrote: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?! 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? EDIT: Have your first like. Welcome to the Dust514 forums. EDIT EDIT: Before anyone says "LOL STFU Ghost, I bet you have no Gun Game at all" Here you go, take this guide and be enlightened.
Afraid your scrub brush is gonna get nerfed? |
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Cesar Geronimo
DUST University Ivy League
80
|
Posted - 2015.09.17 00:14:00 -
[71] - Quote
Aeon Amadi wrote: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.
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... |
Aeon Amadi
12
|
Posted - 2015.09.17 00:15:00 -
[72] - 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
|
Posted - 2015.09.17 00:44:00 -
[73] - 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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Mex-0
Corrosive Synergy
873
|
Posted - 2015.09.17 00:52:00 -
[74] - Quote
Aeon Amadi wrote: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.
I've noticed that when I switch from my jumpy uplink running minscout to minassault with plc
HELLO
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Andris Kronis
WarRavens Imperium Eden
103
|
Posted - 2015.09.17 02:08:00 -
[75] - Quote
Aeon Amadi wrote: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.
Jump height is also dependant on speed, being why a fast fit min scout can jump sooo high :)
I had a fit for my ak.0 assault where i had feroscale plates or a red bottle and some number of armour plates, the second of those fits having a slightly faster run speed.
The armour plates version couldn't jump as high, even with a higher move speed. Not sure if this was intended but makes sense in the way other things work in the New Eden universe so no dramas from me :)
Yes, my name is Latvian, I know .... well done.
Would you like a cookie?
FC in Training.
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Baal Omniscient
Qualified Scrub
2
|
Posted - 2015.09.18 17:47:00 -
[76] - Quote
Ghost Kaisar wrote:Cline MKP wrote: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?! 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? EDIT: Have your first like. Welcome to the Dust514 forums. EDIT EDIT: Before anyone says "LOL STFU Ghost, I bet you have no Gun Game at all" Here you go, take this guide and be enlightened. Myos break hit detection for many people, not to mention they completely break the gunplay of a tracking shooter by allowing an instant escape into the air in a close range 1v1 fight. Even CCP has said they are not working as intended because the stacking penalty is not appying as it should. 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. They are broken (and in my mind should be reverted to the simple melee modules they were previously until they can be fixed) and while when hit detection is on your side they can be countered, they still are used by full squads at a time. While one jumping fool may not be much of a threat, a squad of them is still a very broken and frustratingly broken tactic to deal with; especially for new players.
Having said that, hello Ghost. I've missed sparring with you over the course of my vacation from Dust
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Aeon Amadi
12
|
Posted - 2015.09.18 18:11:00 -
[77] - 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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Baal Omniscient
Qualified Scrub
2
|
Posted - 2015.09.18 19:25:00 -
[78] - Quote
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.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Aeon Amadi
12
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Posted - 2015.09.18 20:06:00 -
[79] - 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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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.18 20:48:00 -
[80] - Quote
Aeon Amadi wrote: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. I agree it is a direct reaction to the item that caused the issue, however I am uncertain that it is an unwarrented reaction. While strafing, sprinting and using cover were all intended for this game, taking off like a bottle rocket when in a face to face gunfight with an opponent was not; and in the opinion of many it breaks the gunplay. An alternate method of accessing areas of the map I am all for, but not one that can completely corrupt the core gunplay. I'm all for tactical play. I'm all for team play. I'm all for opening up the map by allowing people to fit their suits to allow access to whatever parts of the map are available through sacrificing PG/CPU and slots, however I do not see how allowing a module to persist that has such a large impact on fights is justified for that purpose.
A peice of equipment that looks and acts much like the cloak field but instead of turning you invisible boosts your jumping ability while activated would be just fine as long as it was balanced so that it could not be used directly to affect combat. Even applying an inverse penalty of jump speed to jump height so stacked modules produced something of a slow moon jump would be better: hit detection wouldn't be broken as easily, it couldn't be used as an easy means of escaping regular gunplay while simultaneously placing the opponent out of view and giving them easy access to headshots, and it still accomplishes the origional intent of the module which was map accessibility.
While adding dispersion to weapons when airborne sounds good, it doesn't do a lot to change the fact that you can still drop MD rounds all around their feet or spray a constant stream of rounds directly down on them causing most impacts to be headshots. Seperating the modules will call for a replacement of the jump bonus with another bonus or an increase of the melee bonus, the first of which I would be more than happy to take, but it does not fix the issue of the gunplay brought about by the jumping module which would then be it's own module with probably reduced fitting costs due to the loss of the melee bonus. I'm all for solutions that do not harm gunplay, but as long as people can zip overhead in the middle of an engagement I really cannot see it as balanced with the rest of the game.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
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Aeon Amadi
12
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Posted - 2015.09.18 21:00:00 -
[81] - 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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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.18 21:35:00 -
[82] - Quote
Aeon Amadi wrote:How does it hurt gunplay, exactly, for any reason other than hit detection which has been a persistent issue since day one
Baal Omniscient wrote: -snip-
...taking off like a bottle rocket when in a face to face gunfight with an opponent
-snip-
...easy means of escaping regular gunplay while simultaneously placing the opponent out of view and giving them easy access to headshots...
-snip-
...you can still drop MD rounds all around their feet or spray a constant stream of rounds directly down on them causing most impacts to be headshots...
-snip- And yes, hit detection has been an issue since day one. But I do not see a need to prolong the life of a module that has an effect that can be much better balanced either by removing the hit detection issues by slowing it's jump speed or moving/changing it's effect in a way that prevent's it's intended map traversing ability to be used for combat purposes.
As I recall it, melee people said 'buff our mod!' and other people said 'we need to be able to jump over these dumb rails and get around the maps better' and CCP said 'let's do both at once!'. The idea was great, however even after the hotfix the result wasn't 'I can get over the rail now!', it was 'if someone catches me by suprise, I can jump straight up and make them loose LoS and blast them on the way down while they try to spot me!'
CQC is where it's the most noticeable, in fact I'd go as far as to say it's where it's mainly the problem. You sneak up on a scout with myos in a tight space, he jumps straight up, spins and blasts your face with a shotty or knives on the way back down. You sneak up on an assault or logi with them, same deal but typically with explosives. If nothing else and they just have a rifle/SMG/Pistol they still have a very clear shot at your head on the way down and are bound to land some shots on it before they land. It's an instant elevation advantage at the press of a button. In a regular gunfight at 20m you still have a quick way to break off your opponent's damage output on you for a few seconds while they reacquire their target, also quite likely causing them to lose ammo in the clip when you dissapear from in front of them as well as while they try to hit a flying target. Forcing your enemy to waste ammo in his clip and have to try to line up a shot on you again (without even bringing in the hit detection issues) has the same effect as eHP, extending your life expectancy. The intent of jump boosts was not extending life expectancy, it was map traversal at the cost of life expectancy (shield modules). It was tactical troop placement and rooftop clearing, not mega-bunny hops so an opponent could jump over your head and shoot you in the back while you try to follow their ascent to find them.
Basically my argument is: This module is affecting combat and the combat of this game is not balanced to deal with the kind of gameplay this module is inflicting on it. Rather than changing the gameplay to adjust to the module, which would be a much more ardorous task, change the module to adjust to the gameplay. As we've been doing with every single other item in this game since the beta began.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.18 21:47:00 -
[83] - Quote
I'd love to continue this, but I'm living in Finland now and it's 12:45am and I've been drinking since noon. I bid you all a good night o7
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 15:10:00 -
[84] - 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. |
Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.21 15:24:00 -
[85] - 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. I wouldn't say he's being bias about it, it's rather that he see's it as a feature that needs to stay but needs to be balanced. I may not agree with him on the specifics, but we both agree that some changes need to be made to the current way it works to prevent it from being as exploitable as it is. Please don't allow his difference of opinion to not allow you to see his points.
Edit: Meaning Aeon of course, as for my origional post.... Well Ghost is an irritating troll who just likes to start trouble
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
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Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 15:35:00 -
[86] - 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. |
Aeon Amadi
12
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Posted - 2015.09.21 20:54:00 -
[87] - 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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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.21 21:04:00 -
[88] - Quote
I think my idea of adjusting turn speed while flying solves all the problems.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Cline MKP
Moose Knuckle Pros
24
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Posted - 2015.09.21 22:21:00 -
[89] - 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. |
Sir Petersen
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.09.21 23:30:00 -
[90] - Quote
Ghost Kaisar wrote:
For the love of all things good and holy, please get some gun game. You are trash.
Yeah bruv. It takes a lot of skills to jump around and press a button at the same time. Seriously.. Some of you playing this game are born to lose.
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