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Aeon Amadi
12
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Posted - 2015.09.21 23:49:00 -
[91] - 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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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.22 00:41:00 -
[92] - Quote
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.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Aeon Amadi
12
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Posted - 2015.09.22 00:52:00 -
[93] - 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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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.22 00:57:00 -
[94] - Quote
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.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Aeon Amadi
12
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Posted - 2015.09.22 01:03:00 -
[95] - 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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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.22 01:09:00 -
[96] - Quote
Sent request.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.22 01:11:00 -
[97] - Quote
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.
"Anybody order chaos?"
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 02:27:00 -
[98] - 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.. |
Aeon Amadi
12
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Posted - 2015.09.22 02:29:00 -
[99] - 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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Daemonn Adima
Y.A.M.A.H No Context
78
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Posted - 2015.09.22 02:35:00 -
[100] - Quote
I've encountered enough players choosing to play like this to begin a blacklist. Players who consistently play like this should be added. Post their name, corp and offending tactic.
https://forums.dust514.com/default.aspx?g=posts&t=216927&p=3
Don't trade with them, assist them or add them to corps or alliances. Current corps considering talking to these players as they make you look bad. Alliances talk to corps who play like this, they demean your purpose. |
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axis alpha
ScReWeD uP InC
1
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Posted - 2015.09.22 02:38:00 -
[101] - Quote
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.
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 02:39:00 -
[102] - 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 -
[103] - 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. |
Aeon Amadi
12
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Posted - 2015.09.22 02:54:00 -
[104] - 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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Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 02:59:00 -
[105] - 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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Aeon Amadi
12
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Posted - 2015.09.22 03:09:00 -
[106] - 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
|
Cline MKP
Moose Knuckle Pros
31
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Posted - 2015.09.22 03:16:00 -
[107] - 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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Aeon Amadi
12
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Posted - 2015.09.22 03:21:00 -
[108] - 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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Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 03:25:00 -
[109] - 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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Aeon Amadi
12
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Posted - 2015.09.22 03:29:00 -
[110] - 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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IR Scifi
OSG Planetary Operations
197
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Posted - 2015.09.22 03:38:00 -
[111] - Quote
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. |
Cline MKP
Moose Knuckle Pros
31
|
Posted - 2015.09.22 04:03:00 -
[112] - 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 -
[113] - 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. |
Baal Omniscient
Qualified Scrub
2
|
Posted - 2015.09.22 07:45:00 -
[114] - 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. I sincerely hope you pull through well on your tests and stomp out that flu soon, that's quite a stressful week you've got for yourself there.
So of the options proposed (apart from outright removal) we have:
- Add a penalty to the module (potential candidates, not necessarily good ones just listing): > Stamina > Stamina Regen > Speed > Weapon Damage > Increased PG/CPU Cost
- Add a penalty to jump use in match (potential candidates, again just listing): > Stamina Cost Increase > Stamina Regen Reduction > Reduce Turn Speed while Mid-jump > Reduce In Air Speed > Lock Camera While Mid-air > Add Delay When Landing > Add a Wind Up Before Jump > Increase Damage Recieved While Mid-air > Lock Firing While Mid-air > Reduce Accuracy While Mid-air > Reduce RoF While Mid-Air
- Shift the jump bonus to it's own module/equipment > If this is done with seperate modules, the jump bonus module will still need adjustments and the melee module will need a replacement for the jump boost as an additional bonus > If this is done with equipment then additional height could be added in exchange for reduced combat usages, melee modules will still need a replacement bonus
Some combination of things would probably work best. I don't want to remove the jump boost from the game entirely as it opens up the map for more tactical options, I do however want to prevent it from being an overpowering factor in close quarters fights. I could go on and on listing the changes one could make to adjust them, but reaching for ideas will likely just pull even more unfair changes than some of these I've already listed. What do you see as the best and fairest changes or combination of changes to balance this module? Please try to make 3 different paths it could take if you can or come up with 3 of your own ideas. If you look at the 3 best methods for balancing this module from different perspectives, perhaps you can see where the groups involved overlap their choices.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
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axis alpha
ScReWeD uP InC
1
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Posted - 2015.09.22 08:18:00 -
[115] - Quote
I think the myos should keep the ability jump and melee strength. It has one offense ability and that's melee and has another ability and that's a tactical one, getting places that would not normally be accessible such as jumping wall or getting to high places. I think it should be stripped of being able to jump so high and ALSO be able to fire a weapon. But I'm not sure how that could be implemented. Since a lot of players jump and shoot (with out myos)
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.22 08:27:00 -
[116] - Quote
axis alpha wrote:I think the myos should keep the ability jump and melee strength. It has one offense ability and that's melee and has another ability and that's a tactical one, getting places that would not normally be accessible such as jumping wall or getting to high places. I think it should be stripped of being able to jump so high and ALSO be able to fire a weapon. But I'm not sure how that could be implemented. Since a lot of players jump and shoot (with out myos) Any of these would help with the jumping and firing issues:
> Reduce Accuracy While Mid-air > Reduce RoF While Mid-Air > Lock Camera While Mid-air > Reduce Turn Speed while Mid-jump
However it's a matter of which to use and how many to add. If it's your goal to allow normal jumping and shooting for those who don't use jump mods it gets a bit trickier.
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 - 2015.09.22 11:05:00 -
[117] - Quote
Assuming a stamina penalty, what would be a good round-about number?
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Skype: nomistrav
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Cat Merc
Negative-Feedback. Negative-Feedback
18
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Posted - 2015.09.22 11:11:00 -
[118] - Quote
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.
AND THEN STEVE BUSCEMI SHOWS UP ON A FLYING PIG FOR ABSOLUTELY NO REASON
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.22 11:27:00 -
[119] - Quote
Aeon Amadi wrote:Assuming a stamina penalty, what would be a good round-about number? If the goal is to cut the number of jumps available with one bar of stamina, first we'd need to establish what is the acceptable number of jumps one can have. If at 3 myo mods you want one jump available and at one mod you want 3 jumps available then you would probably want to add a %stamina used penalty to each module. If say you have it set to 34% of your stamina used per jump per module, then with 3 modules you would use your entire stamina bar to jump once, at two modules you'd have 2 jumps and at 1 myo you'd have 3 jumps. If you want to make it possible for some suits to jump twice with three then you'll have to find a different formula.
Alternatively you could have it cost xStamina extra per jump allowing for however many jumps you want available with the addition of cardiac regs and add a depleted stamina recharge delay penalty to prevent constant bunny hopping.
If you wanted to completely limit any myo usage you could make it so that myo's immediately drain all stamina after one jump, but I think that's going way too far.
There's a few ways to go about it, but it all really depends on what your goal ultimately is. What end result are you aiming for? More jumps at 3 myo's by sacrificing low slots to cardiac regs or a hard cap to the number of jumps depending on the number of myo mods equipped?
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I GÖú Puppies
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Devadander
Woodgrain Atari
704
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Posted - 2015.09.22 11:54:00 -
[120] - 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.
^ this
We htfu and learned to kill them and this is the new tactic. It's almost impossible to counter with ds3..
And jog on, I'll never use m/kb...
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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