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maybe deadcatz
Serris Inc
1
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Posted - 2015.12.08 03:31:00 -
[1] - Quote
Don't quote me on this but here's what I wrote in another thread while I was distracted via some technical stuff on my tablet.
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
Edit: add in a small jump height Nerf to assaults. The height gained from a triple stack jump is cut in half for medium frame before compressing into one myo. Makes them easier to combat.
Ha!You can't kill me! I'm already dead!
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Xvos Reigns
315
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Posted - 2015.12.08 03:58:00 -
[2] - Quote
maybe deadcatz wrote:Don't quote me on this but here's what I wrote in another thread while I was distracted via some technical stuff on my tablet. 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
Edit: add in a small jump height Nerf to assaults. The height gained from a triple stack jump is cut in half for medium frame before compressing into one myo. Makes them easier to combat. I think the max jump height should be achieved at two myos. I also think that the third myo should have an inverse effect on jump height, reducing it instead of increasing it, while still granting full melee bonus. |
Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.08 14:18:00 -
[3] - Quote
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.
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postapo wastelander
Corrosive Synergy
2
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Posted - 2015.12.08 15:38:00 -
[4] - Quote
I will go for drastical one. If you want to jump higher you need combo of blue and red tonix.
AND
Expect some dmg from falls (implemented not for shields but for armor).
"Im original Boii Boyko"
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.08 23:23:00 -
[5] - Quote
postapo wastelander wrote:I will go for drastical one. If you want to jump higher you need combo of blue and red tonix.
AND
Expect some dmg from falls (implemented not for shields but for armor). Are you putting stacking limits or penalties on that? I'm sure you know there are difference in slot fitting parity between racial suit types to contend with. You know my position already on making the myo jump/punch combo EQ.
As for fall damage, that really needs to be looked at. Personally I would prefer if we could activate the inertia dampener at any height (even a small jump) by pressing 'O' while airborne.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.08 23:48:00 -
[6] - Quote
Let's separate the two things:
A) the abillity to get higher and to locations normally inaccessible
B) the questionable ability to use jump as 'vanhish' button in close combat. The instajumping, I mean.
[SUGGESTION:] Add 'Charge-for-jump' mechanic for jumping!
meaning: small tap on jump still does a quite normal minijump. Holding the button for a bit charges the jump up, like 0,5 to 1 sec for max height. Many games have this mechanic.
PROS: - Max height still reachable - No need to tweak modules - Jumper can still escape via jumping - Jumper cannot instavanish - BONUS: Skilled jumpers can now control their own jump height! Handy for especially weakest of scout jumpers.
CONS: - Requires a moderate amount of coding to implement
Created an own thread for this, in the proper feedback and suggestions forum.
KERO-TRADER is my official Eve character for Dust trading.
Search "KEROSKIN" for list of skins for sale!
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Death Shadow117
Wolf Pack Special Forces Rise Of Legion.
913
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Posted - 2015.12.08 23:49:00 -
[7] - Quote
So take away the ability to tactically place links without a dropship? |
postapo wastelander
Corrosive Synergy
2
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Posted - 2015.12.09 04:41:00 -
[8] - Quote
Jadek Menaheim wrote:postapo wastelander wrote:I will go for drastical one. If you want to jump higher you need combo of blue and red tonix.
AND
Expect some dmg from falls (implemented not for shields but for armor). Are you putting stacking limits or penalties on that? I'm sure you know there are difference in slot fitting parity between racial suit types to contend with. You know my position already on making the myo jump/punch combo EQ.As for fall damage, that really needs to be looked at. Personally I would prefer if we could activate the inertia dampener at any height (even a small jump) by pressing 'O' while airborne.
Honestly boyko if it will be my way there will be just possibility to jump. Not shooting, just jump.
Nothing else.
"Im original Boii Boyko"
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.09 23:38:00 -
[9] - Quote
postapo wastelander wrote:Jadek Menaheim wrote:postapo wastelander wrote:I will go for drastical one. If you want to jump higher you need combo of blue and red tonix.
AND
Expect some dmg from falls (implemented not for shields but for armor). Are you putting stacking limits or penalties on that? I'm sure you know there are difference in slot fitting parity between racial suit types to contend with. You know my position already on making the myo jump/punch combo EQ.As for fall damage, that really needs to be looked at. Personally I would prefer if we could activate the inertia dampener at any height (even a small jump) by pressing 'O' while airborne. Honestly boyko if it will be my way there will be just possibility to jump. Not shooting, just jump. Nothing else. So what do you mean, your weapon locks when you are in the air?
Dust 514 Market Trello. The essential resource for trading in Dust.
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