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maybe deadcatz
Horizons' Edge No Context
928
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Posted - 2015.10.03 04:44:00 -
[1] - Quote
Is it going on a percentage?
Wouldn't it be easier to just give each teir a set jump height bonus?
The limit is 3 myos per fit. Basic chart assuming nothing.
MLT:1.5m bonus(3x=4.5meters extra height.) STD:2m bonus(3x=6meters extra height.) ADV:3m bonus(3x=9meters extra height.) PRO3m bonus(3x=12 meters extra height.)
Becuase bunny hopping 20m in the air is a sign of skill. Most sentinels will probably just use one myofib to be able to jump those annoying small legdes.
Ha! You can't kill me! I'm already dead!
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.03 06:13:00 -
[2] - Quote
Yes. -Raise base jump height for all suits.
No. -Being locked into a given jump height for all suits would turn me off to proto-suits. Hang time can be a ***** for certain high myo fits.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
199
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Posted - 2015.10.03 18:34:00 -
[3] - Quote
Jump height is derived from jump speed, which is based on your dropsuit (and to a lesser extent your movement speed). Unfortunately myo's do not have a stacking penalty correctly applying to their jump speed variable which is leading to much greater values than intended... and on top of that there isn't really a linear translation between jump speed and jump height.
I cant quite remember the numbers offhand but sentinels are at around 350 something, commando's at about 400ish, medium frames at uh 500ish and scouts at 572. I think, it's been a while since I looked at the numbers and someone who had a SDE export let it flop :(
The initial intent was to allow heavies and commando's to clear small barriers, not these crazy sky-leaps we're seeing
If we were to change myo's to flat values on both melee damage and jump speed (something like 40/55/70 on jump speed) it would curb the ridiculousness of the 'upper level' (people punching for 1200 dmg, leaping 10m etc), while providing a rather large buff to the lower level on sentinels/commandos. I think this would probably be best for balance and overall game health.
Weep not poor children, For life is this way, Murdering beauty and passion.
I bring the light.
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.10.04 00:58:00 -
[4] - Quote
maybe deadcatz wrote:Is it going on a percentage?
Wouldn't it be easier to just give each teir a set jump height bonus?
The limit is 3 myos per fit. Basic chart assuming nothing.
MLT:1.5m bonus(3x=4.5meters extra height.) STD:2m bonus(3x=6meters extra height.) ADV:3m bonus(3x=9meters extra height.) PRO3m bonus(3x=12 meters extra height.)
Becuase bunny hopping 20m in the air is a sign of skill. Most sentinels will probably just use one myofib to be able to jump those annoying small legdes. To answer your question.
Players thought since myos increased your physical strength they should reduce the penalty of armor plates.
At this same time the idea of jumpjets was being posted a LOT,so CCP combined the two.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Devadander
Woodgrain Atari
796
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Posted - 2015.10.04 01:43:00 -
[5] - Quote
I've lost quite a few friends since myofly514.....
They come back, play two rounds, and leave for another two months...
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Doc DDD
TeamPlayers Negative-Feedback
540
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Posted - 2015.10.04 01:57:00 -
[6] - Quote
Moon jumping was a huge mistake. |
Lost Apollo
Moose Knuckle Pros
108
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Posted - 2015.10.04 19:22:00 -
[7] - Quote
CPM's have been over this and this type of thread has been posted REPEATEDLY. I know how upsetting these assholes are. It is so damn stupid. And all those players who say "get gud" or "gtfo" are clearly ignorant. Beating myoscrubs has NOTHING to do with gun game when you are up close. I play with a guy who has at least a 3.0 k/d every game but when it comes to fighting myobitches, he loses, just like the rest of us, 75%+ of the time. I don't want these myos removed, I want them ******* FIXED!
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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Saint Winter
The Warlords Legion No Context
157
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Posted - 2015.10.04 19:53:00 -
[8] - Quote
Hello everyone .
Look at these values that I have created, I hope they serve.
Stimulator of Myofribrills
The beloved or hated before a module that was not looked at an assembly unless you want to kill melee, but now with improved jump height modification is used or maybe not.
Now explain how increases should jump suits because there is no value to prove they can jump x height so I invented a system that serves to comprovar to jump up every costume.
Values: m (meters)
Light 2 mts / Medium 1.5 mts / Heavy 1 mts
Now I go with the module and how it will change, if they add up to jump suits stimulation modules so would myodfibrills values.
A new value is (High Jump) and represent her in HJ and melee attack (CQC) would be added.
Bas CQC 30% + 60% HJ / Adv CQC 40% + 80% HJ / Pro CQC 50% + HJ 100%
The values GÇïGÇïare well and remain good.
Note: If only allow 3 or 2 modules of this type would be better and more balanced instead of doing penalties. |
Lost Apollo
Moose Knuckle Pros
112
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Posted - 2015.10.07 02:28:00 -
[9] - Quote
Saint Winter wrote:Hello everyone .
Look at these values that I have created, I hope they serve.
Stimulator of Myofribrills
The beloved or hated before a module that was not looked at an assembly unless you want to kill melee, but now with improved jump height modification is used or maybe not.
Now explain how increases should jump suits because there is no value to prove they can jump x height so I invented a system that serves to comprovar to jump up every costume.
Values: m (meters)
Light 2 mts / Medium 1.5 mts / Heavy 1 mts
Now I go with the module and how it will change, if they add up to jump suits stimulation modules so would myodfibrills values.
A new value is (High Jump) and represent her in HJ and melee attack (CQC) would be added.
Bas CQC 30% + 60% HJ / Adv CQC 40% + 80% HJ / Pro CQC 50% + HJ 100%
The values GÇïGÇïare well and remain good.
Note: If only allow 3 or 2 modules of this type would be better and more balanced instead of doing penalties.
Could you possibly explain more, in detail?
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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