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Professor Mehaffey
Amarr Templars Amarr Empire
56
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Posted - 2015.12.01 08:06:00 -
[31] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad. Aeon, it doesn't matter what happens, people are always going to complain about something. I'm sure people complain in PS2 about jet packs.
Every decision is going to make someone disagree with that decision, no matter what.
FREEEDDDOOOMMM
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jdom503
Vangaurds of the Phoenix
33
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Posted - 2015.12.01 09:19:00 -
[32] - Quote
They need to be split. One for the super man punch and one for jumping. You don't see kincats with speed and cardio. |
THEAMAZING POTHEAD
Nyain San
1
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Posted - 2015.12.01 09:31:00 -
[33] - Quote
Stop trying to spray minmatar assaults in the air with your RR hipfire. It doesn't work Use Galass AR hipfire or Any suit CR hipfire (NOT ACR) It does work. Hit detection people. Use a fuxin CR.
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.12.01 10:18:00 -
[34] - Quote
How about instead of up, they go forward?
Twchnically, this would be the leg equivilent of melee. It would simply give you better sprint or side jump capacity.
If they make your feet push you upward, then why don't enemy targets get knocked way back upon melee hit?
Can we also have the myo bound us off walls.
Mirror's Edge yo!
CCP logic GÇô We fix what doesn't need breaking.
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YUUKI TERUMI
Holdfast Syndicate Amarr Empire
169
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Posted - 2015.12.01 10:20:00 -
[35] - Quote
Anmol Singh wrote:Almost everybody I talked to (Even those that use them for jumpy stuff) hate them. Nobody likes fighting an enemy that is 20 feet above me shooting grenades from a luncher at me and spamming their flaylock/ PLC. It is literally the most EZ-Mode you can get in this game. It is wayy to common and annoying.
I bet only 3-5% of the players in this game actually like the this way.
Proposal: How about we have it so that there is a 100% penalty on the 2nd and 3rd myofib for jumping. BOOM! Mind=Blown! *russians*, *mexicans*
Gal assault rof buff \0/
PortDust514
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Sleepy Shadow
Qualified Scrub
407
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Posted - 2015.12.01 10:44:00 -
[36] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad. Why always bring other games into discussion when talking about DUST features? DUST is supposedly unique and in many ways it is just that. What works in other games has no correlation whatsoever with what works in DUST.
But if you want to compare DUST and for example Destiny, there are key differences there. For one, in Destiny you have hang-time with jumps. While your character goes up fast, it doesnGÇÖt come down fast. This leaves you vulnerable. Secondly, you cannot shoot your gun when going up, only at the peak of your jump. And I may remember wrong (itGÇÖs been a while) you cannot shoot while coming down either. Thirdly, AoE attacks are limited. Rocket launcher has limited ammo and when you die, you lose it. Your super attacks are limited by time. And lastly, every suit has their own jump. Everyone is on equal ground, everyone can do it.
The beauty that is DUSTs fitting freedom is the reason for the myofib grief. You can stack HP if you wish, you can make your character stealthy and fast, you have pretty much unlimited ammo, controls favour myofib user, hit detection is wonky against them and the plethora of AoE and high damage weapons you can equip.
If the reason for high jumps was to allow heavies climb over curbs and give access to higher ground, then it is not unreasonable to limit myofibs use in battle. Remove the ability to shoot while jumping should be taken into consideration at the very least. Slowing down the jump and fall speed would help as well.
"I have never gotten a kill assist by fluxing a wall" - Baal Omniscient
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2015.12.01 12:32:00 -
[37] - Quote
Anmol Singh wrote:Almost everybody I talked to (Even those that use them for jumpy stuff) hate them. Nobody likes fighting an enemy that is 20 feet above me shooting grenades from a luncher at me and spamming their flaylock/ PLC. It is literally the most EZ-Mode you can get in this game. It is wayy to common and annoying.
I bet only 3-5% of the players in this game actually like the this way.
Proposal: How about we have it so that there is a 100% penalty on the 2nd and 3rd myofib for jumping. BOOM! Mind=Blown! 3-5% of the people playing this game use the Forums.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
147
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Posted - 2015.12.01 12:59:00 -
[38] - Quote
Sleepy Shadow wrote:Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad. Why always bring other games into discussion when talking about DUST features? DUST is supposedly unique and in many ways it is just that. What works in other games has no correlation whatsoever with what works in DUST. But if you want to compare DUST and for example Destiny, there are key differences there. For one, in Destiny you have hang-time with jumps. While your character goes up fast, it doesnGÇÖt come down fast. This leaves you vulnerable. Secondly, you cannot shoot your gun when going up, only at the peak of your jump. And I may remember wrong (itGÇÖs been a while) you cannot shoot while coming down either. Thirdly, AoE attacks are limited. Rocket launcher has limited ammo and when you die, you lose it. Your super attacks are limited by time. And lastly, every suit has their own jump. Everyone is on equal ground, everyone can do it. The beauty that is DUSTs fitting freedom is the reason for the myofib grief. You can stack HP if you wish, you can make your character stealthy and fast, you have pretty much unlimited ammo, controls favour myofib user, hit detection is wonky against them and the plethora of AoE and high damage weapons you can equip. If the reason for high jumps was to allow heavies climb over curbs and give access to higher ground, then it is not unreasonable to limit myofibs use in battle. Remove the ability to shoot while jumping should be taken into consideration at the very least. Slowing down the jump and fall speed would help as well.
Mostly this stuff.
As I said before Myofibs as a way of navigating the map etc are interesting and generally really good. As a way of spamming AoE they're just a bit cr*p.
It's not that jumps per say are bad but the on/off nature of the way that they've been implemented in Dust unfortunately isn't ideal. I get that they have a counter in that the suits are a bit squishier and the more enthusiastic proponents of it can suffer fall damage as a result but in general it is a mechanic that (for me) doesn't quite work in it's current set up.
I'd be all for some form of limitation on firing whilst jumping (Although non-myofib equipped shotgun scouts would probably not be happy with this) and/or some form of stamina penalty to prevent people constantly bouncing back and forth.
I know this one isn't able to be implemented but for example it would be nice if rather than a flat jump bonus Myos worked like a double/triple etc jump based on how many of them you were stacking. i.e. having one Myofib equipped mean that once in the air you can press jump again once or added jump hight. Two Myos mean you can press jump twice etc etc. It means that you actually have to interact to get your jump bonus and think about what you're doing whilst doing it. Each additional jump using the appropriate amount of stamina........(I guess that this means that Myos function more like a jet pack than anything to do with leg augs as others have also suggested). |
Aeon Amadi
13
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Posted - 2015.12.01 13:10:00 -
[39] - Quote
Edgar Reinhart wrote:Sleepy Shadow wrote:Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad. Why always bring other games into discussion when talking about DUST features? DUST is supposedly unique and in many ways it is just that. What works in other games has no correlation whatsoever with what works in DUST. But if you want to compare DUST and for example Destiny, there are key differences there. For one, in Destiny you have hang-time with jumps. While your character goes up fast, it doesnGÇÖt come down fast. This leaves you vulnerable. Secondly, you cannot shoot your gun when going up, only at the peak of your jump. And I may remember wrong (itGÇÖs been a while) you cannot shoot while coming down either. Thirdly, AoE attacks are limited. Rocket launcher has limited ammo and when you die, you lose it. Your super attacks are limited by time. And lastly, every suit has their own jump. Everyone is on equal ground, everyone can do it. The beauty that is DUSTs fitting freedom is the reason for the myofib grief. You can stack HP if you wish, you can make your character stealthy and fast, you have pretty much unlimited ammo, controls favour myofib user, hit detection is wonky against them and the plethora of AoE and high damage weapons you can equip. If the reason for high jumps was to allow heavies climb over curbs and give access to higher ground, then it is not unreasonable to limit myofibs use in battle. Remove the ability to shoot while jumping should be taken into consideration at the very least. Slowing down the jump and fall speed would help as well. Mostly this stuff. As I said before Myofibs as a way of navigating the map etc are interesting and generally really good. As a way of spamming AoE they're just a bit cr*p. It's not that jumps per say are bad but the on/off nature of the way that they've been implemented in Dust unfortunately isn't ideal. I get that they have a counter in that the suits are a bit squishier and the more enthusiastic proponents of it can suffer fall damage as a result but in general it is a mechanic that (for me) doesn't quite work in it's current set up. I'd be all for some form of limitation on firing whilst jumping (Although non-myofib equipped shotgun scouts would probably not be happy with this) and/or some form of stamina penalty to prevent people constantly bouncing back and forth. I know this one isn't able to be implemented but for example it would be nice if rather than a flat jump bonus Myos worked like a double/triple etc jump based on how many of them you were stacking. i.e. having one Myofib equipped mean that once in the air you can press jump again once or added jump hight. Two Myos mean you can press jump twice etc etc. It means that you actually have to interact to get your jump bonus and think about what you're doing whilst doing it. Each additional jump using the appropriate amount of stamina........(I guess that this means that Myos function more like a jet pack than anything to do with leg augs as others have also suggested).
Understandable. Could suggest adding a stamina penalty to them, maybe so that accumulative additions of the module practically require a cardiac regulator. Although, it might not work considering that jumping is based on a percentage of your stamina and not a pre-determined amount; so it likely wouldn't matter how much/little stamina you had you'd still be able to jump all the same.
As to what Sleepy Shadow said, there are inherent dangers with changing the way gravity works in Unreal (which would be the only way you could do modify fall speed). Would mean that everything would fall faster, projectile weapons, grenades, etc. At least, that's what I believe would happen given my limited knowledge of Unreal.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Union118
TH3 STRUGGL3
1
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Posted - 2015.12.01 13:11:00 -
[40] - Quote
Ripley Riley wrote:Signed, approved, +1.
Myofibs, in their current iteration, are a mistake. I know there are a handful of players who find them fun, but they are a gamebreaking annoyance to the rest of us.
Since CCP Rattati hates removing content from the game entirely, my proposal is to reduce the myofib jump height bonus by 50%. The module can still improve mobility, but doesn't allow for crazy moonjumping asshats anymore. I agree. Stacking 3 should get rid of all the stamina and should only jump high enough to reach the top of a crate. You shouldnt be able to jump more than two times before drained and maybe add a stamina delay after jump.
Starter Fit Suits are OP :-)
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Lucifalic
Baked n Loaded
846
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Posted - 2015.12.01 13:50:00 -
[41] - Quote
Option 1. No shooting while jumping. Same as sprint. Problem solved
Option 2. Armor plate penalty to jump height like sprinting. Myro stacking = no tank at all = easy killed target if you can aim. Problem solved
Here since Closed beta. That's messed up
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postapo wastelander
Corrosive Synergy
2
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Posted - 2015.12.01 14:34:00 -
[42] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad.
Major issue here is LAG and hit detection here. Dust is still somehow clunky and buggy in this way.
Trust me boyko if people will not have these issues, they will not be against module itself. Because they will have clearly chance to shoot these down. For example, why one game i can clearly shoot these jumpboykos from air and next ten games they do not taking any damage?
Cure is easy less LAG and framerate issue and it will be good.
How to achieve it:
Just make maps smaller - less loading, less assets for procesing, less framrate issues (and more place for implementation like racials for future).
"Clean" server infrastructure - This is evergreen how is possible dust is still lagy, do not ask me.
Implement latency filter - Make play more viable between players by implementation of ping filter, we should fight the contender not the lag between players.
Better optimization - Another issue, imput, effects, popups, these all doing unstable in fights (nerf them, if you need to scrap them, game need to be flowy like water)
I honestly think if these all will be resolved there will be less issues about modules and weapons because honestly we cannot to tune something if game is still that glitchy.
Like yesterday, i fight on shoti jumpy boyko, yes he got me but whall story story was like this:
I saw this boyko trying to kill on newbo i told my self helvete no and i start to hun him. He have blue tonic and i did not have issue with that because it was funny TTK. Je jumped on some rocks where i obviously do not have access, and wait "in shadow" if he jump down he jumped and now something interesting, i shoot him three times to face and punch him three times guess what no dmg taken.
And this is really problem, nonsensical lag what doing this. If people can shoot him in 1-5 secs closerange or 1-3 second medium/long range there will be less amount of users of blue tonics and nobody will do articless how it needs to be nerfed.
"Who is postapo?!"
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Shart Machine
The Warlords Legion
63
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Posted - 2015.12.01 15:47:00 -
[43] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad.
I wrote out a whole post, but at the end of the day I just get nostalgic about Tribes 2 and ramble about how far apart these two games really are.
My opinion about myos in Dust: where's the counterplay? I don't see any negative aspect to putting flubber on my boots while still stacking armor. You can say shields, but it is an argument of vertical movement over slight ehp, and movement is almost always the better choice. I can survive two extra hits or clear a building and regen it all back....
[#makeDustwheelchairaccessible]
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Death Shadow117
Wolf Pack Special Forces Rise Of Legion.
899
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Posted - 2015.12.01 15:57:00 -
[44] - Quote
No what we need are 2 different mods 1 for jumping and 1 for punching there also needs to be a module that increases base walk speed. |
Daemonn Adima
Y.A.M.A.H
566
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Posted - 2015.12.01 19:42:00 -
[45] - Quote
During the whole of the event time, a player named LASER DUST jumped around in a Gk.0 suit with proto PLC and flaylock Probably the most annoying encounter ever. Especially because he would jump spam a PLC shot near you and then jump spam his proto flaylock at your feet.
Scrub level over 9000. |
Alena Asakura
Caldari Logistics Reserve
166
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Posted - 2015.12.01 20:36:00 -
[46] - Quote
Anmol Singh wrote:Almost everybody I talked to (Even those that use them for jumpy stuff) hate them. Nobody likes fighting an enemy that is 20 feet above me shooting grenades from a luncher at me and spamming their flaylock/ PLC. It is literally the most EZ-Mode you can get in this game. It is wayy to common and annoying.
I bet only 3-5% of the players in this game actually like the this way.
Proposal: How about we have it so that there is a 100% penalty on the 2nd and 3rd myofib for jumping. BOOM! Mind=Blown! Yes, myofibs have become the single most painful item in the game with the addition of jump ability. Seeing a heavy jump is just plain ridiculous. Way to make Dust a game that people don't want to play when you have to deal with that sort of thing. |
Alena Asakura
Caldari Logistics Reserve
167
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Posted - 2015.12.01 20:39:00 -
[47] - Quote
Raven-747 wrote:Reason why jumps were introduced: Heavies could jump that little hedge with 1 or 2 mods, assaults could now increase their mobility with a mod or two, and scouts could evade critical situations. And how does the player base uses it? lulz This is called, in other fields, "The rule of unintended consequences". |
DDx77
WarRavens Imperium Eden
437
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Posted - 2015.12.01 21:05:00 -
[48] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad.
The main issue is Latency lag players + already present hit detection issues with jumping + explosive weapons ( MassD / PLC & Flaylock)
Here is a very reasonable solution / compromise I have suggested:
https://forums.dust514.com/default.aspx?g=posts&t=219364&find=unread
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Cesar Geronimo
Dust University Ivy League
168
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Posted - 2015.12.01 21:58:00 -
[49] - Quote
Professor Mehaffey wrote:Cesar Geronimo wrote:Like I've been saying, the simplest solution is to just add a severe moving spread penalty when in the air... Wouldn't that give them more time to shoot whilst airborn?
I mean a moving accuracy penalty to weapons that greatly increases spread.... |
Terry Webber
Mannar Focused Warfare Gallente Federation
909
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Posted - 2015.12.01 22:59:00 -
[50] - Quote
I might have a solution. Click the link below or in my sig to read all about it.
Inertial Booster Module
Inertial Booster Module
Vehicle Installation
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.12.01 23:28:00 -
[51] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad.
For one, very few of dust's maps were designed with verticality being a central level design philosophy. Older maps, like Skim Junction (The tabletop map) do vertical spaces well. All of the high points on the map are visible to all of the other high points, and they are all ladder accessible.
Newer maps, like the five point city map with Bravo inside a building, Charlie by some waterworks facility, and Alpha under the lip of another building are not designed with verticality in mind. In these instances, myos allow people to turtle or rain explosives down on others with relative impunity.
My .02 ISK
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Eros Adonai
Corrosive Synergy
731
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Posted - 2015.12.01 23:55:00 -
[52] - Quote
It would be nice if pink fairy wings could be added to a merc's dropsuit, when myo's are fitted. The little girls who use them would love that. Come on guys, think of the children
Director - Corrosive Synergy
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Thexan Valkorian
Sanmatar Kelkoons Minmatar Republic
40
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Posted - 2015.12.01 23:59:00 -
[53] - Quote
Jump bunnies are not an issue, they are easy to kill. Problem- Explosive weapons Make it so you cannot equip Dual Flaylocks or a Flaylock with Plasma Cannon on suit. The Plasma and Myo is okay as it is because it is slightly harder to properly aim and radius of explosion. The Flaylock and Plasma Cannon and Dual Flaylock are the real problem for certain people. Any nerf besides this would be ridiculous because dumb Clods do not know how to play correctly or solve simply problems where it is right in front of them.
Only thing that could trick you is if they are with melee range and jump, you would think where they would land.
Solution. Run in a straight line for 0.8-1.2sec and turn around too kill them. That is all
Thexan, out
I Believe In The Democratization Of Fear.
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Anmol Singh
G0DS AM0NG MEN
1
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Posted - 2015.12.03 20:14:00 -
[54] - Quote
Raven-747 wrote:Reason why jumps were introduced: Heavies could jump that little hedge with 1 or 2 mods, assaults could now increase their mobility with a mod or two, and scouts could evade critical situations. And how does the player base uses it? lulz
I am 99% sure that 90% of heavies do not use myofibs. The main culprits are Assault suits and Commandos.
Sagaris lover!!!
Commando <3
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Anmol Singh
G0DS AM0NG MEN
1
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Posted - 2015.12.03 20:22:00 -
[55] - Quote
Aeon Amadi wrote:Let's get some constructive criticism/critical thinking going on:
Why does this form of verticality work in other games (Destiny, Tribes, Planetside 2, Call of Duty) but not in Dust 514?
Jump-packs, double/triple jumps, blinks have been a thing in FPS games for a while. What makes them easier to deal with than in Dust 514? Is it the high amount of HP players can have in Dust 514? Is solely because of the Mass Driver?
Theorycraft. Have to know -WHY- they are bad, not that they are just bad.
In Call of Duty, catching a jumper is like a free kill because it takes like 4 bullets to kill them. In dust jumpers can range from 500 easily to 900 HP. Also, it is really hard to fight an uphill battle. In Dust, it is much easier to aim down on a target than up. Also, aiming down on target means you are shooting the head while aiming up means you are shooting the feet and legs. It is much easier to get headshots on a target below you.
Sagaris lover!!!
Commando <3
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Anmol Singh
G0DS AM0NG MEN
1
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Posted - 2015.12.03 20:25:00 -
[56] - Quote
Death Shadow117 wrote:No what we need are 2 different mods 1 for jumping and 1 for punching there also needs to be a module that increases base walk speed.
We cannot have a mod for increasing base walk speed or people will warp left or right.
Sagaris lover!!!
Commando <3
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SAMEERio
WarRavens Imperium Eden
57
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Posted - 2015.12.03 22:10:00 -
[57] - Quote
Anmol Singh wrote:Death Shadow117 wrote:No what we need are 2 different mods 1 for jumping and 1 for punching there also needs to be a module that increases base walk speed. We cannot have a mod for increasing base walk speed or people will warp left or right. Rise of the Planet of Winmatar Heavies
Trading514
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