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Bradric Banewolf
Eternal Beings
1
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Posted - 2015.12.18 20:31:00 -
[1] - Quote
Viktor Hadah Jr wrote:Just played a few games.
IDK why everyone is freaking out about them, they not that hard to kill...
No offense, but... WTF are you talking about? You noticed that many people complaining, played one match, and you think it's ok?
There are some PC's against Rebellion TLC and Grupo going down all week. Go get a healthy dose of jumpy splash dmg and lagged out hit detection. Then return all up to speed and sh*t. o7
"Anybody order chaos?"
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Bradric Banewolf
Eternal Beings
1
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Posted - 2015.12.18 20:59:00 -
[2] - Quote
MexXx Dust-Slayer wrote:Easy as f** to kill them from mid range; away from the heat of the action when they're pre-occupied - as is anything else. A bit ridiculous to basically be banned from an objective because a few reds are yo-yo'ing spamming explosives.
^^^ Exactly!
So when the objective is the way to winning the match how the F*ck are we supposed to do that? Killing guys from range doesn't win PC's. I can RR spam into targets from the redline all day.... still in the redline.
Throw grenades at them, they jump. Shoot at them, they jump. Bout to die? They jump! HMG overheat is still nerfed unreasonably so you'll overheat before you kill the buffed assaults.... *hint hint CCP*
Simple fix? No firing weapons while jumping. Jump mods were implemented so you can "Access" higher areas, not fire from mid air. Let them access high areas, but leap frogging to avoid dmg while delivering multiple head shots with splash is bs.
Also, controller's can't track the jumping targets. Play on 100 setting, and it's far to slow against kb/m and jumpers. Everyone knows this! This is also all you see in PC too. Currently heavies are all but useless in PC except for milking points for OB's because the heavies take an enormous amount of dmg as a result of being so slow?!
The left to right speed nerf only effected controller players as kb/m players still move at a ridiculous rate of speed. Combine that with lag and jumping, and targets survive 100's of rounds of any weapon while killing with utter ease.
Not like CCP is listening though so.... meh
"Anybody order chaos?"
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Bradric Banewolf
Eternal Beings
1
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Posted - 2015.12.19 04:30:00 -
[3] - Quote
Viktor Hadah Jr wrote:Bradric Banewolf wrote:Viktor Hadah Jr wrote:Just played a few games.
IDK why everyone is freaking out about them, they not that hard to kill... No offense, but... WTF are you talking about? You noticed that many people complaining, played one match, and you think it's ok? There are some PC's against Rebellion TLC and Grupo going down all week. Go get a healthy dose of jumpy splash dmg and lagged out hit detection. Then return all up to speed and sh*t. o7 Full offense, but... next time before you think it is a good idea to transcribe your mouth diarrhea into a reply by rolling your face on the keyboard you inbreed orangutan. Be sure your reading comprehension skills are up to par. I said i played a few games, i have no clue when few has ever meant one to anybody. Secondly PC's have not been a test of quality or skill for almost a year now with servers getting worse monthly it seems. There once was a time when you could have two teams fight each other and one would come out on top because of skill and tactics, but that is not the case. Now just because Mass drivers work in the horrid lagfest known as PC does not make mass drivers the problem; mass drivers are not the problem, lag is.
Listen school girl! Everytime someone disagrees with you doesn't justify ragging out like a 16 year old girl?! You're dead wrong about jump mods, and the community practically hates CCP for this, not because they don't like the concept dumb*ss, but because it breaks hit detection! Tactics are useless when your enemy doesn't get hit!
Lag is an issue, and always has been. On that you are right, but since that is the case tell me how jumpy MD is a good idea again? This your last time playing internet gangsta with me as well. You post in GD expect some unsavory responses. Ain't no passes round here. o7
"Anybody order chaos?"
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Bradric Banewolf
Eternal Beings
1
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Posted - 2015.12.22 18:40:00 -
[4] - Quote
I can appreciate all of you guys offering up suggestions and ideas for countering the jumpy MD suits, but in the end all of these suggestions are situational at best and strongly dependent on having a certain weapon, setting, etc.
I don't have a mass driver. Don't like to use them, and prefer my assault rifle or rail rifle to splash dmg weapons. The problem with FOTM fits is the "use it or die" application of them. Either you're using whatever the FOTM is, or you're hopelessly getting wrecked?! This is what drives so many to the forums to plead with CCP to reconsider such ideas.
This game for some is constant progression, not only in SP, but in tactics. Match after match we train our skills and tactics until they are muscle memory. Tactics change for teams overall, but for individual mercs they all have their own style of application. We don't want to change with the FOTM just because CCP got drunk last night, and decided myofibril's should do both melee and jump strengthening?!
While I welcome the challenge of new dynamics to the game, I quickly notice that the issue wasn't so much as tracking them as it was getting dmg to register properly. There's skill issues which vary from player to player, and then there's game mechanic issues.... this is what i'm complaining about!
I understand where everyone is coming from, and share the same understanding of the dropsuit make ups. Theoretically, a jumpy suit should be relatively easy to kill once hit since to obtain that jump height you use up the majority of your high slots. This would make shield based suits easier to kill, theoretically. Armor based suits would technically be tougher since they are armor based, but lose stamina quickly making them also easier to kill.
What is actually taking place is the combo of sketchy hit detection+jumping+lag in some instances=jumpy suit doesn't get hit. However, not being in said jump suit means hit detection is still just as sketchy, but you get hit more often and from an advantageous position for the enemy who is jumping.
This is the issue! I can keep him in sight relatively well, but the rounds are wasted due to hit detection. Meanwhile splash dmg has no such hit detection issues. So the jumpy MD fit does really well in CQC making hacking panels nearly impossible.
Also, in all of your suggestions to counter the jumpy MD, or jumpy suit in general, where's your hard counter? Where's even a decent counter that one can run and have a fairly solid chance against jumpy fits? As for me I know to steer clear of combat rifles as my fits are built to survive shield dmg, while delivering superior shield dmg. I.E. I clear equipment, wreck shield based suits leaving them primed for epic armor based dmg from friendlies, and I carry the Duvolle AR for ammo capacity so I can rain on multiple targets repeatedly often scoring more assist than kills. This is just one suit design, but in the many different layouts i've created where is a hard counter to what is issentially flying dropsuits? Leave it to CCp to implement something so devastating without a solid counter, other than "shoot at it"?!
The jumping ability forces all CQC classes, regardless of base, out of CQC due to them jumping clearly over their targets head while repeatedly delivering dmg. This makes the traditional style of heavy and assault CQC gameplay almost useless. Not completely, but at such a high percentage that winning in the point holding competition is exponentially more difficult.
This forces the use of range to try to combat jumpy tactics, and while this scores kills it doesn't gain access to the panel the way that is needed to win battles. So you see more gal assault/rail rifle, heavy/AHMG, min assault/SCR, etc. This gives them range to get kills, and maybe someone can attempt a hack(suicidal), but overall the jump suits have a massive arsenal at their disposal. You know what those tools are, no need for a list.
"Anybody order chaos?"
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