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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.08 23:50:00 -
[1] - Quote
People have different feelings towards the jumpers, for a reason. Myofibs add depth to the game by allowing access to different parts of map. They are combat advantage by escape tool and bonus for splash damage weapons.
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
Note this thread is created because of the will to nerf the jump height or remove myofibs entirely by posters in this thread.
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Twelve Guage
Random Gunz Rise Of Legion.
1
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Posted - 2015.12.09 02:27:00 -
[2] - Quote
Now here is a suggestion I would just love to see implemented. Everyone one wins.
The Mistress of Massdrivers
Buying Council's Modified Repair Tool 4m ea
Check out my thread in player
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TheEnd762
SVER True Blood RUST415
842
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Posted - 2015.12.09 04:21:00 -
[3] - Quote
+1 |
Aver Amarn
Team Destructo Kitty Force x3
39
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Posted - 2015.12.09 05:28:00 -
[4] - Quote
Love this idea. I would love o see it implemented. It's a major fix to the crap I come across every game.
Aver's Wares Trading Shop
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korrah silain
True Illuminate
193
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Posted - 2015.12.09 05:58:00 -
[5] - Quote
Been suggesting this since day 1. Glad it's catching on
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.09 11:21:00 -
[6] - Quote
korrah silain wrote:Been suggesting this since day 1. Glad it's catching on
Sorry it seems I missed your thread. Feel free to link the old one, so we can see older arguments for and against.
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korrah silain
True Illuminate
193
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Posted - 2015.12.09 21:15:00 -
[7] - Quote
KEROSIINI-TERO wrote:korrah silain wrote:Been suggesting this since day 1. Glad it's catching on Sorry it seems I missed your thread. Feel free to link the old one, so we can see older arguments for and against. Never made a thread, when they first hit there was alot of calling for removing the feature and when ever I heard the argument come up I would pop in and suggest a charge meter. Usually got lost in the yelling though
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
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Union118
TH3 STRUGGL3
1
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Posted - 2015.12.09 22:36:00 -
[8] - Quote
I like that idea. Maybe it can show them crouching right before jump kinda like an animation to show full jump strength. Cuz u cant jump without bending the knees.
Starter Fit Suits are OP :-)
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.10 00:28:00 -
[9] - Quote
Union118 wrote:I like that idea. Maybe it can show them crouching right before jump kinda like an animation to show full jump strength. Cuz u cant jump without bending the knees.
Yeah, something like that would be great. Not hindering them too much though, nobody wants to be paralyzed, even for 0,5 secs.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.10 02:05:00 -
[10] - Quote
Jadek Menaheim first post wrote: -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. However, there may be room here to have both a charge mechanic for regular jumps (with myo taken out of high slots) and enhanced super jumps/melee with active charge EQ.
Maybe there is no need for on screen meter. Especially if the charge is gonna be anything less than a second (which I would recommed).
Maybe it doesn't even need that much teaching and educative tooltips, as the mechanic really is in so many games and therefore familiar to masses.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.10 03:04:00 -
[11] - Quote
KEROSIINI-TERO wrote:Union118 wrote:I like that idea. Maybe it can show them crouching right before jump kinda like an animation to show full jump strength. Cuz u cant jump without bending the knees. Yeah, something like that would be great. Not hindering them too much though, nobody wants to be paralyzed, even for 0,5 secs. I was going to ask about that. A hold 'X' to jump that either locks you in place, reduces speed to a crawl (or walking pace), is going to change the movement dynamic.
I could see putting the playing in a 1-3 crouch position (still can maintain movement, i.e. crouch walk speed) for a charge jump as a positive step for combat gameplay balance. -Let's the user know they've activated a charge jump without the need an on screen charge meter. -The enemy can see this crouch, telegraphing the likely intention charge jump, and can respond accordingly.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.10 03:10:00 -
[12] - Quote
Yea had the simple crouch in mind as well. Just emphasized that not total paralysis.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.10 03:30:00 -
[13] - Quote
KEROSIINI-TERO wrote:Yea had the simple crouch in mind as well. Just emphasized that not total paralysis. Agreed.
What would your thoughts be on removing dependency on blue bottles for charge jump?
Here's where I'm coming from.
-Give every suit the charged jump height of what 3 blue bottles current gives you (have to hold the button for 3 seconds to get the highest jump. Each second equates to 1 blue bottle in jump power). Could reuse some pitch shifted weapon sound to give you the indication jump charge is complete and ready for your to release 'x' for full power jump. You can release the button at anytime, however, it wouldn't be as strong.
-Introduce EQ that enhances your jump and melee power. This would be similar to the cloak EQ which already has the ability to change player stats when activated. EQ has an activation window (e.g. 20 seconds). The change it makes to base jump height stats can be compounded with the proposed 3 second charge jump. This would allow for further map navigation abilities without the need for disposable dropships.
The reliance on dropships as disposable elevators to camp a high point first with links, hives, and forge gunners/swarmers is problematic in terms of gameplay balance.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.10 04:00:00 -
[14] - Quote
Jadek Menaheim wrote: Agreed.
What would your thoughts be on removing dependency on blue bottles for charge jump?
-Give every suit the charged jump height of what 3 blue bottles current gives you (have to hold the button for 3 seconds to get the highest jump. Each second equates to 1 blue bottle in jump power). Could reuse some pitch shifted weapon sound to give you the indication jump charge is complete and ready for your to release 'x' for full power jump. You can release the button at anytime, however, it wouldn't be as strong.
-Introduce EQ that enhances your jump and melee power. This would be similar to the cloak EQ which already has the ability to change player stats when activated. EQ has an activation window (e.g. 20 seconds). The change it makes to base jump height stats can be compounded with the proposed 3 second charge jump.
YES on possible split on jump ability from blue cans.
NO - a strong one - on giving every suit the current jump height.
Long ago, like the times when Manus Peak was littered with hard-to-traverse mountain passes, I was pondering about the yellow/green cans giving jump height, but never posted the idea. Thought that no module could ever increase jump height...
Jadek Menaheim wrote: This would allow for further map navigation abilities without the need for disposable dropships.
The reliance on dropships as disposable elevators to camp a high point first with links, hives, and forge gunners/swarmers is problematic in terms of gameplay balance.
Very true. Was about to write a 'thesis' on the subject lol but never had the strength =P
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.10 04:19:00 -
[15] - Quote
What's a fair height for charged jumps if we did do blue bottle/EQ split?
(I'd also imagine we'd reduce the power of melee on blue bottles if we're going to an EQ that increases punching power substantially).
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.10 04:49:00 -
[16] - Quote
Jadek Menaheim wrote:What's a fair height for charged jumps if we did do blue bottle/EQ split?
(I'd also imagine we'd reduce the power of melee on blue bottles if we're going to an EQ that increases punching power substantially).
Easy. Height that allows heavies to get over those annoying smallish steps, for assaults height that allows to get past chest height fences (like those fire obstruction fences on some roofs, like on Orbital Artillery Installation)
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DIinkelFritz
The Eternal Noxium Imperium
7
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Posted - 2015.12.10 06:21:00 -
[17] - Quote
On top of balancing out the jump mechanic, it also makes things a tad bit easier for, among other builds, scout players. Sometimes you only want to jump 10 feet in the air to get someplace, but currently you have to time it perfectly with a 20ft jump or else do it again.
Committed suicide....again...
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