Pages: 1 2 3 [4] 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.11.03 11:14:00 -
[91] - Quote
ROMULUS H3X wrote:*READS MORE*
Oh gosh... it gets worse.... I won't even be able to jump/punch on my assault even if I wanted too... Need to stack PGS modules in the HIghs to even use it? All because you want to prevent dual stacking? How about, nope?
Just leave them as they are... there really is no problem with the way things are fit right now. That's already the case. High slots are currently taken up by blue bottles.
As for the 180 no-scope jump you can still do that. Process of a tactical tool > Grab myo equipment > activate > swap to weapon mid jump > turn 180 > lights out on that sucka with your sKILLz as a based xXxMLG 420xXx G0D.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
ROMULUS H3X
research lab
837
|
Posted - 2015.11.03 12:17:00 -
[92] - Quote
How about the Forge Jump shots though?
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
|
Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.11.03 12:29:00 -
[93] - Quote
ROMULUS H3X wrote:How about the Forge Jump shots though? You know I enjoy doing that too.
And I've said in the OP for a while now that we should buff Heavy jump height so they can clear rails without the need moduels or EQ.
Or one new possibility, heavies can fit limited types of EQ--including this jump EQ (however, this option leaves the scope of something Devs can hotfix into the game).
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.11.03 15:51:00 -
[94] - Quote
Jadek Menaheim wrote:Zaria Min Deir wrote:Doesn't mean that said piece of equipment is necessarily the best way to go about it, but I do think the idea is worth exploring, if for nothing else to reduce the usability of super bunny hopping as a combat tool as opposed to a tactical one. Yep, base height for heavies needs to be looked at before going to an EQ option. I'm pushing for the EQ option as it appears like the least resource demanding task on the devs.-Addition of a display for a charge jump mechanic (which does not exist in a current iteration) involves messing with the HUD (a thing Rattati has said is a pain in the ass to do as elements are baked in). -Language localization explaining a charge jump as an on-screen tool tip would cost time and money. -The cloak device (which the Myo EQ is modeled after) already affects character stats upon activation (the players dropsuit db profile). It may be very possible to change other character stats via the the existing cloak device. -This change may realistically be done with a hotfix instead of a client side patch which has to go through sony QA, and requires additional time and money of CCP.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.11.03 16:26:00 -
[95] - Quote
Updated OP with more concise outline.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Seems Good
We Can Trust Them
665
|
Posted - 2015.11.10 03:37:00 -
[96] - Quote
Seems Good. |
Thexan Valkorian
Sanmatar Kelkoons Minmatar Republic
37
|
Posted - 2015.11.10 04:23:00 -
[97] - Quote
If you dislike the idea of Moonwalkers hitting you in the face with explosives than the solution would be to prevent them from using it if the Myo is equip. But that is a terrible idea because Explosive weapons work best with Myo. I reckon it stays the way it is, it was already nerfed unnecessarily. If you stack more than 3 on you than your suit gets damage. Hitting them a few times and Walker dies on impact with the ground. But now we cannot have that. I personal hated the idea, saw a vid on how cool it looked and the amount of damage you get from it made the Myo balance. 3 is enough for them to not die. All you need is 2-3 complex Myo to track one that uses 4-5. The problem... a lot of players are terrible shots Of course the ruler- "I have the high ground, Ergo I win" Rule only works if some distance is applied. Its really easy to tell where they will land and kill them.
I Believe In The Democratization Of Fear.
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.11.16 08:56:00 -
[98] - Quote
Thexan, what are you thoughts on the Devs being able to offer more variations of jump height and melee power by going to a single equipment system that is not plagued by issues with stacking bonuses.
Jadek Menaheim wrote:-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.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Thexan Valkorian
Sanmatar Kelkoons Minmatar Republic
38
|
Posted - 2015.11.19 16:35:00 -
[99] - Quote
Jadek Menaheim wrote:Thexan, what are you thoughts on the Devs being able to offer more variations of jump height and melee power by going to a single equipment system that is not plagued by issues with stacking bonuses. Jadek Menaheim wrote:-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. Sounds smart Another solution would be to have every suit capable of jumping a building/Stucture by holding X for 5-12sec. Cannot run Allowed to move by walking motion or crouch motion. Must uncrouch to jump
Remove ladders or have an electronic force field generated around it so you cannot be shot from afar by lower weapons Ladders make you vulnerable Force field can be penetrated by sniper rifle
I Believe In The Democratization Of Fear.
|
Thexan Valkorian
Sanmatar Kelkoons Minmatar Republic
38
|
Posted - 2015.11.19 16:40:00 -
[100] - Quote
Sniper rifle Force gun Tank But the damage is lessen
Back to jumper super jump 3-4 sec Building jump 5-12sec
That is all
Single mod is okay as long someone does not go overboard.
I Believe In The Democratization Of Fear.
|
|
V1RONXSS
X-SENSE Security
83
|
Posted - 2015.11.19 17:06:00 -
[101] - Quote
I like the idea with timer but full stamina drain after one jump i would like more. Making extra EQ for jumps...Than u can officially rename this game to Dust Bunnies. They better add some new EQ instead.
"Chiki Briki v Damki" Starter Pack.
o7
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.05 23:56:00 -
[102] - Quote
V1RONXSS wrote:I like the idea with timer but full stamina drain after one jump i would like more. Making extra EQ for jumps...Than u can officially rename this game to Dust Bunnies. They better add some new EQ instead. That still puts more power into the hands of vets who have their biotic skill tree unlocked.
Issue: 1. Compared to new player, vet with biotic tree unlocked has faster stamina regen = shorter interval between full stamina draining jumps. 2. Super clunky having to require a FULL stamina drain to jump. Even sprinting a little or punching someone will put you in a place where the 'x' button doesn't appear to work for jumps. People may think this is a glitch if it's not properly explained. 3. Players still have a gun in their hand and access to a weapon. 4. Having a player pull out EQ to jump allows opponent ability to read that they are likely going to initiate a tactical jump. More balanced gameplay.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
benandjerrys
Vader's-Fist The Empire of New Eden
1
|
Posted - 2015.12.06 03:24:00 -
[103] - Quote
Jadek Menaheim wrote:I really don't need to convince them.
*lights a cyno to devs on Skype*
Are we the only ones that have ever lit off a cyno?
Free isk! (comment with in game name)
#portdust514
|
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.06 17:49:00 -
[104] - Quote
Jadek Menaheim wrote:V1RONXSS wrote:I like the idea with timer but full stamina drain after one jump i would like more. Making extra EQ for jumps...Than u can officially rename this game to Dust Bunnies. They better add some new EQ instead. That still puts more power into the hands of vets who have their biotic skill tree unlocked. Issue: 1. Compared to new player, vet with biotic tree unlocked has faster stamina regen = shorter interval between full stamina draining jumps. 2. Super clunky having to require a FULL stamina drain to jump. Even sprinting a little or punching someone will put you in a place where the 'x' button doesn't appear to work for jumps. People may think this is a glitch if it's not properly explained. 3. Players still have a gun in their hand and access to a weapon. 4. Having a player pull out EQ to jump allows opponent ability to read that they are likely going to initiate a tactical jump. More balanced gameplay.
I came across one issue with making the jump module a piece of equipment and that issue is with Sentinels not having an equipment slot.
I remember one of the complaints from the community in the past were people not being able to walk up over a 12 inch step in a Sentinel Suit. Unless an equipment slot is added to all Sentinel Dropsuits the Sentinel is back to where they were before.
Now what I wonder is how many people actually equip a Myofib Module to a Sentinel Dropsuit for mobility purposes? If it is not a common thing then the Sentinel Dropsuit not having an equipment slot might not be an issue.
|
DozersMouse XIII
Fatal Absolution Bleeding Sun Conglomerate
1
|
Posted - 2015.12.06 18:56:00 -
[105] - Quote
I think jump and melee should be 2 different modules
Some people want the melee damage without the jump
The way they are now just makes them too powerful Having almost the damage of a core locus every punch Plus the mobility is just too much
I feel like if melee and jump were separated It would make for more options and balance The myro's in one easy change
You either get mobility or melee damage opposed to getting both with the one module
addicted to the Kubo's GMK-16 banana cannon
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.07 22:06:00 -
[106] - Quote
Summa Militum wrote:I came across one issue with making the jump module a piece of equipment and that issue is with Sentinels not having an equipment slot.
I remember one of the complaints from the community in the past were people not being able to walk up over a 12 inch step in a Sentinel Suit. Unless an equipment slot is added to all Sentinel Dropsuits the Sentinel is back to where they were before.
Now what I wonder is how many people actually equip a Myofib Module to a Sentinel Dropsuit for mobility purposes? If it is not a common thing then the Sentinel Dropsuit not having an equipment slot might not be an issue. This was covered in the first post. Please read the bolded bottom point.
Jadek Menaheim wrote:Balance Factors:
-Scouts get a pg fitting bonus to MSDs. -Scouts can fit both a MSD and a cloak thus removing the ability of cloaked super punches from min scouts/
-Logis use their equipment fitting bonus for the MSD -As EQ the MSD gives the logi a buff by allowing them to improve high slot tank or ewar while retaining increased mobility with the MSD to navigate map and lay hives/links.
-Assaults and commandos do not get a fitting bonus so they are required to fit pg modules in high slots (similar to myo blue bottles in high slots) in order to fit a MSD while retaining decent fitting space for weapons and low slot modules. -The usefulness of map navigation with a MSD to an assault or commando means they must sacrifice their 1 EQ slot which in the current meta is filled with a scanner, compact nano, allotek nano, or various uplinks. Removing this enhances the support role of logis for their team who may carry multiple equipment in addition to a MSD.
-Sentinels will continue to not have an EQ slot. All suit tiers would get a jump height buff that allows them to clear rails without a need for modules or EQ.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Golden Day
Corrosive Synergy RUST415
2
|
Posted - 2015.12.07 22:13:00 -
[107] - Quote
How 'bout no and adapt
Seriously though why would you want to make it a equipment its a biotic upgrade to your arms and legs deal with it. Its not that hard to kill someone who is jumping.....
Im just a glorified blueberry
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.07 22:19:00 -
[108] - Quote
DozersMouse XIII wrote:Having almost the damage of a core locus every punch. Apples to oranges. You can throw a grenade farther than you can throw a 1m range punch. The most powerful melee fits are on commandos which have pretty high db profiles. Moving melee to EQ will also eliminate the issue of cloak punching on scouts.
DozersMouse XIII wrote:I think jump and melee should be 2 different modules Some people want the melee damage without the jump. The way they are now just makes them too powerful.
As it has been covered many times before, it doesn't make logical sense why you should separate muscle strength enhancing modules. Leg power and arm power are enhanced at the same time, as they should be.
People have issue with the always on attribute of myos for jumps. Moving to an 'activated' EQ approach gives people two options for jumps in the same dropsuit. A push-x charged jump has issues which are covered thoroughly in the first post.
An 'activated' EQ system for myo power is built on the premise of waves of opportunity. You have a window to use both enhanced jumps and melee power before you have to let the equipment recharge (similar to how the cloak EQ has to recharge to a minimum level before you can reactivate).
Dust 514 Market Trello. The essential resource for trading in Dust.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
|
Posted - 2015.12.07 22:25:00 -
[109] - Quote
Jadek Menaheim wrote: Defending a stupid module with logic that actually appeals to me.
Well I never Jadek. You have ascended to being my favourite forum poster ever.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.07 22:25:00 -
[110] - Quote
Golden Day wrote:How 'bout no and adapt
Seriously though why would you want to make it a equipment its a biotic upgrade to your arms and legs deal with it. Its not that hard to kill someone who is jumping..... Well that's super constructive mate. Thanks.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
|
Golden Day
Corrosive Synergy RUST415
2
|
Posted - 2015.12.07 22:34:00 -
[111] - Quote
Jadek Menaheim wrote:Golden Day wrote:How 'bout no and adapt
Seriously though why would you want to make it a equipment its a biotic upgrade to your arms and legs deal with it. Its not that hard to kill someone who is jumping..... Well that's super constructive mate. Thanks. Everyone knows how glorious I am for my constructive post
Anyway this thread makes me cringe hard...
Im just a glorified blueberry
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.07 22:40:00 -
[112] - Quote
@Golden Day
If you're not going to elaborate, I do thank you for the topic bump.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
IMMORTAL WAR HERO
NECROM0NGERS
459
|
Posted - 2015.12.07 23:39:00 -
[113] - Quote
join necrom0ngers
Object of war is not2 die 4ur country murder bastard 4 his
|
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.07 23:41:00 -
[114] - Quote
Golden Day wrote:How 'bout no and adapt
Seriously though why would you want to make it a equipment its a biotic upgrade to your arms and legs deal with it. Its not that hard to kill someone who is jumping.....
How exactly have you adapted and at what skill level of players have you adapted to?
This past weekend in FW I faced off against a couple of jumpy Fatal Absolution members that I am 100% positive would destroy you if you tried to go up against them.
Please provide us with a summary of your strategy for combating jumpy people.
Also, are you one of the jumpy people? |
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.08 00:09:00 -
[115] - Quote
IMMORTAL WAR HERO wrote:join necrom0ngers join Manfister United F.C.
I hear it is the premier fisting club in New Eden.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
maybe deadcatz
Serris Inc
1
|
Posted - 2015.12.08 02:53:00 -
[116] - Quote
Or just do it like this. Take the jump height of a cal heavy with 3 proto myos,assign that height to a single myo,then make the stack penalty for jump height 100% percent(making possible to just include one module and be able to jump without sacrificing damage mods,sheild regen,sheild tank) so when any heavy equips one myo,they get the jump height of three of them at the same tier.
Assaults get their myos compressed to only 1.5 of the triple stacked proto myo height in one module. Scouts get a little more or less(since I never ran scouts with myos.)
Tldr Compress the jump bonus of three myos into one myo and max the jump bonus stack penalty to 100%.(so all you need is one myo to jump high but can't stack them for insane heights) Tones down the super jumping without screwing around and nerfing it to the ground. Also rebalances myos as more heavy friendly modules
Ha!You can't kill me! I'm already dead!
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.08 14:17:00 -
[117] - Quote
maybe deadcatz wrote:Or just do it like this. Take the jump height of a cal heavy with 3 proto myos,assign that height to a single myo,then make the stack penalty for jump height 100% percent(making possible to just include one module and be able to jump without sacrificing damage mods,sheild regen,sheild tank) so when any heavy equips one myo,they get the jump height of three of them at the same tier.
Assaults get their myos compressed to only 1.5 of the triple stacked proto myo height in one module. Scouts get a little more or less(since I never ran scouts with myos.)
Tldr Compress the jump bonus of three myos into one myo and max the jump bonus stack penalty to 100%.(so all you need is one myo to jump high but can't stack them for insane heights) Tones down the super jumping without screwing around and nerfing it to the ground. Also rebalances myos as more heavy friendly modules Yes, it reigns in some of the issue of hit detection breaking within CQC when a player can have both a gun out AND have on demand jumps. It still brings us backward in many ways when removing map mobility (which I want to preserve and enhance jump height ONLY when player's ability to hold a ranged weapon is not an option because they are holding 'active' equipment to power those super jumps).
Personally, I would opt to rename this single module to Inertia Burst and remove punching power (that is if we are not buffing the base jump height of sentinels). Myofirbiril EQ would still be implemented in this case. Combined with Inertia Burst, Myo EQ would further enhance jumping ability to navigate the map (and provide supercharged melee power, which the Inertia Burst doesn't provide) all within a 20 sec window of operation.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.09 23:58:00 -
[118] - Quote
Summa Militum wrote:Also, are you one of the jumpy people? Spotted the jumper.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Refreak 44
DEPT OF CORRUPTION The Empire of New Eden
30
|
Posted - 2015.12.10 00:45:00 -
[119] - Quote
What I'm getting from this is that you want to remove blue bottles and replace them with equipment. In addition, the main problem I have with this (If you do want to replace them) is changing the melee. I really don't want this as a cooldown would greatly affect melee. Melee specialized suits sacrifice quite a bit to get that punch in with all the hit detection issues so there's already risk in using it. Even more so, suits belonging to the Cladari are already sacrificing their main source of health to smash someone with the force of an LAV. They, particularly the Calmmando are pretty much glass cannons. In addition, we need to be stupid close to smash them so there's even more risk when running up to someone. Range, scans, weapons like the shotgun, stamina, hitboxes, health, there are already problems trying to hit someone. Couple that with a cooldown after spamming and melee no longer becomes viable. Now, as for the jumping issue, I also don't like the idea of making them equipment but I do believe that the jump bonus should be removed from the blue bottles. They were originally give the bonus to let heavies jump that extra inch so instead, I thing heavy frames should just get a higher jump. I mean, the damn thing is an exoskeleton. A heavy one, I know, but this is future technology so shouldn't exoskeletons give a regular jump at least regardless of weight? They already have to deal with that pitifully low stamina.
\o/
|
Jadek Menaheim
1nner.Heaven
8
|
Posted - 2015.12.10 01:03:00 -
[120] - Quote
It's a 20 second window. Speaking from experience you can do a lot of damage in 20 seconds. The cooldown just creates understood waves of opportunities to combat these melee beasts in CQC.
https://youtu.be/b9QL5vRF5FQ?t=18s
-I am already advocating for a base jump height buff to all frames (heavies particularly) so they can clear rails.
-Increased mobility with myos help address a lot of issues with poor Dust map design/balance; however, increased vertical mobility with a weapon out is clearly an issue in terms of breaking CQC hit detection. Moving Myos to equipment gets a ranged weapon out of peoples' hands and preserves the benefit of map mobility.
-CCP Devs are stymied by the module stacking system when it comes to introducing variations of jumps. 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
|
|
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |