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Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 17:54:00 -
[1] - Quote
For the love of all things good and holy, please stop the MD jumpers. They are trash.
The MD itself isn't bad, really. The Myos are the real problem. Players should not be able to jump about 15-20 ft or more. This is absurd. Can we please do something about this?! |
SLENDER M4N
Abstract Requiem
998
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Posted - 2015.09.15 18:04:00 -
[2] - Quote
I once took out a jumpy mk.0 assault with a shotgun while he was mid air! 162 armor vs a 400+ armor assault can create very interesting results.
Soon to be MP 31B
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.09.15 18:06:00 -
[3] - 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?!
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.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Vicious Minotaur
2
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Posted - 2015.09.15 18:08:00 -
[4] - Quote
Jumping is fun, and its practitioners are as easy to kill with firearms as those kids in that one elementary school.
I am a minotaur.
Beware my poop.
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Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 18:10:00 -
[5] - Quote
Ghost Kaisar wrote: For the love of all things good and holy, please get some gun game. You are trash.
The myos themselves aren't bad, really. These players are the real problem. Players should be able to aim at jumping targets, even if they jump 15-20 ft or more. This is absurd. Can you please do something about this?
You see? Players like you are just plain assholes. Even with the sensitivity maxed, you cannot track these guys. They move too fast. Most of my deaths have been from MD jumpers. I can take em out easily from a distance but when a flood of bunny hoppers comes rushing at you and MD rounds are flying EVERYWHERE, there isn't anything you can do.
p.s. I bet you are one of these bunny hopping scrubs, huh? |
Onesimus Tarsus
is-a-Corporation
3
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Posted - 2015.09.15 18:11:00 -
[6] - Quote
Wow. Four posts in a row that make me wish I'd never heard of this game, for four different reasons.
There are four main races in DUST514: The Amarr, bla, bla, and bla.
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Regnier Feros
Pielords
685
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Posted - 2015.09.15 18:15:00 -
[7] - Quote
bench press
ZariaOwnsWhips
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.09.15 18:16:00 -
[8] - Quote
Cline MKP wrote:Ghost Kaisar wrote: For the love of all things good and holy, please get some gun game. You are trash.
The myos themselves aren't bad, really. These players are the real problem. Players should be able to aim at jumping targets, even if they jump 15-20 ft or more. This is absurd. Can you please do something about this?
You see? Players like you are just plain assholes. Even with the sensitivity maxed, you cannot track these guys. They move too fast. Most of my deaths have been from MD jumpers. I can take em out easily from a distance but when a flood of bunny hoppers comes rushing at you and MD rounds are flying EVERYWHERE, there isn't anything you can do. p.s. I bet you are one of these bunny hopping scrubs, huh?
That post was satire.
See how easy it is to complain about something?
You're complaining that people with jumps are impossible to hit. I used the exact same sentence structure to show that your same argument can easily be made for the reverse side.
At the end of the day, you can't stop someone from running those fits, or the fact that Myos are practically here to stay (Especially since they were patched to where CCP wanted them).
So STFU, HTFU, and learn to aim and deal with it. The fact that these things aren't being spammed in PC is proof enough that they aren't "Impossible to hit". They have drawbacks, you just aren't exploiting them.
And no, I don't have a bunny hopping fit. You are probably new here, but I'm a fairly well known Minmatar Scout enthusiast. I have fun by grabbing my Nova Knives and stabbing idiots in the back. Watch your six o' clock or die.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Summa Militum
Art.of.Death Smart Deploy
749
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Posted - 2015.09.15 18:17:00 -
[9] - 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?
How about you pull your head out your ass and think it through?
I agree with you that people need to pay attention more when a jumpy comes around and they need to work to develop the necessary skill to shoot them but when you have an Armor stacked jumpy whose Mass Driver can out DPS you the ability to shoot the jumpy isn't going to help you unless you are able to shoot them with a Plasma Cannon. |
axis alpha
ScReWeD uP InC
966
|
Posted - 2015.09.15 18:19:00 -
[10] - 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. 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.
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.09.15 18:20:00 -
[11] - Quote
Summa Militum 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? How about you pull your head out your ass and think it through? I agree with you that people need to pay attention more when a jumpy comes around and they need to work to develop the necessary skill to shoot them but when you have an Armor stacked jumpy whose Mass Driver can out DPS you the ability to shoot the jumpy isn't going to help you unless you are able to shoot them with a Plasma Cannon.
The suit has major drawbacks and vulnerabilities.
Find them and exploit them.
If these things were really so hard to fight against, they would be spammed in PC.
They aren't for a reason.
Remember way back when? With the RR gallente sentinels?
Everyone complained about how OP they were and offered no counterplay?
Same situation. They HAVE weakness. Exploit them. They didn't work in PC because we all knew how to counter them.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Cline MKP
Moose Knuckle Pros
10
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Posted - 2015.09.15 18:21:00 -
[12] - Quote
As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon? |
Sequal's Back
Dead Man's Game
1
|
Posted - 2015.09.15 18:23:00 -
[13] - Quote
I must agree with the OP.. These jumpy MD are unbearable. The spam is real, and the hit detection is broken. Most of the time they won't take damage while in mid air and will spam you with so many rounds of MD that you wont be able to see anything.
It's a trash technique for people with no gungame who found a new way to kill as they don't know how to do it properly.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.09.15 18:23:00 -
[14] - 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.
Here is an article you should read.
Adapt and overcome. As I've said earlier in this thread, there is counterplay to this suit.
People who are using these suits are exploiting the fact that a good 60% of this community can't aim decently.
Against decent players, they get melted. A Duvolle at 30m will absolutely melt someone who tries to jump. MD has crappy DPS at range.
Don't make the mistake of trying to get right on top of them. The jump will take them out of your ability to aim up, and they can just jump on your head over and over until you die.
Give them some space, and mow them down.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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axis alpha
ScReWeD uP InC
966
|
Posted - 2015.09.15 18:27:00 -
[15] - Quote
Ghost Kaisar wrote: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. Here is an article you should read.Adapt and overcome. As I've said earlier in this thread, there is counterplay to this suit. People who are using these suits are exploiting the fact that a good 60% of this community can't aim decently. Against decent players, they get melted. A Duvolle at 30m will absolutely melt someone who tries to jump. MD has crappy DPS at range. Don't make the mistake of trying to get right on top of them. The jump will take them out of your ability to aim up, and they can just jump on your head over and over until you die. Give them some space, and mow them down.
i understand what you are saying and i agree but what im saying is that sometimes and very rarely its unbeatable. its not smart to run that fit and its not very effective to win a battle but its still annoying af.
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.15 18:29:00 -
[16] - 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 think it is the horrible sensitivity and the way aim assist works that make it REALLY bad.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Cline MKP
Moose Knuckle Pros
10
|
Posted - 2015.09.15 18:30:00 -
[17] - Quote
Look, I know it can be beaten. I have done it.
Tec N9ne is a prime example of asshattery.
He will jump through city maps, flinging MD rounds like its noboby's business and trying to deal 800+ dmg before he jumps again is tough. A guy in my squad, along with myself were shooting him and he got both of us.
Tell me how he can melt a proto sent and a std commando with relative ease? You can't run from splash dmg. As I said, he just jumps from building to building, like its nothing. |
Sequal's Back
Dead Man's Game
1
|
Posted - 2015.09.15 18:30:00 -
[18] - Quote
If you think this tactic isn't used in PC, then you should play against academy inferno Kaisar.
These POS can only spam jumpy Agimus MD that spit core grenades everywhere. And it works! The lag gets terrible, and you can't do anything against them because of lags and hit detections...
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Ghost Kaisar
Fatal Absolution
12
|
Posted - 2015.09.15 18:33:00 -
[19] - Quote
Sequal's Back wrote:If you think this tactic isn't used in PC, then you should play against academy inferno Kaisar.
These POS can only spam jumpy Agimus MD that spit core grenades everywhere. And it works! The lag gets terrible, and you can't do anything against them because of lags and hit detections...
lol, they run that versus groups they know it will work against.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
|
Posted - 2015.09.15 18:45:00 -
[20] - Quote
Are you sure myos are OP?
Are you sure these guys using them wouldnt kill you anyway if they were using another fit?
Are you sure you arent just fixating on myos and getting butthurt about them because thats the most obvious part of the fitting?
Like many have said here, if you have an even mediocre gun game like myself you can absolutely massacre myofibril fits 99 times out of 100.
Myofibrils are actually nerfing your fitting in general use unless you situationally exploit positioning with them (which is the point of them, after all).
If you are getting killed consistently by a myo fit, theres a pretty good chance you'd lose to the same person in a non myo fit. In fact that player would almost certainly be more dangerous without them. |
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Thumb Green
2
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Posted - 2015.09.15 18:48:00 -
[21] - 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?
Except in cqc they're nearly impossible to track, my controller literally can't keep up on sensitivity settings that don't screw me up as I switch fits with different weapons that all turn at different rates.
If the drawback of having less HP, as some will point out, had any real significance we wouldn't see so many grasshoppers.
Trying to bring the slayer logi back.... unsuccessfully so far.
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Count- -Crotchula
TasteTheTamsen
1
|
Posted - 2015.09.15 18:56:00 -
[22] - 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.
lol anyone saying get gungame is a ******* idiot,
I had some prick earlier called ELITE QC who, every time he realised he was losing a fire-fight, would run at me and do 1300 damage with a ******* melee attack.
People literally STOP shooting in a first person SHOOTER to melee you.
You COULD skill up all your weapons, fit your guy perfectly and be the best aim in the world, OR just use the ******* melee attack and kill someone in one hit.
gungame means NOTHING in a game FULL of one hit kill scrub weapons gungame means NOTHING in a game which allows bad players to get easy kills.
you do not need gungame in DUST, just camp, be annoying, spam explosive weapons, spam one hit kill weapons.
gungame doesn't even ******* come into it, DUST is a sandbox lobby shooter where you can literally sit on the top of the map and spam a grenade launcher if you want.
or you can jump 50 feet in the air
this is not a serious game this is not a serious shooter
this game is a joke.
"you are pathetic little fat bald man sitting on the chair with chinese controller". -4lbert wesker
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.09.15 18:58:00 -
[23] - 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 go back in time and start playing Quake Arena. Jumpy, funny, merry-go-round mechanics are trash in a tactical shooter ground combat game. The players themselves aren't bad, really. The juvenile mentality of console kiddies are the real problem. Players should be able to accomplish tasks without jumping 15-20 ft or more. This is absurd. Can you please cancel DUST and make the d*mn game you were trying to make in the first place? Here you go, take this guide and be enlightened.
FIFY.
CCP logic GÇô We fix what doesn't need breaking.
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Count- -Crotchula
TasteTheTamsen
1
|
Posted - 2015.09.15 18:59:00 -
[24] - Quote
Sequal's Back wrote:If you think this tactic isn't used in PC, then you should play against academy inferno Kaisar.
These POS can only spam jumpy Agimus MD that spit core grenades everywhere. And it works! The lag gets terrible, and you can't do anything against them because of lags and hit detections...
wow they sound like a great group of people.
academy inferno are cannon fodder, they are NPC, I didn't even think they were a real corp for a few years.
and if anybody seriously goes through the effort of setting up a PC, possibly having a good match against people who came for a good match and then spams mass drivers, should be banned from ever playing "competitively".
Why do the same trash in pubs in PC? That goes against the point of even playing a PC match.
What utter, utter scrubs.
"you are pathetic little fat bald man sitting on the chair with chinese controller". -4lbert wesker
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Asad Thahab-Jabal
Incorruptibles
65
|
Posted - 2015.09.15 19:04:00 -
[25] - Quote
Myofib MD and flaylock jumping is cancer. Please balance the myofib, Rattati. Tone down the jump height by a noticeable amount. |
Ghost Kaisar
Fatal Absolution
12
|
Posted - 2015.09.15 19:16:00 -
[26] - Quote
Operative 1174 Uuali 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 go back in time and start playing Quake Arena. Jumpy, funny, merry-go-round mechanics are trash in a tactical shooter ground combat game. The players themselves aren't bad, really. The juvenile mentality of console kiddies are the real problem. Players should be able to accomplish tasks without jumping 15-20 ft or more. This is absurd. Can you please cancel DUST and make the d*mn game you were trying to make in the first place? Here you go, take this guide and be enlightened. FIFY.
Not gonna lie.
I loved games like Quake and Tribes.
I'm used to far worse than this.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Ghost Kaisar
Fatal Absolution
12
|
Posted - 2015.09.15 19:19:00 -
[27] - Quote
Count- -Crotchula wrote: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. lol anyone saying get gungame is a ******* idiot, I had some prick earlier called ELITE QC who, every time he realised he was losing a fire-fight, would run at me and do 1300 damage with a ******* melee attack. People literally STOP shooting in a first person SHOOTER to melee you. You COULD skill up all your weapons, fit your guy perfectly and be the best aim in the world, OR just use the ******* melee attack and kill someone in one hit. gungame means NOTHING in a game FULL of one hit kill scrub weapons gungame means NOTHING in a game which allows bad players to get easy kills. you do not need gungame in DUST, just camp, be annoying, spam explosive weapons, spam one hit kill weapons. gungame doesn't even ******* come into it, DUST is a sandbox lobby shooter where you can literally sit on the top of the map and spam a grenade launcher if you want. or you can jump 50 feet in the air this is not a serious game this is not a serious shooter this game is a joke.
I'm not disagreeing.
But these guys need to learn it somewhere. Gungame isn't exactly vital to Dust, but it sure will put you above a lot of people VERY quickly.
I came back to Dust after a good 3 month hiatus and was still surprised at how some people still hadn't learned that stafing+shooting is 10x better than shooting and standing still.
like wtf.
That being said, real gun game exists somewhere between Arma and CS.
You gotta have that strafe, recoil control, and situational awareness.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.15 19:30:00 -
[28] - Quote
Sequal's Back wrote:I must agree with the OP.. These jumpy MD are unbearable. The spam is real, and the hit detection is broken. Most of the time they won't take damage while in mid air and will spam you with so many rounds of MD that you wont be able to see anything.
It's a trash technique for people with no gungame who found a new way to kill as they don't know how to do it properly. Sounds just like core spam to me .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Dont-be-a-D1CK
Dead Man's Game
237
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Posted - 2015.09.15 19:35:00 -
[29] - Quote
The Jumpy fits are being utilised in PC much more than you seem to think Ghost, and not just stomps but in competetive battles they see some use and can have one hell of an impact, as you are dealing with a squad on the ground and some hero comes flying over you spamming MD/PLC/FP, Gal fits keep the most speed+HP using them and seem the go-to though Min can do it just as well with less tank and more speed. They have counters but I do think they imbalance gameplay...
As for the get gungame responses.. this applies to 99% of the Dust playerbase
Working your WASD while popping skulls, or playing ballerina with a DS3 and AA is hardly "gungame"
Sure it works, but the simple fact is some gamers want to play, not tryhard and Dust mechanics punish one side of that
Looking to fuel blood, sweat and precious tear production ??
Apply to Corp "anything that moves"
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.09.15 19:48:00 -
[30] - Quote
Dont-be-a-D1CK wrote:The Jumpy fits are being utilised in PC much more than you seem to think Ghost, and not just stomps but in competetive battles they see some use and can have one hell of an impact, as you are dealing with a squad on the ground and some hero comes flying over you spamming MD/PLC/FP, Gal fits keep the most speed+HP using them and seem the go-to though Min can do it just as well with less tank and more speed. They have counters but I do think they imbalance gameplay...
As for the get gungame responses.. this applies to 99% of the Dust playerbase
Working your WASD while popping skulls, or playing ballerina with a DS3 and AA is hardly "gungame"
Sure it works, but the simple fact is some gamers want to play, not tryhard and Dust mechanics punish one side of that
One guy =/= spam
Its a niche fit with a set of strengths and weaknesses.
One guy running it can be valuable. You can get into areas others can't access and lay down some wicked area denial.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
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maybe deadcatz
the nomercs
745
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Posted - 2015.09.15 19:56:00 -
[31] - Quote
Or you could come to the dark side(get your own myos) and wreck the jumpy massdriver with his own tactics (and equip one hit kill weapons).
EXPLANTION: get myos,get shotgun or nova knives(you know where this is going,I WILL knife a jumper out of the air one day)
And just Sprint jump into their descent arc,one hit kill them,procced to collect rage tears and salt in a bucket as they pull out some classic tryhard fit.
'Perhaps fate will bless us,before this world opens its maw and swallows us'-space pirate encrypted log.
They all died.
|
Regnier Feros
Pielords
685
|
Posted - 2015.09.15 20:19:00 -
[32] - Quote
Ghost Kaisar wrote: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. Here is an article you should read.Adapt and overcome. As I've said earlier in this thread, there is counterplay to this suit. People who are using these suits are exploiting the fact that a good 60% of this community can't aim decently. Against decent players, they get melted. A Duvolle at 30m will absolutely melt someone who tries to jump. MD has crappy DPS at range. Don't make the mistake of trying to get right on top of them. The jump will take them out of your ability to aim up, and they can just jump on your head over and over until you die. Give them some space, and mow them down.
We need to squad up sometime
ZariaOwnsWhips
|
StoneSmasher Drugga
Corrosive Synergy No Context
134
|
Posted - 2015.09.15 21:01:00 -
[33] - Quote
I think they are more annoying than over powered. That said, making those high jumps cost more stamina might be a good idea.
There is no evil greater than hyperbole.
|
Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
|
Posted - 2015.09.16 00:05:00 -
[34] - Quote
Count- -Crotchula wrote:
Why do the same trash in pubs in PC? That goes against the point of even playing a PC match.
What utter, utter scrubs.
They would argue you down and tell you that they do it in pubs to practice for PC matches , seems like their not lying but your last statement sums it up for everyone .
I've had a discussion with a few and that's what they told me .
At least their consistent .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
|
Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
|
Posted - 2015.09.16 00:08:00 -
[35] - Quote
StoneSmasher Drugga wrote:I think they are more annoying than over powered. That said, making those high jumps cost more stamina might be a good idea. It kind of does already , you really can't do much without at least one complex stamina .
I've tried to use lesser and it's just not the same .
I'm just surprised that you don't see more Amarr scouts doing this with that stamina boost they get .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
|
Mex-0
Corrosive Synergy
873
|
Posted - 2015.09.16 01:04:00 -
[36] - 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.
LOL STFU Ghost, I bet - Oh wait nvm.
HELLO
|
4lbert Wesker
Standby Retaliation
486
|
Posted - 2015.09.16 01:09:00 -
[37] - 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.
I see you enjoy with jumping and shooting with MD :) It's not matter of gun game because you can't expect new player to counter that. Really it's easy to say "git gud" rather than remove jumping mods DUST 514 DON'T ******* NEED!!!!!!!
WESKER S.T.A.R.S. is not my corporation!
|
Ghost Kaisar
Fatal Absolution
13
|
Posted - 2015.09.16 01:43:00 -
[38] - Quote
Regnier Feros wrote:Ghost Kaisar wrote: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. Here is an article you should read.Adapt and overcome. As I've said earlier in this thread, there is counterplay to this suit. People who are using these suits are exploiting the fact that a good 60% of this community can't aim decently. Against decent players, they get melted. A Duvolle at 30m will absolutely melt someone who tries to jump. MD has crappy DPS at range. Don't make the mistake of trying to get right on top of them. The jump will take them out of your ability to aim up, and they can just jump on your head over and over until you die. Give them some space, and mow them down. We need to squad up sometime
Pubchat is LOLFA
I'll be on tonight
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
|
Ghost Kaisar
Fatal Absolution
13
|
Posted - 2015.09.16 01:45:00 -
[39] - Quote
4lbert Wesker 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. 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. I see you enjoy with jumping and shooting with MD :) It's not matter of gun game because you can't expect new player to counter that. Really it's easy to say "git gud" rather than remove jumping mods DUST 514 DON'T ******* NEED!!!!!!!
I don't know about you, but I personally love the variety of tactics present in this game.
Subtracting options available to players is something that should only be done if it is blatantly overpowered or exploitable.
I'm saying that it isn't, and thus should be left.
As I mentioned earlier, I'm primarily a rifleman/nova knife scout. I typically don't run super jumpy fits with mass drivers.
I run jumpy fits with Min Scouts for mobility. Nothing like being able to jump over heavies heads when you're surprised.
Re-Retired PC Scout. I miss the old days ;_;
If you see me on Dust, my computer must be dead.
|
Sicerly Yaw
Corrosive Synergy No Context
1
|
Posted - 2015.09.16 02:08:00 -
[40] - Quote
Cline MKP wrote:As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon?
3 myos doesnt take up 5 high slots thats how
click here if you are making a new account and want some free BPO's
|
|
Sicerly Yaw
Corrosive Synergy No Context
1
|
Posted - 2015.09.16 02:09:00 -
[41] - Quote
Ghost Kaisar wrote:4lbert Wesker 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. 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. I see you enjoy with jumping and shooting with MD :) It's not matter of gun game because you can't expect new player to counter that. Really it's easy to say "git gud" rather than remove jumping mods DUST 514 DON'T ******* NEED!!!!!!! I don't know about you, but I personally love the variety of tactics present in this game. Subtracting options available to players is something that should only be done if it is blatantly overpowered or exploitable. I'm saying that it isn't, and thus should be left. As I mentioned earlier, I'm primarily a rifleman/nova knife scout. I typically don't run super jumpy fits with mass drivers. I run jumpy fits with Min Scouts for mobility. Nothing like being able to jump over heavies heads when you're surprised.
anyone complaining needs to try it out themselves as I get the feeling all of the negative comments are being made out of ignorance
click here if you are making a new account and want some free BPO's
|
Andris Kronis
WarRavens Imperium Eden
103
|
Posted - 2015.09.16 04:35:00 -
[42] - Quote
I've got MD to 5 and Myofibs levelled up also, but I've never played a jumpy MD Min Assault or similar.
Can someone link me a fit so I can go have some jumpy fun?
I've got Min Assault and Amarr Assault to 5 and max core skills so I'm interested to see how it plays out.... so to speak.
I'm pretty impartial as things go but I'm more than happy to rant at something I think is broken. So link me a fit and see me rant .. or not.
Yes, my name is Latvian, I know .... well done.
Would you like a cookie?
FC in Training.
|
Leither Yiltron
0uter.Heaven
1
|
Posted - 2015.09.16 04:37:00 -
[43] - 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.
But Ghost, what does a link to a guide detailing how to further scrubify yourself have to do with your evident and inarguable gungame?
Have a pony
|
JIMvc2
KILL-EM-QUICK Rise Of Legion.
1
|
Posted - 2015.09.16 04:41:00 -
[44] - Quote
Cline MKP wrote:Ghost Kaisar wrote: For the love of all things good and holy, please get some gun game. You are trash.
The myos themselves aren't bad, really. These players are the real problem. Players should be able to aim at jumping targets, even if they jump 15-20 ft or more. This is absurd. Can you please do something about this?
You see? Players like you are just plain assholes. Even with the sensitivity maxed, you cannot track these guys. They move too fast. Most of my deaths have been from MD jumpers. I can take em out easily from a distance but when a flood of bunny hoppers comes rushing at you and MD rounds are flying EVERYWHERE, there isn't anything you can do. p.s. I bet you are one of these bunny hopping scrubs, huh?
My sensitivity is both X and Y 100% and Its easy to kill those try hard jumpers. Too fast = I dont know what you smoking but they are easy targets for me.
Why did the white girl cross the road? To get to Starbucks. <-- My GF will kill me if I ask her that lol :)
|
CallMeNoName
PIXXXIE
81
|
Posted - 2015.09.16 04:44:00 -
[45] - Quote
Ghost Kaisar wrote:Cline MKP wrote:Ghost Kaisar wrote: For the love of all things good and holy, please get some gun game. You are trash.
The myos themselves aren't bad, really. These players are the real problem. Players should be able to aim at jumping targets, even if they jump 15-20 ft or more. This is absurd. Can you please do something about this?
You see? Players like you are just plain assholes. Even with the sensitivity maxed, you cannot track these guys. They move too fast. Most of my deaths have been from MD jumpers. I can take em out easily from a distance but when a flood of bunny hoppers comes rushing at you and MD rounds are flying EVERYWHERE, there isn't anything you can do. p.s. I bet you are one of these bunny hopping scrubs, huh? That post was satire. See how easy it is to complain about something? You're complaining that people with jumps are impossible to hit. I used the exact same sentence structure to show that your same argument can easily be made for the reverse side. At the end of the day, you can't stop someone from running those fits, or the fact that Myos are practically here to stay (Especially since they were patched to where CCP wanted them). So STFU, HTFU, and learn to aim and deal with it. The fact that these things aren't being spammed in PC is proof enough that they aren't "Impossible to hit". They have drawbacks, you just aren't exploiting them. And no, I don't have a bunny hopping fit. You are probably new here, but I'm a fairly well known Minmatar Scout enthusiast. I have fun by grabbing my Nova Knives and stabbing idiots in the back. Watch your six o' clock or die.
Not when I shift into.... MAXIMUM OVER-DAMAGE CONTROL!
Core Nades can't melt Amarr Sentinels.
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Leovarian L Lavitz
TRAILS AND TRIBULATIONS No Context
1
|
Posted - 2015.09.16 05:21:00 -
[46] - Quote
I kill MD bunnies quote often.
Youtube: Dust 514 - You should Have Worn Proto
One V One Emperor
|
Vicious Minotaur
2
|
Posted - 2015.09.16 05:24:00 -
[47] - Quote
Leovarian L Lavitz wrote:I kill MD bunnies quote often.
Wordicide is bad, m'kay?
I am a minotaur.
Beware my poop.
|
Aeon Amadi
12
|
Posted - 2015.09.16 05:45:00 -
[48] - Quote
If we're actually going to nerf the Myos, hear me out for a second.
They're working as designed. The initial design was three complex myos being able to get you on top of a large crate and they do just that. Now, obviously Mass Drivers and what not are a pain to deal with but nerfing the jump height isn't going to stop that and it certainly isn't going to stop anyone from taking a dropship and perching up on a roof (which myos sort of counter in certain places like the Biomass outpost socket if you know a little parkour).
So, that being said, here's my proposals:
a) Separate Myo's melee and jump height. They should be separate modules. Having that much melee power -and- jump height is a little ridiculous. b) Add a stamina total or stamina regen penalty. This would make total sense (greater cost of the myo biotic effects) and might even encourage some players to run Cardiac Regulators, further adding to the cost of running a biotic build.
I'd like for myos to maintain their functionality but perhaps come with a bit more cost so that they're more situational for cover busting and not spammed for easy splash damage kills.
Negative Introspection - Aeon's CPM Blog
|
Bar Be
Circle of Huskarl Minmatar Republic
159
|
Posted - 2015.09.16 06:15:00 -
[49] - 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.
I like this.
I like the access and freedom the myos can give you, but CQ bunny hopping is BS. I'm not crying about it, I just don't like it. |
Leovarian L Lavitz
TRAILS AND TRIBULATIONS No Context
1
|
Posted - 2015.09.16 06:20:00 -
[50] - Quote
Vicious Minotaur wrote:Leovarian L Lavitz wrote:I kill MD bunnies quote often.
Wordicide is bad, m'kay? On cell phone
Youtube: Dust 514 - You should Have Worn Proto
One V One Emperor
|
|
The Eristic
Hostile Takeovers
1
|
Posted - 2015.09.16 08:30:00 -
[51] - Quote
Aeon Amadi wrote:If we're actually going to nerf the Myos, hear me out for a second.
Is there a way to make heavy armor severely affect myo performance? The jump game has shifted from all-biotic Cal and Min jumpers to plated-out Gal and especially Amarr Assaults, which are much more of a problem.
Recruiting PC mercs!
Pub chat: Blatant Hostility
|
4lbert Wesker
Standby Retaliation
486
|
Posted - 2015.09.16 10:06:00 -
[52] - 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.
So,what about removing them entirely from the game?We don't need it,this is not Titanfall or Halo
WESKER S.T.A.R.S. is not my corporation!
|
Slim Winning
Grade No.2
190
|
Posted - 2015.09.16 11:12:00 -
[53] - Quote
Its CCP logic!
Strafing horizontally 7m/s needed to be nerfed. Because it was just an exploit of poor tracking ad hit detection.
BUT, strafing vertically 20m/s is totally okay... |
Mejt0
Made in Poland... E-R-A
2
|
Posted - 2015.09.16 11:19:00 -
[54] - Quote
Yes they are broke. Using jumpy minmando with Agimus is the easiet thing in this game. And I'm using it quite often. CCP won't fix it beacuse they can't (dat primary school didn't teach them anything)
Enjoy easy tactics!
Modern society is lacking in empathy
|
pegasis prime
Darken's Forge and Trade
2
|
Posted - 2015.09.16 12:30:00 -
[55] - Quote
There is no problem with the myos . if I can strap 3 of them to my cal scout and track with my rail rifle mid jump the surly you can track a bouncing target....or would you prefer everyone lines up and just walks strait at you I hate to say it but you'll just have to like it lump it or just get better at aiming .
Proud Caldari purist .
I fought and bled for the State on Caldari prime.
|
Starlight Burner
Black Screen Adaptation.
516
|
Posted - 2015.09.16 14:29:00 -
[56] - Quote
Count- -Crotchula wrote: gungame means NOTHING in a game FULL of one hit kill scrub weapons gungame means NOTHING in a game which allows bad players to get easy kills.
you do not need gungame in DUST, just camp, be annoying, spam explosive weapons, spam one hit kill weapons.
gungame doesn't even ******* come into it, DUST is a sandbox lobby shooter where you can literally sit on the top of the map and spam a grenade launcher if you want.
or you can jump 50 feet in the air
this is not a serious game this is not a serious shooter
this game is a joke.
^^^^^^^^^^^^^^^^
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
|
Slim Winning
Grade No.2
190
|
Posted - 2015.09.16 14:47:00 -
[57] - Quote
pegasis prime wrote:There is no problem with the myos . if I can strap 3 of them to my cal scout and track with my rail rifle mid jump the surly you can track a bouncing target....or would you prefer everyone lines up and just walks strait at you I hate to say it but you'll just have to like it lump it or just get better at aiming .
Nothing in the game can track that fast. That's the problem.
And, you can fire 5-6 MD round before you land... and then punch with the strength of a forge gun.
It at least eeds to be its own module. ! module one skill
Don't ever tell 8213 he needs to be better at anythig |
ZeroGeass
Random Gunz Rise Of Legion.
28
|
Posted - 2015.09.16 14:53:00 -
[58] - Quote
Well i used to have a problem with them too when it first came out, but totally got used to it now. When they jump, just run toward them or at least get near them becuz most of the time they will land in front of u, and may receive their own splash damage. this work with my scout and heavy, im not an assault but i pretty sure it works
Zerogeass, Endlessblack, Mercenary Anti-Armor, Militia Dust Guard=ME the Noob
|
pegasis prime
Darken's Forge and Trade
2
|
Posted - 2015.09.16 15:10:00 -
[59] - Quote
Slim Winning wrote:pegasis prime wrote:There is no problem with the myos . if I can strap 3 of them to my cal scout and track with my rail rifle mid jump the surly you can track a bouncing target....or would you prefer everyone lines up and just walks strait at you I hate to say it but you'll just have to like it lump it or just get better at aiming . Nothing in the game can track that fast. That's the problem. And, you can fire 5-6 MD round before you land... and then punch with the strength of a forge gun. It at least eeds to be its own module. ! module one skill Don't ever tell 8213 he needs to be better at anythig
Dude I hope you don't come across me in my hopper fit I don't use explosives only caldari teck so I'm pretty much bouncing up and down while tracking with my rail rifle, bolt pistol, mag sec or knives and if I can down targets while mid air surly they could hit me as well . oh an I love the sig .
Proud Caldari purist .
I fought and bled for the State on Caldari prime.
|
DiablosMajora
284
|
Posted - 2015.09.16 19:52:00 -
[60] - Quote
Aeon Amadi wrote: Separate Myo's melee and jump height. They should be separate modules Yes, there needs to be more variety and this line of thinking is constructive.
Prepare your angus
|
|
4lbert Wesker
Standby Retaliation
487
|
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!
|
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
|
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.
|
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
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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
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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
|
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
|
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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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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!
|
Cline MKP
Moose Knuckle Pros
31
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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axis alpha
ScReWeD uP InC
1
|
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)
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
|
Baal Omniscient
Qualified Scrub
2
|
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
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
|
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?
Negative Introspection - Aeon's CPM Blog
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
|
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?
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.
|
Devadander
Woodgrain Atari
704
|
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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JEDI LORD HOTH
8
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Posted - 2015.09.22 12:37:00 -
[121] - Quote
Cris X Cross makes ya wanna JUMP...JUMP.
daddy mack a make ya JUMP...JUMP...
Myo's make ya wanna JUMP...JUMP...
Cris X Cross with an MD JUMP...JUMP...
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Asad Thahab-Jabal
Incorruptibles
98
|
Posted - 2015.09.22 14:08:00 -
[122] - Quote
Aeon Amadi wrote:Assuming a stamina penalty, what would be a good round-about number? I would propose a penalty to stamina regen only. 30% reduction to stamina regen rate at proto level? This would prevent MinAssault myofibbers from being able to jump as often, offering an increased window of vulnerability.
Max stamina can remain the same, as far as I'm concerned.
Ripley Riley is on safari until Oct 9th. I will represent him until he returns.
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Daemonn Adima
Y.A.M.A.H No Context
79
|
Posted - 2015.09.22 15:25:00 -
[123] - Quote
Mejt0 wrote:Yes they are broke. Using jumpy minmando with Agimus is the easiet thing in this game. And I'm using it quite often. CCP won't fix it beacuse they can't (dat primary school didn't teach them anything)
Enjoy easy tactics!
^ this. I rest my case. |
Aeon Amadi
12
|
Posted - 2015.09.22 19:05:00 -
[124] - Quote
Cat Merc wrote:Here's an idea!
Increase the game's tiny ass field of view so you can see targets that are slightly elevated when you're aiming at head level. Then you can retaliate against the easy floating targets who can't change their direction. Seriously this game has an FOV of like 40.
Do you want narrow FoV and 20-25 FPS or do you want 110 FoV and 10-15 FPS?
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Asad Thahab-Jabal
Incorruptibles
105
|
Posted - 2015.09.22 19:12:00 -
[125] - Quote
Aeon Amadi wrote:20-25 FPS OH OH! How do we get that 20 - 25 FPS?
Ripley Riley is on safari until Oct 9th. I will represent him until he returns.
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IR Scifi
OSG Planetary Operations
198
|
Posted - 2015.09.22 21:41:00 -
[126] - Quote
Asad Thahab-Jabal wrote:Aeon Amadi wrote:Assuming a stamina penalty, what would be a good round-about number? I would propose a penalty to stamina regen only. 30% reduction to stamina regen rate at proto level? This would prevent MinAssault myofibbers from being able to jump as often, offering an increased window of vulnerability. Max stamina can remain the same, as far as I'm concerned.
I'm not anything close to a numbers guy but that sounds like it might be a touch too strong. Can anyone math that out for what you'd get for regen at triple stacked proto on a minass?
If not I'll see if I can do the math later tonight (but it'll probably be wrong). |
Cat Merc
Negative-Feedback. Negative-Feedback
18
|
Posted - 2015.09.23 04:12:00 -
[127] - Quote
Asad Thahab-Jabal wrote:Aeon Amadi wrote:20-25 FPS OH OH! How do we get that 20 - 25 FPS? You stare directly at the ground with the simplest weapon model in hand (probably a flux grenade or nova knives).
That's how CCP tests their frame rate.
AND THEN STEVE BUSCEMI SHOWS UP ON A FLYING PIG FOR ABSOLUTELY NO REASON
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Cat Merc
Negative-Feedback. Negative-Feedback
18
|
Posted - 2015.09.23 04:13:00 -
[128] - Quote
Aeon Amadi wrote:Cat Merc wrote:Here's an idea!
Increase the game's tiny ass field of view so you can see targets that are slightly elevated when you're aiming at head level. Then you can retaliate against the easy floating targets who can't change their direction. Seriously this game has an FOV of like 40. Do you want narrow FoV and 20-25 FPS or do you want 110 FoV and 10-15 FPS? Option 3: PS4/PC port with 60FPS AND 100 FOV!
AND THEN STEVE BUSCEMI SHOWS UP ON A FLYING PIG FOR ABSOLUTELY NO REASON
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Ghost Kaisar
Fatal Absolution
13
|
Posted - 2015.09.23 12:13:00 -
[129] - Quote
JEDI LORD HOTH wrote:Cris X Cross makes ya wanna JUMP...JUMP.
Points for the music quote
Double points for the Hoth username.
I take it you have read the Bane Series?
Re-Retired PC Scout. I miss the old days ;_;
Wanna play EVE? 30 day trial here
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Ghost Kaisar
Fatal Absolution
13
|
Posted - 2015.09.23 12:16:00 -
[130] - 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)
Yeah, stick to your guns Amadi!
Re-Retired PC Scout. I miss the old days ;_;
Wanna play EVE? 30 day trial here
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LOL KILLZ
LulKlz
377
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Posted - 2015.09.23 14:52:00 -
[131] - Quote
Cline MKP wrote:As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon? Core skills maxed with Proto equipment
\0/
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Cline MKP
Moose Knuckle Pros
37
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Posted - 2015.09.23 15:31:00 -
[132] - Quote
LOL KILLZ wrote:Cline MKP wrote:As I previously stated, I can kill them from a distance. If they are anywhere close, it's no contest. I saw a Caldari CK.0 with 500+ shields jumping like tigger!
Before you say anything, I can run assault ck.0 and logi ck.0 on my other profile. Please explain how you can get your shields that high and still jump to the moon? Core skills maxed with Proto equipment Mine are... Sheilds, shield extenders...
The Moose is unforgiving. The Moose is unflinching.
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JEDI LORD HOTH
9
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Posted - 2015.09.23 19:45:00 -
[133] - Quote
Ghost Kaisar wrote:JEDI LORD HOTH wrote:Cris X Cross makes ya wanna JUMP...JUMP. Points for the music quote Double points for the Hoth username. I take it you have read the Bane Series?
Yep. I'd bang that Sith $lut Githany all day.
daddy mack a make ya JUMP...JUMP...
Myo's make ya wanna JUMP...JUMP...
Cris X Cross with an MD JUMP...JUMP...
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BARAGAMOS
Kinsho Swords Caldari State
223
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Posted - 2015.09.23 20:20:00 -
[134] - Quote
Ghost Kaisar wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) Yeah, stick to your guns Amadi!
Remember that Aoen is a myo scrub... so there is no chance of him doing his job with this issue. Multiple threads on this issue, so by now you would think he gets the issue. As for removal, I've seen very few calls to remove them, but nerfing them is a needed. They are broken, and ruin several of the dynamics of the game. Had a Third rock scrub in a Gal Assault jumping back and forth over a wall on the mushroom map to shoot guys in the back/spam core grenades. They can't get to him or even detect him being there through a wall without precision mods. You can't even walk around to get him because his team is in the way. Pretty sure that's not the way the game was designed and that map especially is ruined because of the myos. Movement is key to this game and so is position, but when I can plate stack an AM Assault and load up myos with a carthium my movement speed does not matter. Because my "jump" movement speed allows me to move as fast as a scout and tank 1100+ Ehp plus be in positions that the limited field of vision and cover on the map give me a huge advantage. Seen a squad of AE doing this on the map that looks like half a bridge. 4 guys hoping like fleas in AM assaults with AScR....Again not what that map was designed for, and no penality to mobility ofr being that tanky. Come on. I thought we wanted a HP/Speed ratio. I love the idea of doubling jump height, but not the 5x BS we have. Allowing a heavy to get on a box is one thing, but when you can draw a direct correlation to myos and leader board standing there is an issue. Its a crutch and needs to be removes so that gun game rules not the surprise I can jump over you while AScRing your head game that is currently rampant. Let alone the flaylock/MD jumpers. That does not mean removing the modules, but if you can't fix them then yeah the need to go. |
Cline MKP
Moose Knuckle Pros
38
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Posted - 2015.09.23 20:30:00 -
[135] - Quote
BARAGAMOS wrote:Ghost Kaisar wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) Yeah, stick to your guns Amadi! Remember that Aoen is a myo scrub... so there is no chance of him doing his job with this issue. Multiple threads on this issue, so by now you would think he gets the issue. As for removal, I've seen very few calls to remove them, but nerfing them is a needed. They are broken, and ruin several of the dynamics of the game. Had a Third rock scrub in a Gal Assault jumping back and forth over a wall on the mushroom map to shoot guys in the back/spam core grenades. They can't get to him or even detect him being there through a wall without precision mods. You can't even walk around to get him because his team is in the way. Pretty sure that's not the way the game was designed and that map especially is ruined because of the myos. Movement is key to this game and so is position, but when I can plate stack an AM Assault and load up myos with a carthium my movement speed does not matter. Because my "jump" movement speed allows me to move as fast as a scout and tank 1100+ Ehp plus be in positions that the limited field of vision and cover on the map give me a huge advantage. Seen a squad of AE doing this on the map that looks like half a bridge. 4 guys hoping like fleas in AM assaults with AScR....Again not what that map was designed for, and no penality to mobility ofr being that tanky. Come on. I thought we wanted a HP/Speed ratio. I love the idea of doubling jump height, but not the 5x BS we have. Allowing a heavy to get on a box is one thing, but when you can draw a direct correlation to myos and leader board standing there is an issue. Its a crutch and needs to be removes so that gun game rules not the surprise I can jump over you while AScRing your head game that is currently rampant. Let alone the flaylock/MD jumpers. That does not mean removing the modules, but if you can't fix them then yeah the need to go.
Absolutely
The Moose is unforgiving. The Moose is unflinching.
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Aeon Amadi
12
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Posted - 2015.09.24 03:12:00 -
[136] - Quote
/listened to feedback on balancing /took note of it /already sent a report on myo balancing to CCP . . . . . . /is a myo scrub
I mean if you guys want to just sit here and complain, that's fine - just let me know what's up because I could spend the time doing better things. Like homework.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Mex-0
Corrosive Synergy
888
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Posted - 2015.09.26 00:50:00 -
[137] - Quote
BARAGAMOS wrote:Ghost Kaisar wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) Yeah, stick to your guns Amadi! Remember that Aoen is a myo scrub... so there is no chance of him doing his job with this issue. Multiple threads on this issue, so by now you would think he gets the issue. As for removal, I've seen very few calls to remove them, but nerfing them is a needed. They are broken, and ruin several of the dynamics of the game. Had a Third rock scrub in a Gal Assault jumping back and forth over a wall on the mushroom map to shoot guys in the back/spam core grenades. They can't get to him or even detect him being there through a wall without precision mods. You can't even walk around to get him because his team is in the way. Pretty sure that's not the way the game was designed and that map especially is ruined because of the myos. Movement is key to this game and so is position, but when I can plate stack an AM Assault and load up myos with a carthium my movement speed does not matter. Because my "jump" movement speed allows me to move as fast as a scout and tank 1100+ Ehp plus be in positions that the limited field of vision and cover on the map give me a huge advantage. Seen a squad of AE doing this on the map that looks like half a bridge. 4 guys hoping like fleas in AM assaults with AScR....Again not what that map was designed for, and no penality to mobility ofr being that tanky. Come on. I thought we wanted a HP/Speed ratio. I love the idea of doubling jump height, but not the 5x BS we have. Allowing a heavy to get on a box is one thing, but when you can draw a direct correlation to myos and leader board standing there is an issue. Its a crutch and needs to be removes so that gun game rules not the surprise I can jump over you while AScRing your head game that is currently rampant. Let alone the flaylock/MD jumpers. That does not mean removing the modules, but if you can't fix them then yeah the need to go.
Then armor tanking suits with myos are the problem. Shield tankers sacrifice 3 high slots to jump, and they melt like butter.
HELLO
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Aeon Amadi
12
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Posted - 2015.09.26 01:27:00 -
[138] - Quote
Mex-0 wrote:BARAGAMOS wrote:Ghost Kaisar wrote:Aeon Amadi wrote:Cline MKP wrote:Pretty sure a CPM shouldn't say htfu, stfu or gtfo. You sgoukd argue both sides. In other words, be neutral. You, sir, are extremely bias. Not very good for a CPM. But what do I know. I just whine because people use bs exploits. But whatever. Have fun jumping. You're absolutely right. Next time I won't say anything and just skip straight to ignoring the people that don't want to discuss, they just want to complain. That post was made because I'm not going to argue with people that want it just their way: Outright removal of a module. Dust 514 has seen enough things removed that have never come back (see Marauders, LLAVs, Logi Dropships, etc etc). So if a person wants to talk balance, sure, I'll talk with them about balance. But if they don't want balance and just want the module removed? I'm not going to waste my time. Consider that a warning. You can call me bias all you want but it doesn't change the fact that I'm just not going to hear it. CCP has the ban hammer as their "going nuclear" tactic, I have outright dismissal and will use it to the fullest extent of my capability. If you want the module balanced, hit me up but if you want the module removed, talk to the other CPM (though I supremely doubt they'll hear it any more than I will; I'm just going to tell you upfront that I'm not going to hear you out) Yeah, stick to your guns Amadi! Remember that Aoen is a myo scrub... so there is no chance of him doing his job with this issue. Multiple threads on this issue, so by now you would think he gets the issue. As for removal, I've seen very few calls to remove them, but nerfing them is a needed. They are broken, and ruin several of the dynamics of the game. Had a Third rock scrub in a Gal Assault jumping back and forth over a wall on the mushroom map to shoot guys in the back/spam core grenades. They can't get to him or even detect him being there through a wall without precision mods. You can't even walk around to get him because his team is in the way. Pretty sure that's not the way the game was designed and that map especially is ruined because of the myos. Movement is key to this game and so is position, but when I can plate stack an AM Assault and load up myos with a carthium my movement speed does not matter. Because my "jump" movement speed allows me to move as fast as a scout and tank 1100+ Ehp plus be in positions that the limited field of vision and cover on the map give me a huge advantage. Seen a squad of AE doing this on the map that looks like half a bridge. 4 guys hoping like fleas in AM assaults with AScR....Again not what that map was designed for, and no penality to mobility ofr being that tanky. Come on. I thought we wanted a HP/Speed ratio. I love the idea of doubling jump height, but not the 5x BS we have. Allowing a heavy to get on a box is one thing, but when you can draw a direct correlation to myos and leader board standing there is an issue. Its a crutch and needs to be removes so that gun game rules not the surprise I can jump over you while AScRing your head game that is currently rampant. Let alone the flaylock/MD jumpers. That does not mean removing the modules, but if you can't fix them then yeah the need to go. Then armor tanking suits with myos are the problem. Shield tankers sacrifice 3 high slots to jump, and they melt like butter.
High PG costs should mitigate that a bit. Those slots likely weren't going to be used for shield tank anyway so the -doubled- PG cost will have a stark impact on armor tanking capability, and the fact that Myos are in high slots means it'll be harder to fit PG Upgrades as well.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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