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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.10.23 20:16:00 -
[1] - Quote
So we all know that myofibs are destroying this game.
And what sucks is that there is almost no way to combat them....
The problem is NOT the melee, but rather the jump.
I do know that some people have spent money and stuff for idk boosters to skill them and what not so this is probably the best way to "fix" myofibs.
MAKE 2 MODULES.
Keep the current myofib and remove the jump height ability, only leaving te melee damage, and make a new mod that will affect jump hight.
Now it's melee OR jump.
CEO of T-W-L
YouTube- Lightning35 Delta514
Twitter- @LD3514
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maybe deadcatz
Serris Inc
1
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Posted - 2015.10.23 20:21:00 -
[2] - Quote
We still gave those yellow botttles. Just use those.
Ha! You can't kill me! I'm already dead!
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shaman oga
Nexus Balusa Horizon
4
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Posted - 2015.10.23 20:30:00 -
[3] - Quote
They have added bonus to myo because almost nobody use those, your suggestion make sense, but it would defeat CCP purpose.
Anyway i don't think that jump+melee is problem, the problem are ultra tanky suits still able to jump. Normal plates should give a major malus to jump, reactive medium and ferro a minor malus.
Regressed to blueberry level.
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4lbert Wesker
Standby Retaliation
532
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Posted - 2015.10.23 20:35:00 -
[4] - Quote
They will never remove jumping feature because too many scurbs who uses it are still paying for this ****** game.
One simple question.
What CCP and their CPM sheeps are thinking about jumping + MD combo? Why people use it? I am so interested in their answer
WESKER S.T.A.R.S. is not my corporation!
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.23 20:38:00 -
[5] - Quote
shaman oga wrote:They have added bonus to myo because almost nobody use those, your suggestion make sense, but it would defeat CCP purpose.
Anyway i don't think that jump+melee is problem, the problem are ultra tanky suits still able to jump. Normal plates should give a major malus to jump, reactive medium and ferro a minor malus. Yeah, lets look at that first before making separate bottles. Merging the attributes was logical in first place--i.e. you have biologically enhanced arms, so it makes sense your legs are enhanced as well.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.10.23 20:53:00 -
[6] - Quote
Jadek Menaheim wrote:shaman oga wrote:They have added bonus to myo because almost nobody use those, your suggestion make sense, but it would defeat CCP purpose.
Anyway i don't think that jump+melee is problem, the problem are ultra tanky suits still able to jump. Normal plates should give a major malus to jump, reactive medium and ferro a minor malus. Yeah, lets look at that first before making separate bottles. Merging the attributes was logical in first place--i.e. you have biologically enhanced arms, so it makes sense your legs are enhanced as well. As much as I'd like to disagree with you, you are right.
But let's go back in time a bit. First off, they did add that because myos were unused. Which was, for a certain amount of time, good, until it was abused. Atm, melee damage is in a rather stronger than normal spot alone. I believe that if the jump was removed from myos, many players have "reached" the power of myos and would still use them. The problem is the jump which is ruining the game. It's so easy to get 2 things from one mod with myos and that the biggest problem.
Let's look at another aspect. Who uses myos and for what reasons???
Jumpy mass drives to jump, rarely have I seen them actually get close and punch. They just spam rounds.
Scouts/punchy people that do it more for the punch. They are ok
Scouts/punchy people that do both. Not so good.
If we split them, the following can happen-
Melee damage will stay the same for true melee-ers (3 myos) no jump Jumpers will stay the same (3 "new" biotics) Jumpy melee-ers will do less damage and less hight (half/half) and will reduce total "op-ness" if the myos.
This won't stop the whole jump/melee thing. Just fit both mods. Wit will however tone down the op/annoying-ness of them.
CEO of T-W-L
YouTube- Lightning35 Delta514
Twitter- @LD3514
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Gh0st Blade
KnightKiller's inc.
53
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Posted - 2015.10.23 21:01:00 -
[7] - Quote
Before Myo's were buffed with the jumping I wanted to make a troll min scout with the Myo's and kin kats to terrorize the field but now it is pointless because the noobies skilled into them for the hops. I miss the old inherent skill that was removed forever ago. It use to give a bonus to jump height at 2% per level. That was thrown out for unknown reasons.
I'm Casper the friendly teabagger
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.23 21:07:00 -
[8] - Quote
Honestly, I'm more on board with DDx77 proposal of getting rid of blue bottles and turning to a module with a charge/cooldown property.
https://forums.dust514.com/default.aspx?g=posts&t=219364&find=unread
As a melee commando user, jump is vital for me to get good positioning around objects in order to get close to people. It takes a bit of finesse and map knowledge. Taking a range weapon out of my hands--replacing it with an equipment module (with a high put down delay) that charges my jumps and fists would seem fair.
Dust 514 Market Trello. The essential resource for trading in Dust.
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GLOBAL RAGE
Consolidated Dust
182
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Posted - 2015.10.23 21:20:00 -
[9] - Quote
When a dev defies a sense of authenticity game play will suffer
What goes up must come down, but unlike cats, humans usually land on their asses. |
Symbioticforks
Kinsho Swords Caldari State
1
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Posted - 2015.10.23 21:41:00 -
[10] - Quote
I think being able to jump around like Destiny is completely out of place in Dust 514.
Fastest base movement speed + Cloaking + Smallest Hitbox + Spring Loaded Boots (scout)
Not sure how you touch that with a sniper rifle. (I'll assume it takes at least 2 hits too)
I feel even worse for any non scout infantry trying to survive that.
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DDx77
KILL-EM-QUICK Rise Of Legion.
418
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Posted - 2015.10.23 21:43:00 -
[11] - Quote
mmmmm boop
Bump and love my idea thread:
https://forums.dust514.com/default.aspx?g=posts&t=219364&find=unread
Or hate it and burn it......
I think it does allow the best of both worlds tho |
Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.23 21:52:00 -
[12] - Quote
It's a good idea. If melee hit detection can be improved I am on board with including fists in a charge mechanic similar to knives. e.g having equipment out boosts melee and jump power by x%. Or holding down melee or jump button charges meter for greater boost/damage. There is a 3-5 second putdown delay (mandatory suit re-calibration).
Dust 514 Market Trello. The essential resource for trading in Dust.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
290
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Posted - 2015.10.23 22:11:00 -
[13] - Quote
Why not just increase the weight of all armor types? Don't have to touch the movement speed, just jump height. That would make it so that if the armor tankers want to jump, they'd HAVE to equip myofibs to even jump to the same normal level as a player without armor mods or myofibs.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.10.23 22:20:00 -
[14] - Quote
Zan Azikuchi wrote:Why not just increase the weight of all armor types? Don't have to touch the movement speed, just jump height. That would make it so that if the armor tankers want to jump, they'd HAVE to equip myofibs to even jump to the same normal level as a player without armor mods or myofibs. That would also be a good idea, but in that case, if ferros don't have penalties, what will stop people from using them? And if you do add a penalty you are really f ing the Gallente up. Also new FOTM would be 5 reps.
CEO of T-W-L
YouTube- Lightning35 Delta514
Twitter- @LD3514
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
292
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Posted - 2015.10.23 22:30:00 -
[15] - Quote
Lightning35 Delta514 wrote:Zan Azikuchi wrote:Why not just increase the weight of all armor types? Don't have to touch the movement speed, just jump height. That would make it so that if the armor tankers want to jump, they'd HAVE to equip myofibs to even jump to the same normal level as a player without armor mods or myofibs. That would also be a good idea, but in that case, if ferros don't have penalties, what will stop people from using them? And if you do add a penalty you are really f ing the Gallente up. Also new FOTM would be 5 reps.
Ferro's is used by everyone, so it wouldn't be just Gallente, so don't even give me that bull. Secondly, ferro's weight increase would be marginal until stacked, then with 3 ferro's you'd still be able to jump moderately higher than if you didn't have myo's. Not high enough to make you invulnerable like they are now when jumping at the start, but high enough to bridge large gaps (with a run at the start)
Reactive would be the middle weight, less jump height than the previous ferro height I suggested.
Armor plate's will ground you, unless you use 3 myofibs period, only then will you have enough jump height to jump over railings.
Also for anyone who REALLY tries to defend armor jumper's, remember that myofibs are high's, so to do what you do, would mean less shield mods on a cal, and less survivability in general for a min jumper, due to the added weight.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.10.23 22:57:00 -
[16] - Quote
Zan Azikuchi wrote:Lightning35 Delta514 wrote:Zan Azikuchi wrote:Why not just increase the weight of all armor types? Don't have to touch the movement speed, just jump height. That would make it so that if the armor tankers want to jump, they'd HAVE to equip myofibs to even jump to the same normal level as a player without armor mods or myofibs. That would also be a good idea, but in that case, if ferros don't have penalties, what will stop people from using them? And if you do add a penalty you are really f ing the Gallente up. Also new FOTM would be 5 reps. Ferro's is used by everyone, so it wouldn't be just Gallente, so don't even give me that bull. Secondly, ferro's weight increase would be marginal until stacked, then with 3 ferro's you'd still be able to jump moderately higher than if you didn't have myo's. Not high enough to make you invulnerable like they are now when jumping at the start, but high enough to bridge large gaps (with a run at the start) Reactive would be the middle weight, less jump height than the previous ferro height I suggested. Armor plate's will ground you, unless you use 3 myofibs period, only then will you have enough jump height to jump over railings. Also for anyone who REALLY tries to defend armor jumper's, remember that myofibs are high's, so to do what you do, would mean less shield mods on a cal, and less survivability in general for a min jumper, due to the added weight.
Really??? Last I checked, everyone used armor plates. It was rare for me to hear someone use ferros. And I always see fits without them.
I had entered a world were k was that guy who ran ferroscale plates ONLY in Gallente suits. Well, guess I was wrong. But still tho. Thats what's unique about ferros, that they have no movement penalties. Adding this would be meh.
CEO of T-W-L
YouTube- Lightning35 Delta514
Twitter- @LD3514
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
294
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Posted - 2015.10.23 23:02:00 -
[17] - Quote
Lightning35 Delta514 wrote:Zan Azikuchi wrote:Lightning35 Delta514 wrote:Zan Azikuchi wrote:Why not just increase the weight of all armor types? Don't have to touch the movement speed, just jump height. That would make it so that if the armor tankers want to jump, they'd HAVE to equip myofibs to even jump to the same normal level as a player without armor mods or myofibs. That would also be a good idea, but in that case, if ferros don't have penalties, what will stop people from using them? And if you do add a penalty you are really f ing the Gallente up. Also new FOTM would be 5 reps. Ferro's is used by everyone, so it wouldn't be just Gallente, so don't even give me that bull. Secondly, ferro's weight increase would be marginal until stacked, then with 3 ferro's you'd still be able to jump moderately higher than if you didn't have myo's. Not high enough to make you invulnerable like they are now when jumping at the start, but high enough to bridge large gaps (with a run at the start) Reactive would be the middle weight, less jump height than the previous ferro height I suggested. Armor plate's will ground you, unless you use 3 myofibs period, only then will you have enough jump height to jump over railings. Also for anyone who REALLY tries to defend armor jumper's, remember that myofibs are high's, so to do what you do, would mean less shield mods on a cal, and less survivability in general for a min jumper, due to the added weight. Really??? Last I checked, everyone used armor plates. It was rare for me to hear someone use ferros. And I always see fits without them. I had entered a world were k was that guy who ran ferroscale plates ONLY in Gallente suits. Well, guess I was wrong. But still tho. Thats what's unique about ferros, that they have no movement penalties. Adding this would be meh.
It would be meh, but it's a necessary meh when addressing the jumping suit's, if you want to use something as powerful as an MD and be a jump suit, you HAVE to be a glass cannon, anything less and it becomes a balance issue.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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