Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.26 09:05:00 -
[1] - Quote
DDx77 original proposal
Players are frustrated by the on-demand ability of continuous jumps and melee provided by myofibril stimulants. As an avid jumpy melee player, I will concede that waves of opportunity should be built into the use of jumps/melee (more than current suit stamina mechanics) to encourage their use for tactical use, rather than a means for spamming ranged explosive weaponry at will in CQC.
Altering DDx77 proposal, I want to see blue bottles removed from high slots and moved to the equipment slot; treated with similar mechanics as the personal cloaking device.
e.g. Myofibiril Stimulant Device Shared tier attributes: -You cannot hold a weapon, however you may still punch and jump. -All tiers are equivalent to stacking 3 proto myofibiril modules. Regen rate is the defining separation point between myo equipment levels here--waves of opportunity. -Minimum Activation level - 50% -No Put-down delay -Put down auto deplets equipment charge -Green and Red bottle properties are independent of this equipment. Punches and jumps will still drain suit stamina. When equipment loses power your punches and jumps return to normal level.
Basic MSD Duration - 20 sec Regen Rate from empty - 20 sec [Effective wait to use equipment again after to swap to weapon] = 10 seconds
Adv MSD Duration - 20 sec Regen Rate from empty - 15 sec [Wait] = 7.5 sec
Pro MSD Duration - 20 sec Regen Rate from empty - 10 sec [Wait] = 5 sec
Additions and commentary:
-All suit tiers would get a jump height buff. Heavies should to be able to clear rails without the need for modules or equipment.
-The inclusion of no put down delay allows users to jump and swap to a weapon at the apex of a jump and fire a volley, but they are unable to use jump evasion continuously as the swap instantly depletes equipment power.
-By condensing blue bottles into a single module devs can offer variations that offer greater jump power vs less punch power and visa-versa. Additionally, with the single module we won't likely run into the bizarre stacking issue which occurred with 4 and 5 myofibiril stims when jump enhancement were introduced.
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Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.10.26 22:24:00 -
[2] - Quote
Adipem Nothi wrote:Concern: Is 1EQ slot really worth the utility of 3 highs? GA and AM Assaults forgo the substantial benefit of dual tank or damage amps for the added mobility of jumps, while MN and CA Assaults forgo their primary tank. Is it possible that DUST's best class would potentially be made even better by this change?
PS: To be clear, I don't dislike the idea. I am, however, concerned about the increasing lack of diversity we're observing on the battlefield as it relates to MedFrames. To let a given GA Assault, for instance, keep his massive DPS and HP pool and add "jumps" to the mix brings to mind Zatara's have cake and eat it to arguments. By all means it will increase players ability to shield, damage, or ewar tank in the high slots. However, it gives meaningful mobility ability to all suits (expect sentinels) at the expense of being unable to hold a ranged weapon. Again, by swapping from the eq you auto deplete the eq power curtailing further enhanced jump or melee until the eq reaches a minimum activation power. If one-off jump/swap/fire is still deemed an issue a put down delay can be added to the equipment.
In removing jump height variation from the use of modules with weird stacking penalty quirks, we can get jump equipment whose height can be tweaked by the devs. CPU and PG will also be limiting factors which various suit classes can get fitting bonuses to as a balancing factor. Or we could forgo fitting bonuses and push players to stack pg modules in the high slots similar to how blue bottles were stacked in those slots.
The 1EQ slot for jumps/melee does get both personal (compact) nanohives and uplinks out of the hands of many assaults and commandos--potentially encouraging the role of the logi more.
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