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General Vahzz
PIanet Express
268
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Posted - 2016.01.27 17:42:00 -
[121] - Quote
Summa Militum wrote:INFINITE DIVERSITY IDIC wrote:Soto Gallente wrote:Screw the 20 people that liked this thread. All of you are idiots that obviously need to train your gun game.
Yes I'm well aware I like this thread too, but that's because I can't help it. You like most of these scrubs talking are bad at Dust. Myos need seperation from the current jump / melee crutch that has been created. Vertical movement while cloaked combined with the ability to melee 800+ hp with 1 strike while still cloaked is for people without gungame. Best example is Romulus. He gets 20 or 30 kills a game without using a gun, and yet if he were to use a gun like most of this breed they get wrecked. I have played against Romulus Hex many times and he is plenty capable of destroying most of the players in this game even without the melee or myofibs. You must not be familiar with the accuracy Romulus has with the Plasma Cannon. I have played against H3X many times. Those punches hurt my junk, and that PLC makes my butt hurt.
He is skilled, unlike these jumpy massasses
You can bite my shiny metal ass.
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ROMULUS H3X
research lab
968
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Posted - 2016.01.27 17:46:00 -
[122] - Quote
Kierkegaard Soren wrote:One of the issues that myro-use brings but is rarely touched on is that they grant the user a get-out-jail-free card when they're caught with their pants down; they rush into an engagement all guns blazing without checking out the situation properly (which is dumb play) and they get flanked by a red-dot who took the time to skirt around the engagement and pick his target wisely (which is a great play). By "rights" (and I use that term in its loosest sense here) the flanker should be rewarded with, at the very least, a solid advantage over his opponent leading to a probable kill confirmed. But if that dumb-play player has myros equiped? Pfft. Jump backwards to break aim tracking, spin mid-air to the direction of the attacker, land with barely a scratch and now it's an even 1v1. Or not, because the jumper *will* jump, using splash damage to mitigate the loss of aim whilst mid-air.
It's infuriating, especially when newer players are trying to use their brains and cunning to make up for the sp deficit they have when compaired to older vets. Adapt or die? Explain how. Because waiting for them to land so you can shoot them with your service rifle puts you at a significant dps disadvantage when your opponent is landing free hits on you whilst they're in the air.
Honestly, I just want them to come with a charge-to-jump mechanic, because that would fix nearly every issue we're having with them right now.
A charge jump, that takes twice as much stamina to get the max height.
To do the same percentage of jumps at the same amplitude, 2 complex cardiacs will be essential.
Combined with a rotational sensitivity increase...
Who knows... maybe this is a contributing factor to why there is so much SILENCE FROM CCP ABOUT 1.3...
It is quite controversial, you know?
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Soto Gallente
482
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Posted - 2016.01.27 17:48:00 -
[123] - Quote
ROMULUS H3X wrote:Kierkegaard Soren wrote:One of the issues that myro-use brings but is rarely touched on is that they grant the user a get-out-jail-free card when they're caught with their pants down; they rush into an engagement all guns blazing without checking out the situation properly (which is dumb play) and they get flanked by a red-dot who took the time to skirt around the engagement and pick his target wisely (which is a great play). By "rights" (and I use that term in its loosest sense here) the flanker should be rewarded with, at the very least, a solid advantage over his opponent leading to a probable kill confirmed. But if that dumb-play player has myros equiped? Pfft. Jump backwards to break aim tracking, spin mid-air to the direction of the attacker, land with barely a scratch and now it's an even 1v1. Or not, because the jumper *will* jump, using splash damage to mitigate the loss of aim whilst mid-air.
It's infuriating, especially when newer players are trying to use their brains and cunning to make up for the sp deficit they have when compaired to older vets. Adapt or die? Explain how. Because waiting for them to land so you can shoot them with your service rifle puts you at a significant dps disadvantage when your opponent is landing free hits on you whilst they're in the air.
Honestly, I just want them to come with a charge-to-jump mechanic, because that would fix nearly every issue we're having with them right now. A charge jump, that takes twice as much stamina to get the max height. To do the same percentage of jumps at the same amplitude, 2 complex cardiacs will be essential. Combined with a rotational sensitivity increase... Who knows... maybe this is a contributing factor to why there is so much SILENCE FROM CCP ABOUT 1.3... It is quite controversial, you know? Depends on how long the charge would be to jump? I think making the charge time a little less than it takes to charge the IoP would be a good time.
Ex-news reporter for The Scope
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General Vahzz
PIanet Express
269
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Posted - 2016.01.27 17:51:00 -
[124] - Quote
ROMULUS H3X wrote:Kierkegaard Soren wrote:One of the issues that myro-use brings but is rarely touched on is that they grant the user a get-out-jail-free card when they're caught with their pants down; they rush into an engagement all guns blazing without checking out the situation properly (which is dumb play) and they get flanked by a red-dot who took the time to skirt around the engagement and pick his target wisely (which is a great play). By "rights" (and I use that term in its loosest sense here) the flanker should be rewarded with, at the very least, a solid advantage over his opponent leading to a probable kill confirmed. But if that dumb-play player has myros equiped? Pfft. Jump backwards to break aim tracking, spin mid-air to the direction of the attacker, land with barely a scratch and now it's an even 1v1. Or not, because the jumper *will* jump, using splash damage to mitigate the loss of aim whilst mid-air.
It's infuriating, especially when newer players are trying to use their brains and cunning to make up for the sp deficit they have when compaired to older vets. Adapt or die? Explain how. Because waiting for them to land so you can shoot them with your service rifle puts you at a significant dps disadvantage when your opponent is landing free hits on you whilst they're in the air.
Honestly, I just want them to come with a charge-to-jump mechanic, because that would fix nearly every issue we're having with them right now. A charge jump, that takes twice as much stamina to get the max height. To do the same percentage of jumps at the same amplitude, 2 complex cardiacs will be essential. Combined with a rotational sensitivity increase... Who knows... maybe this is a contributing factor to why there is so much SILENCE FROM CCP ABOUT 1.3... It is quite controversial, you know? 3 complex cardiacs are beautiful though
You can bite my shiny metal ass.
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Shamarskii Simon
The Hundred Acre Hood
703
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Posted - 2016.01.27 18:45:00 -
[125] - Quote
Soto Gallente wrote:BILL COSBYjr wrote:Myos are op in the fact that they should be on the low side or shouldn't have dual capabilities...it is way to easy to speed tank and regulate...it having a dual boost is bullshit....but they r really fun to run BUT IT IS BROKE
Heck no. Do you realize how easy it would be to both shield tank while using myos and cardios? I can only imagine how happy Gallente and Amarr Assaults and Minmatar Assaults would be to hear that change happen.
*looks for calAssault* *realizes that regs >>>>>> myos* *sees calAss isn't in list*
How easy would it be to shield tank exactly??
Potential Pilot Proposal? Yes!
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Soto Gallente
497
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Posted - 2016.01.27 19:05:00 -
[126] - Quote
Shamarskii Simon wrote:Soto Gallente wrote:BILL COSBYjr wrote:Myos are op in the fact that they should be on the low side or shouldn't have dual capabilities...it is way to easy to speed tank and regulate...it having a dual boost is bullshit....but they r really fun to run BUT IT IS BROKE
Heck no. Do you realize how easy it would be to both shield tank while using myos and cardios? I can only imagine how happy Gallente and Amarr Assaults and Minmatar Assaults would be to hear that change happen. *looks for calAssault* *realizes that regs >>>>>> myos* *sees calAss isn't in list* How easy would it be to shield tank exactly?? The Amarr and Gallente do have shield tanking capabilities. The Minmatar also have that capability to an even higher degree.
Ex-news reporter for The Scope
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Shamarskii Simon
The Hundred Acre Hood
705
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Posted - 2016.01.27 19:24:00 -
[127] - Quote
Soto Gallente wrote:Shamarskii Simon wrote:Soto Gallente wrote:BILL COSBYjr wrote:Myos are op in the fact that they should be on the low side or shouldn't have dual capabilities...it is way to easy to speed tank and regulate...it having a dual boost is bullshit....but they r really fun to run BUT IT IS BROKE
Heck no. Do you realize how easy it would be to both shield tank while using myos and cardios? I can only imagine how happy Gallente and Amarr Assaults and Minmatar Assaults would be to hear that change happen. *looks for calAssault* *realizes that regs >>>>>> myos* *sees calAss isn't in list* How easy would it be to shield tank exactly?? The Amarr and Gallente do have shield tanking capabilities. The Minmatar also have that capability to an even higher degree.
Barely... Lol
I know min can yeah... But shield tanking w/o regs is... "Secondary"
Potential Pilot Proposal? Yes!
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TIGER SHARK1501
Savage Bullet RUST415
747
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Posted - 2016.01.27 20:13:00 -
[128] - Quote
Soto Gallente wrote:TIGER SHARK1501 wrote:DozersMouse XIII wrote:Adapt and overcome Spoken like a hopper Spoken like a stereotypist. I like to think honest and straightforward, but to each his own. |
Soto Gallente
500
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Posted - 2016.01.27 20:16:00 -
[129] - Quote
TIGER SHARK1501 wrote:Soto Gallente wrote:TIGER SHARK1501 wrote:DozersMouse XIII wrote:Adapt and overcome Spoken like a hopper Spoken like a stereotypist. I like to think honest and straightforward, but to each his own. By saying what you said, you just grouped all myofibral stimulant users into one category.
Ex-news reporter for The Scope
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General Vahzz
PIanet Express
283
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Posted - 2016.01.27 20:18:00 -
[130] - Quote
Soto Gallente wrote:TIGER SHARK1501 wrote:Soto Gallente wrote:TIGER SHARK1501 wrote:DozersMouse XIII wrote:Adapt and overcome Spoken like a hopper Spoken like a stereotypist. I like to think honest and straightforward, but to each his own. By saying what you said, you just grouped all myofibral stimulant users into one category. Oh the irony.
You can bite my shiny metal ass.
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Soto Gallente
501
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Posted - 2016.01.27 20:20:00 -
[131] - Quote
General Vahzz wrote:Soto Gallente wrote:TIGER SHARK1501 wrote:Soto Gallente wrote:TIGER SHARK1501 wrote: Spoken like a hopper
Spoken like a stereotypist. I like to think honest and straightforward, but to each his own. By saying what you said, you just grouped all myofibral stimulant users into one category. Oh the irony. That was sort of the point.
Ex-news reporter for The Scope
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TIGER SHARK1501
Savage Bullet RUST415
748
|
Posted - 2016.01.27 20:41:00 -
[132] - Quote
Soto Gallente wrote:TIGER SHARK1501 wrote:Soto Gallente wrote:TIGER SHARK1501 wrote:DozersMouse XIII wrote:Adapt and overcome Spoken like a hopper Spoken like a stereotypist. I like to think honest and straightforward, but to each his own. By saying what you said, you just grouped all myofibral stimulant users into one category. Nay sir. The individual I called out earlier merely brushed earlier comments out stating learn to counter the mechanic when I and others stated it's broken and here is why.
Also under your logic I'm grouping myself under the all complex myo loaded mass driver player grouping because I have a basic myo in two if my fittings. The Ammar heavy and Ammar Logi.
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BARAGAMOS
Kinsho Swords Caldari State
452
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Posted - 2016.01.27 22:40:00 -
[133] - Quote
Another issue I am seeing lately with the jumpy myo fits is the overall time it takes to actually kill them. If I have you in my reticle the typical nonmyo scrub takes less than 2 seconds to kill. As soon as the myo scrub starts jumping around I have to dedicate many more seconds to kill them. This leaves you vulnerable and preoccupied for precious seconds that usually results in someone else on their team/squad killing you even if they don't. You cant ignore them, especially with the OHK melee potential. So, you are stuck trying to hit a guy that is actually in the wide open as if he had cover. During that time you are often having to move out of your own cover to avoid splash damage or OHKs. Tactical shooters are supposed to reward tactical play. If you move to the flank or better cover position you are supposed to be rewarded with the advantage. Instead you can run a myo fit and never have to actually worry about position. The game was not designed for this level of vertical movement, and the steady increase of myo use in the game shows that the only real adaptation to counter them is to run them. The warping of the metagame is itself not healthy.
I, like some others have mentioned, want to play a tactical SciFi FPS. Not Mike Tysons Punchout, Duck Hunt, or Halo. That means that melee and AV/splash weapons should not be taking center stage. At best they should be marginally successful play styles that allow those that want to play them the opportunity. They should not be on par with the role of a front line assault suit with a rifle. Otherwise, from even a flavor perspective the game makes no sense. It would be like ramming becoming the most viable tactic on EVE instead of actual weapon fire. Spears were used to get advantages over clubs, bows to get advantage over spears, and in the future I am pretty certain that assault weapons would be meant to be more effective than a melee punch from some laggy scrub abusing speed to avoid hit detection.
To complicate matters the scrubs are often in loyalty or cheap suits, their risk is much less than the 250k suit they just appeared out of nowhere on or OHKed with a Plasma cannon because they were on high ground that they normally would not be able to reach.
Its not a matter of aim. Its a fit that exploits the level design, weapon design, hit detection, and sensitivity speed of the game. You may like it or hate it, but those are the simple facts. It is an unintended exploit that allows players to gain an advantage. Anyone who actually plays this game and denies it is simply a liar and needs the crutch. Speed=bad hit detection on this game and that jump speed is much faster than any run speed and you can shoot while doing it. That's why guys have any success with the myos and KinCats. Its not skillful play ITS BAD HIT DETECTION. Moving back and forth while still in my reticle is still in my reticle and should produce damage as I fire. Unfortunately it does not and even if you do miss a few melee attacks the quantity is nothing compared to the number of rounds ignored while abusing the exploit. Just take a look at the current Mk.0 shotgun build. That one does not even need myos. Just KinCats to break hit detection so badly they can cross 40 meters under fire and still gun you down with a shotgun. Biotics right now are not in a healthy place for the game, unless hit detection can be fixed. |
Thaddeus Reynolds
Facepunch Security
665
|
Posted - 2016.01.27 23:22:00 -
[134] - Quote
BARAGAMOS wrote:Another issue I am seeing lately with the jumpy myo fits is the overall time it takes to actually kill them. If I have you in my reticle the typical nonmyo scrub takes less than 2 seconds to kill. As soon as the myo scrub starts jumping around I have to dedicate many more seconds to kill them. This leaves you vulnerable and preoccupied for precious seconds that usually results in someone else on their team/squad killing you even if they don't. You cant ignore them, especially with the OHK melee potential. So, you are stuck trying to hit a guy that is actually in the wide open as if he had cover. During that time you are often having to move out of your own cover to avoid splash damage or OHKs. Tactical shooters are supposed to reward tactical play. If you move to the flank or better cover position you are supposed to be rewarded with the advantage. Instead you can run a myo fit and never have to actually worry about position. The game was not designed for this level of vertical movement, and the steady increase of myo use in the game shows that the only real adaptation to counter them is to run them. The warping of the metagame is itself not healthy.
I, like some others have mentioned, want to play a tactical SciFi FPS. Not Mike Tysons Punchout, Duck Hunt, or Halo. That means that melee and AV/splash weapons should not be taking center stage. At best they should be marginally successful play styles that allow those that want to play them the opportunity. They should not be on par with the role of a front line assault suit with a rifle. Otherwise, from even a flavor perspective the game makes no sense. It would be like ramming becoming the most viable tactic on EVE instead of actual weapon fire. Spears were used to get advantages over clubs, bows to get advantage over spears, and in the future I am pretty certain that assault weapons would be meant to be more effective than a melee punch from some laggy scrub abusing speed to avoid hit detection.
To complicate matters the scrubs are often in loyalty or cheap suits, their risk is much less than the 250k suit they just appeared out of nowhere on or OHKed with a Plasma cannon because they were on high ground that they normally would not be able to reach.
Its not a matter of aim. Its a fit that exploits the level design, weapon design, hit detection, and sensitivity speed of the game. You may like it or hate it, but those are the simple facts. It is an unintended exploit that allows players to gain an advantage. Anyone who actually plays this game and denies it is simply a liar and needs the crutch. Speed=bad hit detection on this game and that jump speed is much faster than any run speed and you can shoot while doing it. That's why guys have any success with the myos and KinCats. Its not skillful play ITS BAD HIT DETECTION. Moving back and forth while still in my reticle is still in my reticle and should produce damage as I fire. Unfortunately it does not and even if you do miss a few melee attacks the quantity is nothing compared to the number of rounds ignored while abusing the exploit. Just take a look at the current Mk.0 shotgun build. That one does not even need myos. Just KinCats to break hit detection so badly they can cross 40 meters under fire and still gun you down with a shotgun. Biotics right now are not in a healthy place for the game, unless hit detection can be fixed.
Well...to be fair...bumping ships is (or at least was) an extremely viable tactic in EVE, and if there was ramming damage, people would min-max fits specifically to use it regardless of its viability simply because they could (which is my view on melee in dust...I use it not because it is viable, I perform much better at a distance in all cases...instead I use it because its more fun, and more of a challenge).
As for the actual substance of your argument(s).
...yes, you are kind of right in your progression...but there are a few things you are neglecting in your reasoning... 1: We are in Fully Powered Exo-Skeletons that enhance the wielders strength and survivability significantly. It is not unreasonable to think that, alongside weaponry in general getting more powerful, that the idea of increasing armor on the hands of the suit in order to use them to do damage through the armor (in a similar way to maces or poleaxes of medieval times) would be considered, at the very least as a backup option.
2: Also expanding on your progression...yes...Service Rifles are designed to give infantry an advantage over sidearms, which in turn give an advantage over melee fighters...but by that same logic, the Heavy Machine Gun should be better still than the Service Rifles, as they are designed to give an equipped weapons team (or in this case specialty frame) an advantage over infantry equipped with Service Rifles...and then Small Turrets should be even better, as they are designed to take out said heavy infantry, and large turrets even moreso...certain things must be given up in the name of making different strategies viable from a gameplay perspective, and while we are far from a proper balance equilibrium in this case, no...service rifles shouldn't be "just better" than any other option on the field, just more reliable for lack of a better term.
3: BPO's have thrown off Risk vs Reward for quite some time now, and I don't think that's going away any time soon (unless...)
4: I will grant you that bad hit detection and level design not meant to handle verticality in play effectively (although we have been experiencing issues with both long before jump boost was added to myo's). In this case, the lower the RoF the weapon, the better time it has dealing with targets like that (in testing with the Burst HMG, I found after a case study of 20 matches, that an approx average of 2/3 of the shots "Blue-Shielded" on the enemy...was higher vs mobile targets (75-95% of shots blue-shielding).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Thaddeus Reynolds
Facepunch Security
665
|
Posted - 2016.01.27 23:23:00 -
[135] - Quote
Cont...
4 Cont...: whereas vs stationary targets >10% of the shots "Blue-Shielded." The Faster the Target was moving, the more shots failed to register as hits, despite visually appearing as such...even if the person was just rapidly moving back and forth accross the screen (Strafing)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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INFINITE DIVERSITY IDIC
530
|
Posted - 2016.01.28 08:08:00 -
[136] - Quote
ROMULUS H3X wrote:Infinite Stupidity. This fine specimen of mental delusion. The amount of "love-letters" this guy has sent me is rediculous. I have even seen him jumping around with a mass driver recently and trying to get melee kills... It was a sad sight because he ended up leaving battle (As always) after his "melee/jumping" was destroyed. Oh, it's so easy to run a paper thin suit and get skeet shot out of the sky every-time you want to jump over a 2 inch curb that would completely stop your movement.. People really fail to bring up the negative side of being forced to jump at your maximum height when they want to go around knocking blocks off.
Next, Infinite Stupidity.... you have NEVER TAKEN 1 MELEE HIT AND DIED FROM ME... you always stack so much HP, has always taken at least 2-3 punches (if they even land, which i have to get within a meters distance to achieve)
He actually has the audacity to carry around a rifle that can EASILY terminate a clone from 80m-0m, then go around and complain when you got knocked out? Except for being forced to use max jump, and hatemail, I disagree with everything you have said. I feel they need to be balanced against other biotics, as well as cqc combat. My reference to 1 hit kills was not solely aimed at you, there are many max myo Commando MK0s out there that can do 1200hp of melee damage.
You were simply used as an example of someone that has come to rely on myos as the primary attack weapon, and in doing so allows the battlefield to be manipulated to a degree that could not be done in a conventional mode of attack, i.e. with a rifle, tank, dropship etc. Thus is for me the defining moment of "balance", and in order to achieve balance myos need to be "adjusted".
Now this is simply one mans opinion and means nothing unlesss CCP decides to change it. If they dont I will deal with it. However just because I use a thing in Dust does not mean I can not opine its need for balance. Infact I believe you can not really understand that thing unless you have used it. I stated previously that myos were fun. I use them on several fits, some directly to counter other melee builds. Do you not remember us fighting on BRAVO in the map Fracture Road a few weeks ago? The jumpy Caldari suit with a Rail Rifle I kept killing you in? You jumped and melee, I shot you.... But everyone is not me. I can not decide balance on my ability.
So even though as Romulus said I use them and love them on many fits, they desperately need balance in my honest opinion .
Im against slavery says the liberal, as he picks up his Iphone 5, made in China.
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Thaddeus Reynolds
Facepunch Security
668
|
Posted - 2016.01.28 10:06:00 -
[137] - Quote
INFINITE DIVERSITY IDIC wrote:ROMULUS H3X wrote:Infinite Stupidity. This fine specimen of mental delusion. The amount of "love-letters" this guy has sent me is rediculous. I have even seen him jumping around with a mass driver recently and trying to get melee kills... It was a sad sight because he ended up leaving battle (As always) after his "melee/jumping" was destroyed. Oh, it's so easy to run a paper thin suit and get skeet shot out of the sky every-time you want to jump over a 2 inch curb that would completely stop your movement.. People really fail to bring up the negative side of being forced to jump at your maximum height when they want to go around knocking blocks off.
Next, Infinite Stupidity.... you have NEVER TAKEN 1 MELEE HIT AND DIED FROM ME... you always stack so much HP, has always taken at least 2-3 punches (if they even land, which i have to get within a meters distance to achieve)
He actually has the audacity to carry around a rifle that can EASILY terminate a clone from 80m-0m, then go around and complain when you got knocked out? ... there are many max myo Commando MK0s out there that can do 1200hp of melee damage... 1114.5 Damage, not a significant difference true, but it should be rounded down to 1100 damage, or if you must round up, 1115/1120 damage...
Note: I'm not disagreeing that this is a huge amount of damage, just want to make sure the information is accurate
But as to the balance thing you said...I feel it is more important to balance them against other high slot modules, rather than the biotics group (which other than Myos, reside in the low-power slots...and should be balanced vs other low power slot modules)...but then again, all modules need to be balanced on the whole as well, so I don't necessarily disagree with your point
But yes...numerous things need to be resolved with jumping, some balance, some performance. Some of it is people need to recognize that verticality in gameplay is not necessarily inherently "non-tactical," (not saying that current myos don't break that, just that the concept of being able to jump very high and hit hard isn't out of place for a sci-fi tactical shooter), nor would it be unnecessarily unreasonable to have a melee weapon be considered a primary offensive option in a tactical shooter, even if that melee weapon happened to be integrated onto the highly advanced exoskeleton itself (as with how current things are...I don't view melee as being all that dissimilar to the current "Shotgun" design)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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INFINITE DIVERSITY IDIC
531
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Posted - 2016.01.28 12:30:00 -
[138] - Quote
Thaddeus Reynolds wrote:INFINITE DIVERSITY IDIC wrote:ROMULUS H3X wrote:Infinite Stupidity. This fine specimen of mental delusion. The amount of "love-letters" this guy has sent me is rediculous. I have even seen him jumping around with a mass driver recently and trying to get melee kills... It was a sad sight because he ended up leaving battle (As always) after his "melee/jumping" was destroyed. Oh, it's so easy to run a paper thin suit and get skeet shot out of the sky every-time you want to jump over a 2 inch curb that would completely stop your movement.. People really fail to bring up the negative side of being forced to jump at your maximum height when they want to go around knocking blocks off.
Next, Infinite Stupidity.... you have NEVER TAKEN 1 MELEE HIT AND DIED FROM ME... you always stack so much HP, has always taken at least 2-3 punches (if they even land, which i have to get within a meters distance to achieve)
He actually has the audacity to carry around a rifle that can EASILY terminate a clone from 80m-0m, then go around and complain when you got knocked out? ... there are many max myo Commando MK0s out there that can do 1200hp of melee damage... 1114.5 Damage, not a significant difference true, but it should be rounded down to 1100 damage, or if you must round up, 1115/1120 damage... Note: I'm not disagreeing that this is a huge amount of damage, just want to make sure the information is accurate But as to the balance thing you said...I feel it is more important to balance them against other high slot modules, rather than the biotics group (which other than Myos, reside in the low-power slots...and should be balanced vs other low power slot modules)...but then again, all modules need to be balanced on the whole as well, so I don't necessarily disagree with your point But yes...numerous things need to be resolved with jumping, some balance, some performance. Some of it is people need to recognize that verticality in gameplay is not necessarily inherently "non-tactical," (not saying that current myos don't break that, just that the concept of being able to jump very high and hit hard isn't out of place for a sci-fi tactical shooter), nor would it be unnecessarily unreasonable to have a melee weapon be considered a primary offensive option in a tactical shooter, even if that melee weapon happened to be integrated onto the highly advanced exoskeleton itself (as with how current things are...I don't view melee as being all that dissimilar to the current "Shotgun" design) I agree with most of this. That 1200 number was off my head at 3 am, not trying to embellish for affect. I am not adverse to the type of melee jump builds we are talking about just because its a shooter. I should clarify it is because the myos need balance and the build doesnt force enough sacrafice. The reason I suggest balance against against other biotics is simple . It is because of how well myos work when integrated with other biotic mods. Myos kinda suck without cardiac regs right? Add a kinkat or 2 for closing the distance to melee . Im just saying this balance could be achieved MANY ways.
Im against slavery says the liberal, as he picks up his Iphone 5, made in China.
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ROMULUS H3X
research lab
972
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Posted - 2016.01.28 18:16:00 -
[139] - Quote
Just like shield extenders and rechargers work REALLY well with shield regulators.
Myofibers work better when combined with cardiac regulators.
Yup, makes sense to me... what is the point?
Also, so what if a commando can do a one hit KO... they are slow, scans and profiles are horrendous, huge hitbox... if you can't see a commando coming to knock you out, you got problems. Yes I know some people try to dampen their commando but that comes with a huge sacrifice (no cardio or kincats)
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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INFINITE DIVERSITY IDIC
537
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Posted - 2016.01.28 18:28:00 -
[140] - Quote
ROMULUS H3X wrote:Just like shield extenders and rechargers work REALLY well with shield regulators.
Myofibers work better when combined with cardiac regulators.
Yup, makes sense to me... what is the point?
Also, so what if a commando can do a one hit KO... they are slow, scans and profiles are horrendous, huge hitbox... if you can't see a commando coming to knock you out, you got problems. Yes I know some people try to dampen their commando but that comes with a huge sacrifice (no cardio or kincats) All respectable points, I simply disagree. Im not saying they shouldn't work well with other biotics. Im saying because of that dynamic integration myos should be balanced against other biotics. To use your example of shields, imagine we had a highslot mod that gives us tank AND recharge the way myos give jump AND melee. Now imagine you come along and say hey that should be balanced AGAINST regulators, because obviously this intergration is not balanced. This to me is analogous to myos and why I say balance them AGAINST other biotics.
Im against slavery says the liberal, as he picks up his Iphone 5, made in China.
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BARAGAMOS
Kinsho Swords Caldari State
470
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Posted - 2016.01.28 20:32:00 -
[141] - Quote
ROMULUS H3X wrote:Just like shield extenders and rechargers work REALLY well with shield regulators.
Myofibers work better when combined with cardiac regulators.
Yup, makes sense to me... what is the point?
Also, so what if a commando can do a one hit KO... they are slow, scans and profiles are horrendous, huge hitbox... if you can't see a commando coming to knock you out, you got problems. Yes I know some people try to dampen their commando but that comes with a huge sacrifice (no cardio or kincats)
Romulus all of those arguments are moot. The commando can not only OHK you, but he can pack multiple ways of killing you with one hit as well as have 1000 ehp. They are not slow, especially with myos powered jumps being over 2x the speed of running, and the hit box does not matter when you only have 1/4 of a second to actually shoot him. Scans are great, but when the come over a wall, from under a platform, or off a roof knowing they are near by does not allow you to even pin point where they are coming from. Especially if there is normally no way to reach you from said direction. It often only serves to confuse you as you look for them from the likely point but instead they are coming from above or below...not the actual normal means of approach. Then suddenly someone IS on you from an area that otherwise is impassable. They did not have to fight their way to you or face off with your team. They just pressed one button and negated your superior TACTICAL position. I understand you crutch them all day and have an interest in keeping them, but the rest of us would like our game back. Myos and KinCats both cause sever issues with hit detection that make melee fits viable. Being able to melee someone to death is fine if you have to actually close the distance in a way they can counter play. Suddenly appearing over a normally impassable obstacle that provides the myo scrub with cover the entire way does not exactly provide a lot of room for counter play. That's the issue. Its EZ mode and because of the hit detection issues frankly falls into the exploit area. As is I see more and more players running them and doing better and better on the boards. I can also tell you that they are the number one reason new players I help leave the game. Not officer stomping. I don't mind some form of myos, but the current ones have no drawbacks for the amount of power they provide. KinCats are nearly there as well on some suits. Shooting a mk.0 running dead at you with a shotgun only to have 2/3rd of the bullets blue shield or even you Romulus while you are in the reticle 90% of the time but take almost no damage as you weave back and forth is not what a FPS is about. I see you and have you in my reticle, you are out played and should be dead. The exploit of speed however breaks enough hit detection to negate the actual ability to aim. Melee has a place as niche role, but it should not be combined with the current jump mechanic. |
Soto Gallente
536
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Posted - 2016.01.28 20:51:00 -
[142] - Quote
Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM
Ex-news reporter for The Scope
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Thaddeus Reynolds
Facepunch Security
678
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Posted - 2016.01.28 21:17:00 -
[143] - Quote
Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM
1000+ total HP fit is possible on a triple myo modded Proto Min or Calmando, if you use both the low slots for armor plates rather than any biotics. 961 hp with a Complex Cardiac and Plate on a Proto Calmando.
(remember, base HP before skills on Commandos are 620, 650, and 680. 775, 812.5, and 850 with skills)
So if you fit Armor instead of biotics...the estimate of HP by BARAGAMOS isn't too far off.
(Although, for melee Commando suits, you typically want a Cardiac and KinCat)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Soto Gallente
538
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Posted - 2016.01.28 21:19:00 -
[144] - Quote
Thaddeus Reynolds wrote:Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM 1000+ total HP fit is possible on a triple myo modded Proto Min or Calmando, if you use both the low slots for armor plates rather than any biotics. 961 hp with a Complex Cardiac and Plate on a Proto Calmando. (remember, base HP before skills on Commandos are 620, 650, and 680. 775, 812.5, and 850 with skills) So if you fit Armor instead of biotics...the estimate of HP by BARAGAMOS isn't too far off. (Although, for melee Commando suits, you typically want a Cardiac and KinCat) Why would anyone put a plate on a melee fit? That is an unreasonable assumption and NO ONE would ever do that if they wanted to use it for meleeing.
Ex-news reporter for The Scope
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Thaddeus Reynolds
Facepunch Security
678
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Posted - 2016.01.28 21:20:00 -
[145] - Quote
Soto Gallente wrote:Thaddeus Reynolds wrote:Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM 1000+ total HP fit is possible on a triple myo modded Proto Min or Calmando, if you use both the low slots for armor plates rather than any biotics. 961 hp with a Complex Cardiac and Plate on a Proto Calmando. (remember, base HP before skills on Commandos are 620, 650, and 680. 775, 812.5, and 850 with skills) So if you fit Armor instead of biotics...the estimate of HP by BARAGAMOS isn't too far off. (Although, for melee Commando suits, you typically want a Cardiac and KinCat) Why would anyone put a plate on a melee fit? That is an unreasonable assumption and NO ONE would ever do that if they wanted to use it for meleeing.
You could fit two Ferroscale Plates and get a similar effect to a single plate...note I'm not saying that it was typical, far from it on most melee fits, but it is possible
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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BARAGAMOS
Kinsho Swords Caldari State
474
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Posted - 2016.01.28 21:21:00 -
[146] - Quote
Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM
You realize the base suit has 775 before you even add a ferroscale right?
You also need to realize melee is the smaller of the two issues. SPLASH DAMAGE MONKEYS DONT NEED A KINCAT. Melee has a place in the game, and needs to stay. Just not in the current ez mode form. The tanky splash monkey is a much harder animal to bring down and he can still OHK punch you. |
Soto Gallente
538
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Posted - 2016.01.28 21:23:00 -
[147] - Quote
BARAGAMOS wrote:Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM You realize the base suit has 775 before you even add a ferroscale right? Sure, but you wouldn't add a ferroscale to a melee Minmando/Calmando in the first place.
Stop bringing up irrelevant things, no one uses plates on melee commandos unless they are complete idiots.
Ex-news reporter for The Scope
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BARAGAMOS
Kinsho Swords Caldari State
474
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Posted - 2016.01.28 21:24:00 -
[148] - Quote
Soto Gallente wrote:BARAGAMOS wrote:Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM You realize the base suit has 775 before you even add a ferroscale right? Sure, but you wouldn't add a ferroscale to a melee Minmando/Calmando in the first place. Stop bringing up irrelevant things, no one uses plates on melee commandos unless they are complete idiots.
Read the revised post. Its not about JUST melee. Its the play style in general.
You just keep getting hung up on the melee version for some reason. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.01.28 21:36:00 -
[149] - Quote
ROMULUS H3X wrote:True Adamance wrote:Soto Gallente wrote:True Adamance wrote:Soto Gallente wrote:Screw the 20 people that liked this thread. All of you are idiots that obviously need to train your gun game.
Yes I'm well aware I like this thread too, but that's because I can't help it. It's not a matter of gun game or spatial awareness. It's a matter of it simply being unhealthy for the game. There is no way it is unhealthy for the game, in fact it provides a new aspect to the game. Introduction of a 'new aspect' is not necessarily beneficial. I've explained my point of view and will say again that this game has never been less enjoyable than it is now. Infantry jumping to high grounds to camp/farm kills or using it to exploit poor hit detection is simply not enjoyable to me. I came to Dust 514 to play a science fiction simulation not Super Mario Sunshine. Let us be honest. You dislike myo's because your Tank has a hard time picking on them like normal infantry :]
Honestly I had a hard time shooting anything these days. The hit detection is awful and the frame rates less than idea all because I won't buy an external SSD.
I'll be the first to admit I'm out of practice. I don't tank a lot any more because I don't believe Dust 514's tank combat has any value any longer.
It's not a remotely realistic or particularly well designed experience with some tanks not even able to aim down, driving overt he top of another another, and large railguns not even having an explosive charge or kinetic wave upon impact......
"That means Sir Isaac Newton is the deadliest son-of-a-bitch in space."
- Unnamed Gunnery Chief, The Citadel
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Thaddeus Reynolds
Facepunch Security
678
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Posted - 2016.01.28 21:48:00 -
[150] - Quote
BARAGAMOS wrote:Soto Gallente wrote:BARAGAMOS wrote:Soto Gallente wrote:Bull **** 1000 ehp
I would figure more like 600-800 MAXIMUM You realize the base suit has 775 before you even add a ferroscale right? Sure, but you wouldn't add a ferroscale to a melee Minmando/Calmando in the first place. Stop bringing up irrelevant things, no one uses plates on melee commandos unless they are complete idiots. Read the revised post. Its not about JUST melee. Its the play style in general. You just keep getting hung up on the melee version for some reason.
In response to your revised Post:
...High Jumps are something that exist...and should factor into your tactical planning, similar to accounting for the possibilities of someone using an ADS (Or dropping in from a Dropship for that matter)...they aren't typical, but you should plan on them being something possible to happen. You could say that they used a fitting choice (Strategic/Tactical) and proper positioning (Tactics), and combine it with knowledge of the map(s), they negate your choice in tactical positioning. (While it isn't completely the case, as they can continue to jump for quite a while to also make them difficult to hit/difficult for hits to register).
Basically what I am saying is that Myofibril Stimulants/Jumping is a Tactic/Tactical Choice...albeit not one that is properly balanced at the moment.
As for the On-Hit Kill...the only one unique to the Commando is Melee...it just so happens that a Commando could fit for high Melee, Plasma Cannon(s), and Remote Explosives all at once (although, I have never seen...nor really considered using such a fit in actual gameplay)
As for the speed of jumping...I need to test that (at some point...I've got to also test the stacking on Krin's Damage Mod...but FW is way too laggy at the moment to attempt testing).
Edit: and yes...I'd prefer a Jump Pack equipment piece to the current jumping mods...or better yet a Jetpack xD
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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