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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Jebus McKing
lol Proto
782
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Posted - 2014.10.15 15:14:00 -
[1] - Quote
Gavr1lo Pr1nc1p wrote:Im going to make a satirical anti Magnus thread in F&D. Can you guys pretend to argue with me about it so that I can show Magnus how ridiculous his method of supporting his position is? Thats all I ask I will provide the comic humor, and/or trolliness. It only took 17 pages but I think we are finally moving forward.
Magnus Amadeuss wrote:But I do understand how the original is flawed now.
lol Proto // @JebusMcKing
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Jebus McKing
lol Proto
915
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Posted - 2014.11.12 11:16:00 -
[2] - Quote
CCP Rattati wrote:Second, for reasons, I am particularly interested in Haerr's ewar spreadsheet. Can he be bothered to log into his Twitter account so I can msg him :) Haerr will only talk to you guys if you fix M/KB support.
Assault / Logi / Sentinel / Scout // @JebusMcKing
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Jebus McKing
lol Proto
917
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Posted - 2014.11.12 12:23:00 -
[3] - Quote
CCP Rattati wrote:Jebus McKing wrote:CCP Rattati wrote:Second, for reasons, I am particularly interested in Haerr's ewar spreadsheet. Can he be bothered to log into his Twitter account so I can msg him :) Haerr will only talk to you guys if you fix M/KB support. Nope, my Haerrsignal worked, talking to him now :) Just remember, the only thing Haerr wants is Scout superiority. His scan table is manipulated with the addition of pilot suits to make the medium profiles look like they are perfectly fine.
Assault / Logi / Sentinel / Scout // @JebusMcKing
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Jebus McKing
lol Proto
928
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Posted - 2014.11.13 13:07:00 -
[4] - Quote
I'd just like the cloak to work in a way that you become more visible the closer you are to an enemy.
Correct me if I'm wrong but don't you decloak when you are too close to an object/ship in EVE?
Assault / Logi / Sentinel / Scout // @JebusMcKing
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Jebus McKing
lol Proto
936
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Posted - 2014.11.13 14:20:00 -
[5] - Quote
CCP Rattati wrote:The current delay is almost not noticeable. Bumping it to 1.0 seconds, but also re-introducing the de-cloak animation, that makes the decloak happen over time. These should offset with a slight nerf to cloaks. Cloak delay 1. secnerf Cloak animation 1 secbuff So it takes as long to decloak as becoming visible. Not sure if that is really changing much.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
lol Proto
945
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Posted - 2014.11.13 23:38:00 -
[6] - Quote
Vitantur Nothus wrote:One Eyed King wrote:Can someone explain to me why Kain Spero is more active now than I ever saw him while he was CPM? Maybe the game is more fun now than when he was CPM? Played an FW match against him earlier tonight. I shot him in the head with my breach ScP. He left match shortly afterwards. Not sure if he had fun.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
lol Proto
951
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Posted - 2014.11.14 11:44:00 -
[7] - Quote
Bayeth Mal wrote:Heavies really became a problem with 1.8 with the new suits, buff to HP and damage resistances combined with the nerfs to rifles. Meh. I'm using remotes on my Min Assault. Problem solved.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
Tribal Ground Forces
962
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Posted - 2014.11.16 11:25:00 -
[8] - Quote
One Eyed King wrote:After playing tonight, I honestly can say I can't stand 1.9.
The cloak changes feel clunky. I feel like I am fighting the mechanics of the game. Knifing doesn't feel fluid.
I wouldn't even run the damn cloak anymore if it weren't needed for dampening purposes.
I have had to gimp all my fits just to fit a proto cloak, and now have to run 200 hp. I die in two stray shots. People can just spam whatever weapon they want my way, and I am dead.
I absolutely hate the range nerf. I was literally killed, while cloaked, because you know, the guy just got lucky because I am so invisible, from a Min Assault from 9 m away because he was f*cking not showing up on tacnet.
There is zero reason for me to enjoy running Minja right now. This is just as frustrating as Alpha to Charlie.
I can't play this game until they decide that they want real balance and don't want to simply balance around the Gal scout and making changes that only serve to make all other scout suits non viable.
On top of that, not one match tonight was remotely close. Every match was a stomp.
So incredibly frustrated right now. Hm, I switched to use Knives and BreachScP on my Cal scout and I am doing fine.
In fact, I'm doing great! I love knives!
The new cloak delay doesn't really bother me at all. It feels clunky at first, but I got used to it very quickly.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
Tribal Ground Forces
988
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Posted - 2014.11.16 20:50:00 -
[9] - Quote
Shotguns are OP. I keep running straight at people with my Min Assault and they just die. Just like that.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
Tribal Ground Forces
996
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Posted - 2014.11.17 14:20:00 -
[10] - Quote
Cavani1EE7 wrote:CCP Rattati wrote:hfderrtgvcd wrote:So heavy spam is getting ridiculous. Was just in a match vs. KEQ with 10 heavies on their team. I'm not even exaggerating. How did the HMG nerf hit them, we are seeing the efficiency drop on our side. Not even noticeable... I still get insta popped by them in PC, and I am a shield tanker. May I suggest you to put Heavy Damage Modifiers from 8% to 7% like light weapons? That would just make sense, since every heavy has the HMG double modded. Heavy damage mods only give you 5% at complex level.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
1017
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Posted - 2014.11.19 09:48:00 -
[11] - Quote
CCP Rattati wrote:So why is everyone thinking Mediums are getting a EWAR buff?
I think the Falloff scans are enough to make it viable for a Medium to run one damp/precision/amp just to improve the innermost circle, at least to begin with.
Moving to ewar efficacy for scouts will then counter the high native ewar slayer scouts.
That's it basically. I still think Assaults should get the 5db profile buff so they can avoid a Gal Logi with proto active scanner if they have the proper fitting to do so.
Scanning is too easy and too effective at ruining my clever flanking plans.
---
Moving scout ewar bonuses to modules will be a game changer. I'm looking forward to it.
Assault / Logi / Scout / Sentinel // @JebusMcKing
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Jebus McKing
Jebus Hates Scans
1036
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Posted - 2014.11.21 09:34:00 -
[12] - Quote
Oh boy, all these HP stacking Assaults, Logis, Sentinels, and Commandos, who don't give a **** about EWAR, trying to trick Rattati into giving shield extenders a profile penalty...
...and since Rattati hates CalScouts I'm afraid they might actually succeed...
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1046
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Posted - 2014.11.22 12:28:00 -
[13] - Quote
Vitantur Nothus wrote:Haerr's new corp name: "Rattati's Sex Victims" Haerr is a sad, bitter, depressed, old man.
Only improved mouse support, stable framerate, proper hit detection, and less lag issues can save him!
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1052
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Posted - 2014.11.22 22:29:00 -
[14] - Quote
Atiim wrote:For future reference, if you visit dustsearch.com you can view threads on these forums from alternative client. Even if a DEV erases the post however, it will still be there on DUST Search. You can also use it to check your forum stats. Lol, Haerr's gonna like my first post.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1053
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Posted - 2014.11.22 22:41:00 -
[15] - Quote
Vitantur Nothus wrote:[...]I'd expect CalScouts to forget about range altogether and run double damps far more often than anything else (21dB scans are too common not to). If these numbers are right, there's a good chance that Arkena's CalScout will put to use only one of his three scoutly bonuses, as he doesn't run cloak and (more likely than not) won't be running range extenders. What do you guys think? CCP Rattati wrote: Caldari scout OPness, might someone say
I'm thinking that CalScout OPness is in for a kick in the pants.
To fit a CalScout properly you need:
- 4x precision enhancers
- 2x range amps
- a teaspoon of people in your squad who are not completely useless
- depending on taste, add some Core locus nades and/or REs
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1061
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Posted - 2014.11.23 14:23:00 -
[16] - Quote
CCP Rattati wrote:https://www.youtube.com/watch?v=lu3VTngm1F0 Jebus has no faith.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1062
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Posted - 2014.11.23 17:13:00 -
[17] - Quote
Vitantur Nothus wrote:
- I dampen my Assault suit like a Jebus.
All dem wannabe scouts are nothin without their wallhax! NOTHIN!
Scans need to go!
OR
Limit passive scans to 15m max. Make active scanner really, you know, active, so you only see people while you have your scanner out and are aiming at them. And then narrow scan angles and make active scanners squad only again.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1070
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Posted - 2014.11.25 10:11:00 -
[18] - Quote
Vitantur Nothus wrote:Is there a "show input" button we can click to see the specific tweaks these guys are proposing? I think transparency would be helpful in weighing the ups and downs. Not Haerr, but you can see all the changed stats on the "input" tab.
Also, **** you, Haerr, and your Pilot suits!
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1075
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Posted - 2014.11.25 14:27:00 -
[19] - Quote
REMOVE ALL THE SCANS!
SCANS ARE A CRUTCH FOR SCRUBS!
YES I SAID THOSE WORDS!
~C~R~U~T~C~H~ ~F~O~R~ ~S~C~R~U~B~S~
Back in the days, when I was playing Quake or UT, I knew where the enemy would be because over time I learned to anticipate where they would go next, not because some red arrow told me to "GO HERE, SHOOT THIS".
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1076
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Posted - 2014.11.25 16:19:00 -
[20] - Quote
Vitantur Nothus wrote:Jebus May Think: I don't even want to bother with damps on my Assault anymore. I need my King HP intact so I can have a chance against Heavies and Amarr Assaults. Those armored monsters don't give a hot damn about damps, and I don't stand a chance against them if I have to sacrifice HP for sneakiness. Nah, I prefer speed and regen. Together with CR and REs I'm still doing fine against Heavies if they don't have a scanner bro giving away my position. Heavy has to sacrifice nothing, still gets scans from his scanner bro. And I already need to use 2x damps to avoid GA/AM even if they don't have a single precision mod. That hardly seems right.
Vitantur Nothus wrote:Which Would Explain Jebus Saying: Take away all scans so no one has to bother with damps. Go King HP, go Biotics or go home. Nah, I bother with damps an... wait... here comes the GALLOGI SCAN MONSTER! NOWHERE TO GO NOWHERE TO HIDE AND THE WHOLE ENEMY TEAM CAN SEE YOU. GeeGee. Might aswell stack HP then. Want a hit-and-run suit which uses HPregen over KingHP? Too bad! Enemy team can see you coming! Always. Play scout or stack HP!
Vitantur Nothus wrote:I Say: Why not take a swing at King HP? Give those armor monsters some drawbacks. Get the drop on 'em from behind in your sneak-o-matic Assault and actually win. Aye, I have no problem with giving HP stacking some sort of drawback. But I'd rather see the other modules made better than plainly nerfing HP modules. I can see why so many people stack HP. Compared to what you have to give up most other modules are hardly worth it. But, yea, it's easier to give a ridiculous penalty with possible unforseen consequences (i.e. strafe speed penalty hitting all minmatar suits much harder than anyone else) to HP modules instead of investing some time and effort into making the rest of the modules useful.
Vitantur Nothus wrote:And what comes of AM/CA Scouts, Jebus, if EWAR is scrapped? dunno probably gonna run 2x regulators on my CA Scout
Vitantur Nothus wrote::: Sharpens Knives :: *runs*
---
On a serious note, I think the "KingHP" is a direct result of scans. HP is most of the time the only thing that will save you if your enemy always knows your location. That said, I also don't think that we'd immediately see less people stacking HP if hiding from scans becomes easier. But at least we could make other playstyles more viable.
---
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1080
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Posted - 2014.11.25 19:00:00 -
[21] - Quote
Vitantur Nothus wrote:Love me some Jebus. Good stuff, sir.
Dumped bunches SP to test drive that very fit. Dual complex regulators on a CalScout! Fully expected to it be an overpowered death machine; man, was I disappointed. Tried every conceivable variation in my highs. All poop. In my humble opinion, there's much more utility to be found elsewhere. Kincats, damps, range extenders, plates ... all more useful than Regs to a CalScout.
True. Regs are one of those modules which I think could need some love. Most of the time you are dead before your regen kicks in even if your delay is only ~1s, in which case plates would've been more useful.
But if you stack lots of KingHP on your CalScout, to have some buffer, it can be quite fun to run 2x regs.
But kin cats are probably a better choice after all. Which is why I am proposing this.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1091
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Posted - 2014.11.27 09:12:00 -
[22] - Quote
Cross Atu wrote:As requested here is a little bit about passive scans. Who exactly requested a link to a post that is 3 weeks old, has 14 pages of replies, and has probably already been seen by most people in here?
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1091
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Posted - 2014.11.27 09:44:00 -
[23] - Quote
Bayeth Mal wrote:Jebus McKing wrote:Cross Atu wrote:As requested here is a little bit about passive scans. Who exactly requested a link to a post that is 3 weeks old, has 14 pages of replies, and has probably already been seen by most people in here? People like me who don't bother leaving the Barbershop (because lol GD) and the fact that the subject keeps coming up here. True, GD is awful most of the times. But I check FaID at least once a day to see if there are new stickies and tell people that their ideas suck.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1095
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Posted - 2014.11.27 11:12:00 -
[24] - Quote
To be honest I like that the cloak is becoming less and less effective during actual combat.
From my point of view it should be a device to increase a scouts chance to cross open terrain, not a tool to easily overcome the shortcomings of shotguns, knives, and REs. (That's what speed should be for.)
That said, if they further lower its usefulness during combat I think it would be nice to also reduce its fitting requirements.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1101
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Posted - 2014.11.27 16:46:00 -
[25] - Quote
Question is, what is the intended role of the cloak?
The only other game that I've played for a reasonable amount of time and that also has a cloak is Team Fortress 2. In that the Spy uses a cloak to get behind enemy lines and stab them in the back or destroy their sentry nests and teleporters. His primary weapon is a knife which kills everyone in one hit if he stabs them in the back. Thing is he only has an average movement speed, his health is super low, and his pistol is rather weak. And even in that game decloaking takes one or two seconds and you have a rather loud decloaking sound.
Then there is the Scout who uses mobility to dodge enemy fire and cover enough ground to shoot people with a shotgun.
In Dust it seems you have a class that is both. It is super fast, it has a cloak, it can overcome the downsides of most instakill weapons rather easily, and can see most enemies through walls while himself stay off of it. And I can assure you in TF2 both the Scout and Spy die MUCH quicker than they do in Dust.
So, what is the role of the cloak?
Personally, I think it should be a tool to get behind enemy lines, destroy equipment, hack stuff. Not a device that can be used to decloak mid-air and shoot people in the face with a shotgun like it used to be.
That being said, I'd really like to see a cloak device variant which has no shimmer while moving, has a longer duration, but has a decloaking delay of ~5 seconds.
// @JebusMcKing G£î
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Jebus McKing
Jebus Hates Scans
1134
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Posted - 2014.12.01 10:49:00 -
[26] - Quote
So, Logi with 2x precision and 2x range amps will have a "short range" 30m, 360-¦ focused scanner.
I'm having a hard time to contain my rage. This **** ain't funny. At all.
I'm working on a proposal, but this is gonna take a while.
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Jebus McKing
Jebus Hates Scans
1135
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Posted - 2014.12.01 13:22:00 -
[27] - Quote
Proposal: Dampeners: 15/25/35 CAL/GAL profile bonus: 10% Scout profile: 40db Active scanners: 18/26/36/46
Damps will be needed sooner for Scouts, but equally or even more useful when stacked. Damps will be more useful to other suits. Fewer unbeatable scans.
CCP Rattati wrote:Design Principles Lvl 5 precision Assault should scan lvl 5 scouts in close - check; now even works for GAL/CAL scouts Close Range should be long enough and strong enough to matter - check; still good, just not as good when someone dedicates a suit to dampening Not changing Scout base numbers at all; this round - broken; it had to be done, for balance One dampener should get Mediums some benefit - check; one damp gets you below everything that does not have precision enhancers and that is not a proto scanner One precision should get Mediums some benefit - check; you can scan anything that is undampened 3X dampening on Sentinel should get good benefit - check; not much to say really. If you really want to use damps on a sentinel, you can. It's just still nowhere near as good as for other suits. Scouts are now only unscannable in Medium and Long Range - broken; Scans are too strong to allow anyone to have scans that are unavoidable. Thoughts?
EDIT: Scan table for science
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Jebus McKing
Jebus Hates Scans
1135
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Posted - 2014.12.01 13:29:00 -
[28] - Quote
Vitantur Nothus wrote:Looks like more Scout nerfs, Jebus. How 'bout we rollback that Logi range instead? Not really. If you used damps before not much will change.
In fact it is easier now for AM/MN Scouts to beat the Gal Logi scan monster. (And also Amarr Scouts.)
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Jebus McKing
Jebus Hates Scans
1138
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Posted - 2014.12.01 14:37:00 -
[29] - Quote
Damp bonus for Min Scouts?
Do. Want.
Quote:
- Nova knife damage buff 15-25%
- Remove Min Scout NK damage bonus
- Give dampening bonus
- Make codebreakers high slot modules
You have been scanned
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Jebus McKing
Jebus Hates Scans
1147
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Posted - 2014.12.02 10:58:00 -
[30] - Quote
When they started talking about a scan falloff I thought it would look something like this:
precision modifier: 100 / 120 / 140 range modifier: 50 / 75 / 100
I guess I was wrong...
You have been scanned
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Jebus McKing
Jebus Hates Scans
1150
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Posted - 2014.12.02 16:05:00 -
[31] - Quote
I definately like the Assault profile buff. This will allow me to hide even from Gal Logi monster proto scanners if I so desire.
But what I really don't understand is why I should need (or even EXPECT) to have a short range scan with the strength of a focused scanner, as an Assault. It does not make much sense to me.
The problem is the "lvl5 precision assaults should be able to see lvl5 profile scouts in short range" and the "scouts should only be unscannable in medium and long range scans" design principles are causing so much trouble when you try to balance precision VS range, yet I don't understand why these even should be design priciples in the first place.
WHY should a medium suit be able to see a scout suit in short range no matter what?
Countering a scout =/= make them light up on radar.
My experience is that most scouts really have a hard time when they don't see me on their radars anymore when I'm using my dampened assault suit. (And it works just fine as long as there is no Gal Logi scan monster.)
Anyway, I think I fundamentally disagree with Rattati when he wants to make it so that there are scans that are not avoidable. It should really be the other way around. If you want to stay off of the radar you should be able to do so with the proper fitting, even as a medium suit.
I've said it twice and I will say it again: Getting scanned should be a penalty for stacking HP, not the natural state of everything but scouts.
EDIT: Oh. Hi, Rattati!
You have been scanned
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Jebus McKing
Jebus Hates Scans
1150
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Posted - 2014.12.02 16:20:00 -
[32] - Quote
BTW. Patchnotes for 1.10 up!
http://dust514.com/news/2014/12/uprising-1.10-overview-patch-notes
You have been scanned
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Jebus McKing
Jebus Hates Scans
1177
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Posted - 2014.12.03 22:39:00 -
[33] - Quote
Ghost Kaisar wrote:Just some quick things I'm noticing after really going over these notes.
1.) Scouts in short range have a 18 dB scan precision. Let that sink in for a bit. EVERY scout has this. NOBODY except other scouts can dodge our short range scans. Not even 4 damp assaults.
2.) Assaults may be able to scan you in 6m range, but nobody can possibly react that fast. Nobody has their eye on their radar 24/7, and It will still be easy to jump someone with knives as he is firing at someone or distracted. You can still pick them off one at a time. It WILL however, be hard to hang around an area with a lot of people. Run speed and damps people, you'll need it to survive. Never stop moving.
3.) Looking at all the new ranges, skills and whatnot, It's easy to see that the battlefield is going to be a LOT more interesting. Scouts can no longer scan assaults at range with base skills. People are REALLY going to have to start using your eyes more. Assaults WILL damp and WILL run precision. Everyone is basically getting an HP nerf as you are going to have to use eWAR to survive.
4.) Heavies and Commandos are going to feel a lot more vulnerable in exchange. With base skills, they will easily be picked up by scouts on long range scans. You will still see that heavy at 30m, and he won't see you at all in close scans.
In short:
Assaults are going to be a lot tougher to engage, but not impossible. Logistics will probably still be the greater threat, since they have a larger short range scan radius. Both will probably devote at LEAST one eWAR module per suit. Assaults will either run range or precision (Depending on their tank), and I bet you that Logistics will probably run at least two (Precision and range).
In exchange, they make themselves EASIER TO DETECT. This means that our LONG RANGE scans can pick them up. Which allows us to avoid them, or maneuver around them.
Ranged weapons will be more popular on scouts due to a difficulty in using CQC weapons. Once again, this is where you can start messing with peoples heads. Since shotguns will be rarer, what will happen in CQC? People will turn corners, expecting a rifle. Nova Knives. Dead.
Once again, this is all theory, but I actually can't wait to see how this plays out. I will also finally be skilling into precision and range V, as I never had a reason to run them on my Min Scout before. Now all my suits can benefit from it.
- I guess it won't matter too much at ranges of <10m. What are the short range scans good for anyway? If someone is that close and you still haven't noticed him you will most likely be dead anyway before you have enough time to react.
- This. Dealing with groups in CQC will be much harder.
- Not sure about this. Scouts are definately gonna have a harder time because their scanrange got halved for Assaults. Logis, though they are getting a 67% scanrange increase, will actually have a medium scanrange that is less than what they have now (22.50 -> 18.75). Assaults will be able to see other Assaults and Logis sooner than now and will have no problems to pick up Heavies, so I could imagine that there is little incentive for Assaults to run precision mods because they can already see most other players and still won't be able to see properly dampened scouts in medium range. And I think I will still remain the only Assault that uses damps.
- The only ones that really are ****** are Heavies because everybody will pick them up at 30m+. As a Minmatar Heavy who likes to put kincats on his suits to create the ultimate gank machine, I think it is save to say that my playstyle is dead. But I think I deserved it because speedy Minmatar Heavies have always been totally OP!
I also predict that only very very few people will still run range amps. Less than 3m gained by using a complex range amp? LOL
I would not bet money on scouts long range scans to be actually useful against mediums. You'd have to use precision mods and even then "long" range scans are only as good as scans are now, so not too much would change, I guess.
I'm really looking forward to these changes, though I kinda doubt that many Assault will change their fittings because of it. After all, why run damps when you could have 200+ more HP instead and still be able to see all those other idiots who don't give a **** about dampening but now even from up to 30m away!
You have been scanned
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Jebus McKing
Jebus Hates Scans
1177
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Posted - 2014.12.03 22:45:00 -
[34] - Quote
One Eyed King wrote:Please, someone post something positive from these changes so I have some silver lining to look for. I can now reasonably make a Logi fitting with kincats and a shotgun because of more scanrange for me?
(Just had a match a couple of hours ago and went 14/2 with shotgun Logi. This will be FOTM very soon. I know it.)
You have been scanned
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Jebus McKing
Jebus Hates Scans
1177
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Posted - 2014.12.03 22:58:00 -
[35] - Quote
Hm, I just realised precision mods will be better at improving range than range amps.
You have been scanned
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Jebus McKing
Jebus Hates Scans
1187
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Posted - 2014.12.04 07:14:00 -
[36] - Quote
The whole problem with range amp being too effective is caused by the OP short range scans.
Why exactly do short range scans have to be that good anyway? Someone care to explain?
You have been scanned
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Jebus McKing
Jebus Hates Scans
1231
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Posted - 2014.12.08 15:50:00 -
[37] - Quote
SOOOOOOOOOO
Since passive scans are nerfed now, at least to some degree, my next nerfbat target will be:
*drum roll*
ACTIVE SCANNERS
My proposal:
Since it is not fair that active scanners got left out when the rest of the equipment got nerfed in order to give Logis bonuses to racial equipment I think it is time to fix that.
Reduce Active Scanner visibility duration by 50%.
Gal Logi already has a 50% bonus to visibility duration, so this change is fair, much needed, we don't need to discuss this, just implement it, **** scans, thanks.
You have been scanned
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Jebus McKing
Jebus Hates Scans
1231
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Posted - 2014.12.09 08:31:00 -
[38] - Quote
Bayeth Mal wrote:Jebus McKing wrote:SOOOOOOOOOO
Since passive scans are nerfed now, at least to some degree, my next nerfbat target will be:
*drum roll*
ACTIVE SCANNERS
My proposal:
Since it is not fair that active scanners got left out when the rest of the equipment got nerfed in order to give Logis bonuses to racial equipment I think it is time to fix that.
Reduce Active Scanner visibility duration by 50%.
Gal Logi already has a 50% bonus to visibility duration, so this change is fair, much needed, we don't need to discuss this, just implement it, **** scans, thanks. Are you a heavy? Because when you get your wish and wipe out all wall hacks heavies will be the ones you're really helping. I have proto Scout proto Assault proto Logi & proto Sentinel
And since the new scan falloff ranges completely destroyed one of my favourite fittings (Minmatar Sentinel + KinCats) I think it is now time to destroy someone else's toys as well.
jk But it's true, my "HMG Delivery Service" fitting is useless now.
I'm sure there are other ways to balance Heavies VS everyone else other than giving people wallhacks. Other games can do it, DUST can do it too (it will just take some time, lol).
The visibility duration reduction won't help Sentinels too much. Plus I think that scans should be a tool to find people, have a rough estimate of their location, and not a tool to easily outplay people because you can see their every step.
You have been scanned
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Jebus McKing
Jebus Hates Scans
1233
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Posted - 2014.12.09 12:38:00 -
[39] - Quote
My first death in 1.10 was to nova knives...
PLS NERF!!!1
You have been scanned
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Jebus McKing
Jebus Hates Scans
1253
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Posted - 2014.12.19 17:46:00 -
[40] - Quote
Vitantur Nothus wrote:Has anyone heard from Haerr or his alt Jebus? Logon time is rapidly approaching 2000 hours. Forums are boring, and filled with too many clueless people. It's time for a break.
Haerr will be back when Dust gets a stable frame rate and proper mouse controls, I guess? The rage quitting is strong.
You have been scanned
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Jebus McKing
Jebus Hates Scans
1254
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Posted - 2014.12.19 23:37:00 -
[41] - Quote
Spademan wrote: Oh. I for reals thought Jebus and Haerr were the same person.
I like to believe that Haerr is the part of my personality that split and keeps using M/KB when the other half decided to go from M/KB to DS3.
Weirdly enough that personality also decided to become Swedish after the split.
You have been scanned
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Jebus McKing
Jebus Hates Scans
1260
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Posted - 2014.12.22 11:19:00 -
[42] - Quote
So, I started playing again today.
Specced lvl 5 in MinScout.
Went 30/5 in my first match with MinScout+NK.
I liked it.
Are we still discussing a buff for MinScout or did it get one already?
You have been scanned
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Jebus McKing
Jebus Hates Scans
1276
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Posted - 2015.01.08 14:56:00 -
[43] - Quote
Sinboto Simmons wrote: now you see the battle end with one push. Sometimes I wonder if it wouldn't have been better to go with a spawnwave system rather than letting players spawn individually only to get slaughtered one by one. At least for pub matches.
You have been scanned
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Jebus McKing
Nos Nothi
1302
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Posted - 2015.01.26 10:20:00 -
[44] - Quote
Adipem Nothi wrote: I've recently seen good results from MN Assault Shotgunners, but haven't tried it yet myself. From my own experience I can say that triple kincat Minnie assault + shotgun is a lot fun.
"Scrambler Rifle is the most efficient rifle of them all. That's a fact." - CCP Rattati
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Jebus McKing
Nos Nothi
1302
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Posted - 2015.01.26 13:23:00 -
[45] - Quote
Sinboto Simmons wrote:Question, scout lav, how to improved over old model.
We can pretty much guarantee cloak is off the table, even if it would be cool, so how about a more 'glass cannon' idea?
5% to damage and speed per level, for example, where the LLV and saga 2 have extra tank/resistances slav has extra speed and damage while keeping the std LAVs ehp/slots.
Just sparking thoughts. They should cost half as much as a militia lav, have half as much HP, no slots, but are slightly faster and have an in-built 360-¦ scanner with 100m range...
No, seriously, what is the purpose of a scout lav again?
"Scrambler Rifle is the most efficient rifle of them all. That's a fact." - CCP Rattati
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Jebus McKing
Nos Nothi
1308
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Posted - 2015.01.27 17:35:00 -
[46] - Quote
CCP Rattati wrote:I have been playing BF again, 4, and there is a certain freedom, if you will, in all movement, jumping, aiming, shooting , running.
Can any one, tell me, or do basic research on
comparative walk speeds, jump height, camera movement, ie,pitch and yaw speed, run speed as a % of walk speed.
I am trying to figure out if there is a sweet spot, that we can get too by increasing forward walk speed overall. *whispers* You know what really gives that "feeling of a certain freedom"... a stable frame rate, less deadzone, and no input delays...
*coughs slightly*
But seriously, framerates and delays are a huge factor when it comes to movement, not just speed stats. What also is a huge factor is the terrain. If you are constantly getting stuck on things like slopes and steps the freedom of movement suffers and movement feels weird even though it has nothing to do with movement stats directly.
Except for the jump-height I'm actually pretty OK with how the movement works in Dust stats-wise. The feeling of speed and freedom of movement you get when using multiple kincats on a minnie assault is really great. And a Heavy's slow movement and sprint speed really makes you feel like using some really... heavy... sort of gear.
"Scrambler Rifle is the most efficient rifle of them all. That's a fact." - CCP Rattati
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Jebus McKing
Nos Nothi
1317
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Posted - 2015.01.28 23:08:00 -
[47] - Quote
**** y'all and your constructive discussions and eloquent ways of expressing stuff!
I got 41 kills in a single match with knives today.
TWICE
I NEVER get 41 kills in a match. (Or let's say rarely.)
Knives are ******* OP!
CCP, PLS NERF, KTHX!
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1323
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Posted - 2015.01.29 15:38:00 -
[48] - Quote
Adipem Nothi wrote:New Suit!
Scout mk.0 (102k) HS: Cmp Sidearm Dmg, Enh Shields (x2) LS: Cmp Green, Cmp Red (x2) PW: IshNoks SW: GN-13 Flaylock EQ: Std Cloak, A-19 AS GR: Empty
Shields: 235 Armor: 87 Fun: > 9000*
* Less so if they have Active Scanners Nice. Personally I use a dampener instead of a cardiac, so it at least takes a good GA logi to ruin my fun.
Scout mk.0 H: 2x complex extender; complex precision L: 2x complex kincat; complex dampener BK42 ACR IshNoks M1 Locus Nades EQ: IshCloak
Shields: 270 Armor: 87
EDIT: If you downgrade to an ADV cloak you could even use an active scanner as well.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1327
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Posted - 2015.01.29 21:45:00 -
[49] - Quote
Llast 326 wrote:Where the flux is the Flux you two? These fluxing suits need more Flux... for flux sake Every time I throw a flux grenade I wish it was a core locus instead.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1329
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Posted - 2015.01.30 10:09:00 -
[50] - Quote
Modded TVs
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1366
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Posted - 2015.01.31 19:13:00 -
[51] - Quote
Eruditus 920 wrote:I have been running them on my Gal scout. I know this is unorthodox but I believe it can still work. Nah, GA scout is totally fine with knives.
Haerr and myself were using knives on GA and MN assaults (with kincats). That was unorthodox but to our suprise it worked out quite well and lots of fun was had.
I think the easiest way to start using NKs is to run towards the enemy red line, cloaked, and then try to stab as many people in the back on your way back towards the middle of the map, then repeat.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1378
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Posted - 2015.02.03 09:15:00 -
[52] - Quote
Bayeth Mal wrote:The weapon damage upgrade will be 100% per level rather than 1%? Haha, I'd be really curious to see to what kind of suit people would migrate to if all suits died twice as fast as they do now. I really do hope something like this will happen.
Sinboto Simmons wrote:The Matari elders have gifted me with three keys in the past two days, and perhaps many more in the coming days, perhaps they support the coming of new warlords..... I actually got 3 keys from EOM salvage and another 2 from daily missions in the last week, plus I got 2 active omega boosters from my daily missions in the last 2 days. I am prepared.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1382
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Posted - 2015.02.03 11:21:00 -
[53] - Quote
Arkena Wyrnspire wrote:I don't understand all the rage over the damage increase.
It's barely going to do anything. Not sure if rage is justified but a 5% damage increase would be like moving from a STD to ADV, or from a ADV to PRO weapon.
Though looking at the screenshot in the dev blog it says a lvl 5 barge only has a 1% damage increase, so I'd guess getting to 5% damage increase will take a lot of grinding/AUR.
But still, it is a factor that makes it harder for new players by giving veterans yet another straight up stats advantage. Only this time it won't even cost you more ISK if you lose your suit.
I just don't like the concept of increased stats for veteran players. The gear progression in Dust serves no other purpose but to separate the noobs from the vets. In high level engagements everyone uses the best gear anyway, and vets bringing superior gear to fight noobs in pubs only generates frustration.
I'd rather see sidegrades and specialization than straight up stat increases. But I guess at this stage in Dust's lifecycle there is little chance for a change of mind.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1385
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Posted - 2015.02.03 15:32:00 -
[54] - Quote
So, in the last three days I got a total of three 1-day active omega boosters.
Two from daily missions and the third one was in a strongbox I just opened...
What the hell is going on?!
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1397
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Posted - 2015.02.03 22:07:00 -
[55] - Quote
Well it is certainly not as major of an update as the name might suggest.
The warbarge feels a bit underwhelming (like, seriously, is it too much to ask for 4 different racial pictures of a warbarge instead of one generic one?) and grindy. It also feels more like a monetization thing than actually benefitial to the gameplay.
The new map looks kinda cool and has a lot of vertical layers which makes it kinda unique among the maps but it is also totally unpolished. Lots of walls and stuff not aligning properly, some terrain is hard to move over (yet again) and I even fell right through one of the walkways once. It is also (almost?) entirely made out of 'old' assets, just rearranged differently and with a MCC model on top of it.
I'd actually be more willing to pay them more money if they'd fix some long standing issues rather than them trying to squeeze more money out of people with strongboxes and warbarge components.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1415
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Posted - 2015.02.06 11:00:00 -
[56] - Quote
Dropsuit BPOs really should be skins that you can apply to any tier of that type of suit, not STD level free suits IMO. I'd pay money to purchase one of those Brutor skins if it was permanent and I could apply it to an unlimited amount of my suits. I hate spending money on stuff that I can lose to some BS accident like the way the current AUR suits work.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1415
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Posted - 2015.02.06 12:30:00 -
[57] - Quote
CCP Rattati wrote:Since you said please :)
So, I am jumping the gun a little, it's theoretically working but the idea is to create skin modules, that dynamically alter the skins, much like damage modifiers, treating colors like actual attributes. Currently, the dropsuits just reference a material instance that tells it what it should look like.
That means every dropsuit is unique, not a copy of a parent, which means when 32 dropsuits are fighting, there may be 32 unique dropsuits on the field, taking up memory.
The idea is to replace all colored variants with skin modules that look the same. That will allow us to "remove" dropsuit types from player inventories, and refund with modules and normal bpo's of the same type. No loss of utility or worth.
Thereby improving memory, decreasing clutter in dropsuit fittings, and allowing players to use the skin module on adv and proto suits as well.
I am just so excited about this, that I had to share with others than CPM. No promises though! So, I can look sexy AND it possibly improves framerate?!
+ >9000
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1419
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Posted - 2015.02.06 13:44:00 -
[58] - Quote
I did it! Finally!
Minmatar Scout lvl 5 Minmatar Assault lvl 5 Minmatar Logistics lvl 5 Minmatar Sentinel lvl 5 Minmatar Commando lvl 5 (And also a filthy caldari scout lvl 5 lying around somewhere)
Now I'm free, at last! (At least until Rattati gives us Minmatar vehicles...)
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1426
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Posted - 2015.02.06 16:56:00 -
[59] - Quote
CCP Rattati wrote:Heavies are not the problem, they are dealt with easy enough. It's the knowhow and experience of veterans harvesting new players, for I guess fun. Rollng an alt, just to go relentlessly 30/0 in the academy is frankly, disgusting behaviour. I have to admit, I too went to the Academy once.
And what made me even more sad was to imagine these people coming out of the academy a few matches later, still in their low level gear and without even the basic skills needed to fight 6 assholes like myself which will now have 2-3 times the hp and damage output.
Jebus still hates scans.
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Jebus McKing
nos nothi
1434
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Posted - 2015.02.07 23:10:00 -
[60] - Quote
SP cap fix tomorrow... hopefully.
CCP Frame wrote:SP cap issue will be resolved after tomorrow's downtime.
Jebus still hates scans.
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Jebus McKing
nos nothi
1438
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Posted - 2015.02.09 23:24:00 -
[61] - Quote
Arkena Wyrnspire wrote:Can someone explain to me why I would use a scout over an assault, btw?
Just curious to hear your reasoning, because atm Minassault can be fitted like a scout very effectively. GA Logi scan monster.
Damn I still hate active scanners so much. They are the most overpowered piece of equipment in this ******* game and still some people want it buffed because "I can't scan scouts so active scanners are completely useless!"
Nerf active scanners!
Give complex damps a 50% reduction to scanned duration, so it would be useful for all suits even if you can't avoid getting scanned.
Jebus still hates scans.
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Jebus McKing
nos nothi
1438
|
Posted - 2015.02.09 23:26:00 -
[62] - Quote
Adipem Nothi wrote:Methinks MN Assault needs less speed or Scouts need more. A slight adjustment would likely suffice. They should really switch movement speed of Assaults with Logis. Logis being slightly faster makes more sense IMO.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1443
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Posted - 2015.02.11 09:00:00 -
[63] - Quote
One Eyed King wrote:Something I noticed while I played last week, I never saw Manus Peak.
Did that map get taken out of circulation?
It was a horrible map, and I am happy its gone. Was that announced somewhere that I missed or was this a stealth change? It's still there. Though, it's kinda unremarkable since they flattened the Peak.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1446
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Posted - 2015.02.12 10:20:00 -
[64] - Quote
Now that MN Assault is on par with the others it's suddenly considered FOTM...
People say its speed is as good as a scouts, yet I've seen far too many people using enhanced and even complex armor plates with it.
OP MN Assault fitting. Have fun.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1447
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Posted - 2015.02.12 15:04:00 -
[65] - Quote
Adipem Nothi wrote:Jebus McKing wrote:Now that MN Assault is on par with the others it's suddenly considered FOTM... People say its speed is as good as a scouts[/url] MN Assault Base Speed > AM Scout Base Speed, and is less than 1/4 of 1 m/s slower than CA and GA Scouts. lol @ AM scouts No, really it's kinda sad. What is it supposed to be good at? I mean, at least it's still the Amarr's fastest suit.
Point is what I was trying to say is I rarely see people actually making use of that improved speed because so many of them use weighty armor plates. Which I don't understand because it's speed is incredibly useful.
That being said, I don't think that speed alone justifies it being called FOTM. What exactly makes people consider it FOTM all of a sudden? It is pretty much worse in everything except movement speed and stamina regen.
Is it a combination of things? Strafe speed + potential to have balanced shield/armor tank? Sure you can do a lot of things scouts can do too. That is, as long as there is noone using active scanners.
Speed isn't the only thing defining a scout. I don't see a problem with the MN Assault being almost as fast as CA/GA scouts because there is more to scouts than an advantage in movement speed. So I don't really get why anyone would advise someone to switch from a scout to a MN assault, except, that is, if all you care for is movement/strafe speed.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1448
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Posted - 2015.02.12 22:37:00 -
[66] - Quote
If they switch Assault and Logi movement speed the first thing I will do is use 3x kincats and REs on my MN logi, and harvest those tears.
Triple kincat shotgun logi already is a lot of fun.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1448
|
Posted - 2015.02.13 11:50:00 -
[67] - Quote
Adipem Nothi wrote:* Looks like MN Speed might've been an error. If you compare the MN Asslt to a GA Asslt's base stats:
GA Asslt: 430ehp, 5m/s MN Asslt: 400ehp, 5.3m/s
MN has +6% the movement speed and -7% the ehp compared to a GA. I think this is fine.
Though, I admit that looking at the raw numbers it at first makes more sense to go with the +-30ehp /+- 0.2m/s method because this is how the relationship between GA and AM Asslt works: [ignore the stuff in square brackets for a second]
GA Asslt: 430ehp, 5m/s AM Asslt: 460ehp, 4.8m/s (+30, -0.2) [+7%, -4%] MN Asslt: 400ehp, 5.2m/s (-30, +0.2) [-7%, +4%]
But looking at the percentages you will realise that this would leave the MN Asslt with a bigger loss than what it gains compared to how it is at the moment:
MN Asslt: 400ehp, 5.30m/s (-30, +0.3) [-7%, +6%]
Also comparing the AM asslt with the MN asslt
AM asslt: 460ehp, 4.8m/s MN asslt: 400ehp, 5.3m/s (-60, +0.5) [-13%, +10%]
we see that the ehp bonus is considerable more than the speed bonus.
If there is anything we can learn from this it is that the AM Asslt needs a speed nerf:
AM Asslt: 460ehp, 4.7m/s (+30, -0.3) [+7%, -6%]
The problem really seems to be with the AM scout.
Though, looking at the scout stats alone, comparing a GA scout with the AM scout the AM scout has -4% the speed but also +15% the ehp of the GA scout. So the speed/ehp difference is much stronger in those than with the Asslt suits.
GA scout: 200ehp, 5.45m/s AM scout: 230ehp, 5.25m/s (+30, -0.2) [+15%, -4%] MN scout: 170ehp, 5.65m/s (-30, +0.2) [-15%, +4%]
AM scout: 230ehp, 5.25m/s MN scout: 170ehp, 5.65m/s (-60, +0.4) [-26%, +8%]
The scouts use the +-30 / +-0.2 method and here we see the problem it causes as the bonus in speed is less than the ehp percentage the MN scout has to give up compared to the AM scout.
From our own experience though it seems it is save to say that +0.1m/s is worth more than +15ehp as the MN scout seems to do fine compared to the AM scout. The only problem that arises with this conclusion is if it really is the additional speed or rather its role which makes MN scout somewhat more viable than the AM scout.
Comparing the speed/ehp of Asslts to Scouts probably won't really give us any useful results in my opinion as there are more things differentiating Asslts from Scouts other than speed and ehp but I'll try it anyway so we can see if there are any obvious problems with this relationship.
GA Asslt: 430ehp, 5m/s GA scout: 200ehp, 5.45m/s (-230, +0.45) [-53%, +9%]
MN Asslt: 400ehp, 5.3m/s MN scout: 170ehp, 5.65m/s (-230, +0.35) [-57%, +7%]
AM Asslt: 460ehp, 4.8m/s (+30, -0.2) AM scout: 230ehp, 5.25m/s (-230, +0.45) [-50%, +9%]
The relationship between Scouts and their racial Asslt counterparts looks rather healthy to me. If there is anything remarkable then it is that the MN scout has to give up more ehp but receives less speed bonus in comparison, and the AM scout gives up the least ehp but still receives the same speed bonus than GA/CA scouts compared to their racial Asslt counterparts.
Now lets compare the speed and ehp of racially not matching suits.
AM Asslt: 460ehp, 4.8m/s (+30, -0.2) MN scout: 170ehp, 5.65m/s (-290, +0.85) [-63%, +18%]
MN Asslt: 400ehp, 5.3m/s AM scout: 230ehp, 5.25m/s (-170, -0.05) [-42%, -1%]
GA Asslt: 430ehp, 5m/s MN scout: 170ehp, 5.65m/s (-260, +0.65) [-60%, +13%] AM scout: 230ehp, 5.25m/s (-200, +0.25) [-57%, +5%]
Now we seem to have found an issue. When comparing the AM scout to the MN asslt we see that the scout has less of both ehp and speed while at first glance the relationship between AM asslt and MN scout still seems to be more or less healthy, that is, if your criteria is that Scout speed should be > Asslt speed.
If we compare the percentage points of of the differences between AM asslt and MN scout with the relationship between MN asslt and AM scout we see that the AM scout has 21 percentage points more ehp but also 19 percentage points less speed than the the MN scout compared to their racial opposite counterparts.
- Now what do we make of that? - Hell, I don't know. Looking at the percentages and percentage points the AM scout seems to be rather decent and gives up less speed to gain more ehp compared to the other scouts. Though, which is in contrast to how we see the AM scout perform in-game.
Switching the MN asslt's speed with the speed of the AM scout probably won't help the AM scout too much neither hurt the MN asslt, but at least it would please those who are of the opinion that Scout speed should be > than Asslt speed no matter what.
In fact, looking at the base stats and bonuses the AM scout is closer to a fast Logi than to a Scout. And while I was typing this it came to my mind that this is also what we might want to consider the AM scout. In contrast to the other scouts the AM scout seems to not be meant to go roaming solo, killing stragglers, or even hunting other scouts. But more to stay with the group providing low range, high precision passive scans in which case a high movement speed isn't necessarily needed.
Now, is that a viable role? I am not an AM scout so I have no clue, but considering that GA/CA scouts can easily avoid the AM scout's passive scans I somewhat question the usefulness of that role.
The changes to passive scanning and also the removal of passive scanning while cloaked have probably hurt the AM scout more than any other suit. That being said, with max skills and 2x precision enhancers that thing still is a walking 30m 20db scanning monster. But changes to the AM scout's role are not the topic of this post, so I'll leave it at that.
TL;DR AM scout seems more like a fast Logi so I don't see a problem in it being slower than MN asslt.
Jebus still hates scans.
|
Jebus McKing
Nos Nothi
1448
|
Posted - 2015.02.13 12:40:00 -
[68] - Quote
I was under the impression that the metalevel lock indeed is about the total metalevel of a fitting, not of its individual compenents.
At least it would make sense since they added an overall metalevel stat to those new loadouts you can buy in the marketplace.
So you should be able to i.e. combine a STD suit with a PRO weapon if the total metalevel fits.
EDIT: Also, will this result in a couple of totally empty metalevel gamemodes as noone wants to go up against those proto squads?
I'm curious how the ISK payments will work out. I really don't want to use the same ADV fittings as I already do and receive less money just because I'm tired of the proto squads.
EDIT2: Also, don't have the weapon variants an increased metalevel even though their powerlevel is comparable to the standard variants? How will this work?
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1450
|
Posted - 2015.02.13 13:27:00 -
[69] - Quote
Bayeth Mal wrote:A meta level 9 suit + meta 9 weapon + 6 militia mods, milita grenade, militia sidearm and 2 milita equipment. Average Meta: 2.3 I don't think the system will be that sophisticated. It will most likely just take the sum of the metalevel of the suit, weapons, and modules to determine the overall metalevel of a fitting.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1455
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Posted - 2015.02.13 14:22:00 -
[70] - Quote
IAmDuncanIdaho II wrote:On a side note - it might make deploying squads interesting. "OK who's wearing the full proto gear and preventing us getting into meta-level 2 games?"
[edit] thinking about it it will more likely some make suits above the threshold non-selectable in deployment screens....seeing as they have to do that anyway for re-spawns.
IgniteableAura wrote:I would probably Q in to those prototype matches with BPO stuff on just to farm isk if needed. Or make protostompers feel bad for dying to someone wearing BPOs. I doubt they will Q people based on their meta level, but I suppose its possible they won't let you Q into those matches without reaching a specific meta level. I'm pretty sure it will work like this:
You select your desired maximum metalevel as you would select the gamemode you want to play. And then the game won't allow you to spawn in a fitting whose aggregated metalevel is above the one you have queued up for. At least this would make sense in my head.
"Exploiting" this system by using BPO suits in the highest risk metalevel queue might be a possibility, though it is questionable if you can be effective enough in a BPO suit to reach enough WP to get a good share of the ISK rewards at EOM.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1456
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Posted - 2015.02.13 16:25:00 -
[71] - Quote
I raged so hard I made Haerr leave battle.
Jebus still hates scans.
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Jebus McKing
Nos Nothi
1462
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Posted - 2015.02.13 19:34:00 -
[72] - Quote
Let's be honest. Metalocks really only is CCP finally acknowledging that having tiers really only serves one purpose: making people who have been playing longer feel more powerful than noobs.
In high level engagements tiers serve no purpose as usually everyone brings their best gear no matter what. And at the same time that kind of tiered gear only causes frustration on the low end.
Basically everyone I have told about this game did not stick to it because they were getting their asses kicked by people in better gear.
It's true, gear isn't everything. But if you are on the same level of gear you at least have the chance to get a lucky kill against a better player. It happens so many times that you are getting attack by someone in low level gear and even if they shoot you in the back you still have time to turn around and kill them solely because of the better gear.
Jebus still hates scans.
|
Jebus McKing
Nos Nothi
1467
|
Posted - 2015.02.13 23:31:00 -
[73] - Quote
Adipem Nothi wrote:Jebus McKing wrote:... It happens so many times that you are getting attack by someone in low level gear and even if they shoot you in the back you still have time to turn around and kill them solely because of the better gear. Wasn't the case until Uprising. In Chromosome, newbros who outplayed vets killed vets. I believe HP Creep and changes to TTK are to the two major factors at play in this. I'm really not sure if this was the case because of stats or because of the fact that there were fewer people with fully specced core skills, proto everything, and prof V weapons.
Maybe back then the 'middle class' was more populated than today. Today it seems most people are either vets or completely new.
Would be really interesting to see some stats from back then and compare them to what we have now and try to get a grasp of why it seems matches in chromosome were better than they are now.
In any case, even back then I was against having tiers working like they currently do. I always thought it was a bad idea to give vets access to straight up better gear with the only balancing factor being ISK. IIRC, at some point, probably closed beta, higher tiers even had more base HP than lower tiers. But luckily this got removed.
Jebus still hates scans.
|
Jebus McKing
Nos Nothi
1479
|
Posted - 2015.02.16 13:36:00 -
[74] - Quote
Now that I have specced into AM Scout this has become relevant again.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww tºüpü»µùѵ£¼S¦¦püºpü»pü¬püäpüºpüÖpÇé
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Jebus McKing
Nos Nothi
1485
|
Posted - 2015.02.16 21:37:00 -
[75] - Quote
I know there isn't much love in here for Logis but I made this one and I have to share it with someone.
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Jebus McKing
Nos Nothi
1486
|
Posted - 2015.02.16 23:09:00 -
[76] - Quote
Am I the only one that has the feeling that 30m passive scan range aren't really 30m but more like <10? What's up with that?
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Jebus McKing
Nos Nothi
1497
|
Posted - 2015.02.18 09:17:00 -
[77] - Quote
The Amarr scout is not a bad suit. I've specced into it myself a couple of days ago and I like it, though, I'm not really using it like a scout but more like I would use an Assault or Logi.
The thing is, I rarely have the feeling that I need it to accomplish a certain task like I do with my other suits. There is nothing I can do with the Amarr scout that I couldn't do better with another one of my suits.
The only time you can really make use of its bonus is when you fight another scout in CQC. And even then only if that other scout does not have enough dampeners on.
But maybe I'm doing it wrong. Any tips on playing an Amarr scout?
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1498
|
Posted - 2015.02.18 14:59:00 -
[78] - Quote
Adipem Nothi wrote:... I'd likely skill back into it if it got a "fun" bonus, perhaps to biotics or myos/jumps :-) 25% bonus to melee damage and jump height.
+1
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Jebus McKing
Nos Nothi
1498
|
Posted - 2015.02.18 16:32:00 -
[79] - Quote
Adipem Nothi wrote:Jebus McKing wrote:Adipem Nothi wrote:... I'd likely skill back into it if it got a "fun" bonus, perhaps to biotics or myos/jumps :-) 25% bonus to melee damage and jump height. +1 I'd go for +25% to +50% for all biotics, this way users aren't pigeonholed into a for-lulz-only suit. But "must be fastest" minmatar enthusiasts get really upset at this idea :P Hm... so if we'd replace the stamina bonus with a +25% bonus to kincats, cardiacs, and myofibs I wouldn't even be mad. Less inherent bonuses, but more modules specific ones. Just as the Minmatars bonus is specific to NKs.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1500
|
Posted - 2015.02.19 11:50:00 -
[80] - Quote
Adipem Nothi wrote:Assault Review! Gallente ShotgunnerSettled on this for my shiny new Gal Assault. Prox Scanner + single cPE is just as good as any of my Scout's passives. Dropped the 3rd damp for a Card Reg, so I'm now at 24 dB; figured if they're running GA Logi, I'll have to switch out for GA Scout anyway. The suit is very fast and has more than enough stamina; if it is less mobile than a Scout, it certainly didn't feel like it. Felt more like a Scout without cloak and twice the HP. All in all, the suit worked better than expected on "inside" maps (especially GA Research). It performed less well on the Pipe and Tabletop maps; died quite quickly when caught out of cover or taking focused fire. Did alternate between Shotgun and Breach AR when map was favored doing so (intend to try Burst and Vanilla AR tomorrow). Stuck with Breach SMG sidearm; don't much care for this SK9 on my squishy Scouts, but it seems to work well with Assaults. Verdict: Nice to have enough HP to not worry about by "insta-spin-and-win" when shotgunning Heavies. Will definitely keep and use, though probably more with an AR than the SG. The link goes to the AM Assault as well btw.
Why not drop the damps entirely, go with 3x kincats and HP instead?
I have a Minmatar Logi shotgun fitting. It has 3x kincats, 1x precision, rest is HP. I intended to use it for quickly dropping some uplinks but I noticed it is also reasonably useful at killing unsuspecting targets. Sure, its efficiency is reduced when there is a scanner around, but not as much as you might think and it is not as big of an issue if you, contrary to what you'd do as a scout, stick with a couple of people instead.
Same with the MN Assault and shotguns. I found it is not so much about killing unsuspecting targets but to run into groups of enemies, cause some havoc, and get out as quickly as you can. Your HP will make sure you will survive until you are in range.
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Jebus McKing
Nos Nothi
1513
|
Posted - 2015.02.21 18:45:00 -
[81] - Quote
Adipem Nothi wrote:Speed: Heavy < Commando < Assault < Logi < Scout Hitpoints: Heavy > Commando > Assault > Logi > Scout
MN Assault is faster than AM Scout MN Logi is faster than AM Assault MN Sentinel is faster than AM Commando
When will this madness end?
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Jebus McKing
Nos Nothi
1514
|
Posted - 2015.02.22 11:25:00 -
[82] - Quote
Spademan wrote:But the weird thing is that the Min Assault hasn't been buffed for a long time. Last time was the classwide buff I think. The MN Assault got a whopping +15 eHP in Hotfix Delta. And that was almost 4 months ago.
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Jebus McKing
Nos Nothi
1515
|
Posted - 2015.02.23 09:55:00 -
[83] - Quote
voidfaction wrote:Question: If I am driving my LAV and jump to the turret "What direction is the gun facing?" Sometimes it is facing forward sometimes backward is it random or is it always facing in the direction away from the enemy? LOL I see enemy in front of my LAV i switch to turret its backward. I drive past enemy and switch to turret it is facing forward.
It is as bad as spawning at CRU's that are being camped. I always spawn on the side with the enemy (my testing says it is not random) IIRC when you call it in the turret is facing north by default.
If you use the turret and rotate the turret to e.g. face west it will remain like that when you switch back to the driver seat. It doesn't matter how you turn the LAV, the turret will still be looking in the same direction as you left it.
The third person animation of the turret returning to its default position is unrelated to the actual turret orientation. Just imagine it as if there was a blueberry using the turret but never rotating it. It will always face the same direction and not rotate with the LAV orientation.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1519
|
Posted - 2015.02.23 21:36:00 -
[84] - Quote
voidfaction wrote:Jebus McKing wrote:voidfaction wrote:Question: If I am driving my LAV and jump to the turret "What direction is the gun facing?" Sometimes it is facing forward sometimes backward is it random or is it always facing in the direction away from the enemy? LOL I see enemy in front of my LAV i switch to turret its backward. I drive past enemy and switch to turret it is facing forward.
It is as bad as spawning at CRU's that are being camped. I always spawn on the side with the enemy (my testing says it is not random) IIRC when you call it in the turret is facing north by default. If you use the turret and rotate the turret to e.g. face west it will remain like that when you switch back to the driver seat. It doesn't matter how you turn the LAV, the turret will still be looking in the same direction as you left it. The third person animation of the turret returning to its default position is unrelated to the actual turret orientation. Just imagine it as if there was a blueberry using the turret but never rotating it. It will always face the same direction and not rotate with the LAV orientation. This helps a lot. I do not use vehicles enough to figure it out and when I try to just learn them I feel bad because I am not helping the team then I just drop the learning part and go crash it into something. Will help knowing what if i leave the turret facing left to always keep my enemy on my left Many thanks. Keeping them on your left won't work. Again, the turret will keep looking e.g. to the West if it was looking there when you switched. If you turn the LAV the turret won't change orientation with it. So if you make a U-turn the enemies might be on the left side of the LAV, but the turret will face to the right. The turret will always keep pointing in the same cardinal direction.
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Jebus McKing
Nos Nothi
1521
|
Posted - 2015.02.23 22:28:00 -
[85] - Quote
Team balancing working as intended.
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Jebus McKing
Nos Nothi
1526
|
Posted - 2015.02.23 23:13:00 -
[86] - Quote
Spademan wrote:Actually, looking at your picture jebus, it did work. It worked perfectly. Squad was placed on one team, you and other good enough players were placed to oppose them. Newbs fill the rest. Haha, true. I'm not questioning that it does not do what it is intended to do, but I think what it does and how it does it is not what it should be doing.
Like people said, teambuilder probably takes the first 32 players that queue up and then tries to make the best out of it. Point is, this is quite obviously not enough to create interesting matches. So if teambuilder can't provide us with balanced, interesting matches, then why do we need it at all?
And if it gets to a point where only 1 player out of 16 on the losing team even reaches the WP threshold to earn SP for that match, then something is seriously ****** up, IMO.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1528
|
Posted - 2015.02.24 00:17:00 -
[87] - Quote
Spademan wrote:Oh yeah, that shite shouldn't be happening at all. But the point is, just as Rattati has said, team balancing is working great, that's not the issue really. What you want to complain about is matchmaking, that's what's broken, not team balancing/mu. Really what gets me is people are bitching about the wrong thing I'm bitching about the right thing. I'm not bitching about that teambuilder does not do what it is supposed to do but about the fact that what it does is inadequate for what we want. Meaning, we need more than a teambuilder, we need a matchmaker.
Adipem Nothi wrote:Now any pubstomper will tell you that Jebus here is to blame for that stomp. Not matchmaking, and not Mu. If he had only chosen to squad up with 5 of those randoms, then his team would not have been stomped by the opposing 500M SP squad. Right! Should have quickly recognised the people with high MU, invited them to my squad, encourage them to bring proto, discuss how to best counter what the enemy might bring, make a battle plan, and adapt to overcome the opposing forces.
It's all so simple!
I must be of inferior skill to these guys as they clearly used the better tactics! (Though it seemed they were just running straight at every member of my team guns blazing... hm.)
I curse real-life for constantly taking away my buddies so that I am forced to play solo every once in a while!
But in the end I am doomed for I don't play seriously and don't bring my best game all the time.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1533
|
Posted - 2015.02.25 11:12:00 -
[88] - Quote
Breaking aim assist with myofib jumps?
There will be tears.
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Jebus McKing
Nos Nothi
1541
|
Posted - 2015.02.26 22:06:00 -
[89] - Quote
XxBlazikenxX wrote:Adipem Nothi wrote:XxBlazikenxX wrote: Dampeners - I disagree with you on the dampeners, dampeners are supposed to hide you and scanners are supposed to find you, if you have dampener on and you still get scanned, then that guy has more scanning abilities than you have damapening abilities. So I do not believe in reducing active scanner duration.
On ScoutsTo quote Jebus, Active Scanners are not the counter to Scouts and Dampeners; Scouts and Dampeners are the counter to Active Scanners. I agreed with Jebus' sentiment 100% at the time and today over 9000% on account of Falloff. On Non-ScoutsOur goal in buffing damps is to increase utilization of damps. In order to increase utilization, damps must become more appealing to units other than Scouts. Assuming a GalLogi is fielded (and they often are), what incentive is there for any unit other than a Scout to run damps? Yes, GalLogi scans are OP; but even if we reigned them in a 'bit, we'd still see low damp utilization rates among non-Scouts. And if you are still getting scanned by active scanners, than you need more dampeners. A proto GalLogi with a Proto Scanner can probably scan you if you don't have enough dampening. The binary nature of scanning is a bad thing. It forces people to either go full dampening or don't bother with it at all. There is no middle ground.
There is absolutely no incentive to use damps on anything but Scouts because most of the time they don't give you enough of an advantage compared to other modules, most prominently HP modules.
The problem with how damps currently work is that they become useless, as soon as there is a scanner around that is too powerful. With a GA Logi on the field, the entire enemy team gets the advantage of the all-seeing eye of that single GA Logi, rendering damps entirely useless if you can't completely hide from that scanner. And damps are the only module that work like that. They are the only module that can become completely useless if you don't stack a lot of them.
One solution would be to buff dampeners, but this would further contribute to the binary nature of scanning, and we don't want that.
But if dampeners reduced the scanned duration, scanning would become less powerful without rendering it useless, and maybe more people would consider using damps even if they can't hide from scanners completely.
Dampeners would become more of a viable alternative to HP modules, especially for medium suits.
Active scanners are the most overpowered piece of equipment in this game. They completely remove the ability to flank enemy positions in anything but scout suits by giving the whole team the exact locations of enemies and on top of that a nice little wallhack chevron above their heads so that the only thing you have to do is to wait until the enemy comes around the corner and shoot them in the head. And there has to be a viable counterplay to that for all suits, not just scouts, and that counterplay should not be stacking as many damps as you can to render scans useless.
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Jebus McKing
Nos Nothi
1542
|
Posted - 2015.02.26 22:30:00 -
[90] - Quote
Are we allowed to talk about other games in this thread?
**** it. I don't need your permission!
I'm H Y P E D Y P E D for Hotline Miami 2!
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Jebus McKing
Nos Nothi
1547
|
Posted - 2015.02.27 15:51:00 -
[91] - Quote
I feel kinda filthy, but I'm also laughing my ass off.
Scout mk.0
HS: 3x cmplx Myofibs
LS: 2x cmplx Kincats, 1x cmplx Damp
Proto cloak Boundless remotes
STD Flux
ADV BreachScP ADV Flaylock
450+ damage per melee hit. No need to decloak before engaging your target.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1548
|
Posted - 2015.02.27 17:44:00 -
[92] - Quote
Adipem Nothi wrote:Couldn't agree more, Jebus. Going to link this downstairs so it doesn't get buried.
As an aside, I've brought up GalLogi scan concerns with the Logi Community in Cross's thread. For the most part, they seem to think that "everything is fine". Many of them are under the impression that Scouts are still overperforming. Not making much headway. Also not sure if this is the audience we should be engaging. A conversation with Pokey, Cross or Demonsbane would perhaps prove more productive. There will never be a meaningful discussion about things like that because everyone is too focused on not losing their toys. Most people in the forums don't give **** about balance, all they do is to protect their own playstyle. Few people care or are even able to think outside of their own tiny, little box, unfortunately. And I seriously hope Rattati is not listening to the stupid whining of many of those people in the forums.
That being said, of course the Logis will disagree with these changes, because it means they will get less WPs. The problem with the scanner is, it is way more powerful than the WPs for scanning suggest. Maybe we should increase the duration for intel assist points to last slightly longer than the actual scanned duration.
Combined with the idea of damps reducing scanned duration this would result in less wallhacks but not in less WPs for the Logis.
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Jebus McKing
Nos Nothi
1549
|
Posted - 2015.02.27 18:06:00 -
[93] - Quote
Adipem Nothi wrote:Pitched swapping the GalLogi Precision bonus for a Cooldown bonus. Less cycle time = more scans = more WP. In theory it is a good idea. The problem though is that we would have to change a lot of stats to balance scanning once again, because without that precision bonus it is too easy for scouts to hide from scans, IMO. Even I think that Scouts should have to use at least one cmplx Damp to hide from a proto scanner. (So that would result in the need to buff proto scanner to 25db? Which would result in Assaults only need 2 cmplx Damps to avoid it too.)
Jebus hates scans.
|
Jebus McKing
Nos Nothi
1549
|
Posted - 2015.02.27 18:30:00 -
[94] - Quote
Sinboto Simmons wrote:I can't take it anymore, I have to fit a scanner, I'm so ******* sick of being blind. A scout that can't scout, really great fun getting my ass torn off by a ***** heavy that I can't see on my scans.
Bloody hell. Uhm, you should be able to see heavies with your 30m "long" range passive scans even without using any modules. When it comes to heavies passive scanning should not have changed too much for you, that is, if you did not use range amps prior to the passive scanning changes. Though, now even Assaults can see heavies on their 30m passive scans.
Logi really is the best suit for scanning. But scanning =/= scouting.
Jebus hates scans.
|
Jebus McKing
Nos Nothi
1559
|
Posted - 2015.02.28 12:02:00 -
[95] - Quote
Adipem Nothi wrote:AssumptionIn case the Logis are interested.The Scout Overhaul* Replace label "Scout Suit" with " Suit" * Remove racial bonuses to Scan Range, Scan Precision, Scan Profile * Set class Scan Range to > all but Logi * Set class Scan Precision to < all but Logi * Set class max Scan Profile < all active scans, all middle and outer rings * Set class min Scan Profile = Logi inner scan ring (get close to the blob and it will detect you) * Remove cloakblind * Widen speed gap * Add racial "while cloaked" status buff (i.e. MN +speed, CA +scan range, AM +reps, GA +something) * Introduce class-restricted, high-alpha weapon variants (i.e. sniper rifle, shotgun, fine rifle, AV) * etc, etc ... When was the last time a Scout actually scouted anyway? We're halfway to assassin already.
As fun as overhauling Scouts would be, do you think moving more toward "blob warfare" would be a 'bit too linear and boring for other classes? You know, most of the time I like your ideas, but many of them also involve changing A LOT of things all at once which makes them somewhat unlikely to make it into the game ever.
Jebus hates scans.
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Jebus McKing
Nos Nothi
1564
|
Posted - 2015.02.28 17:29:00 -
[96] - Quote
Adipem Nothi wrote:Thanks, Ares! There's all kinds of stuff going on over there! @ Jebus He noticed the Logi / Assault Speed Swap suggestion. @ Backpedal Speed -10% is a 100% improvement over what we have now. I'll take it! Here are the numbers. who noticed what; where; what is going on? I'm lost.
Jebus hates scans.
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Jebus McKing
Nos Nothi
1572
|
Posted - 2015.03.01 12:25:00 -
[97] - Quote
Haerr wrote:Trolly Story time!
Lately more of old corpies have been playing Dust again, so we have a lot less trouble getting a full squad going. As per usual we run anything from lolfits to random bouts of (somewhat) coherent squad base fits.
Sadly there is a pervasive mindset spreading amongst the denizens of the public contracts. Public contracts as you are all well aware are in fact public, open to all and everyone. But that growing group of malcontents not only disagrees with the ability to play with your friends but also to the ability to choose what gear you are allowed to bring.
In fact they are actively working to rob us of the freedom of playing together with our friends, with a clear aim at turning us against one and other. So I ask you what kind of person would advocate for friends to turn on each other?
The second part is that those of that pervasive mindset seeks to take the freedom of choice from us. They would have it so that Public Contracts are segregated, splitting our community into barred subsections who are not allowed to play with each other. So I ask you what kind of person would advocate for the creation of ghettos?
Unfortunately that pervasive mindset is likely to fester and grow in such barred communities, in fact legitimising the childish QQ cries of " YOU CAN'T DO THAT! :'( " and " IT'S NOT FAIR! :'( ".
It does seem very odd that in a game with clear rules and winning conditions there are those who instead of cherishing the opportunity to improve and grow, would seek to bar better players from playing with them. So I ask you what kind of person would only play a game if anyone who is better than them at the game is disallowed from participating?
The amount of qq against using what you have available to you as well as teamwork and tactics in this game is nothing short of staggering.
Right !! Screw all these noobscrubs for not bringing their best gear, best buddies, and best A-Game all the time !! What are they thinking ?!! This is a competitive game !! What a bunch of pathetic scrubs !! And then they want me to stop protostomping ?!! I HAVE EARNED MY PROTOGEAR !! I too got protostomped day one of open beta and had to work my way to the top just as everyone else had to !!
Jebus hates scans.
|
Jebus McKing
Nos Nothi
1572
|
Posted - 2015.03.01 12:30:00 -
[98] - Quote
On a more serious note, playing FW yesterday was quite a refreshing experience. Many people kept coming, kept fighting until the end, and matches were pretty close many times.
Why is FW not available before nighttime in Europe?
Jebus hates scans.
|
Jebus McKing
Nos Nothi
1584
|
Posted - 2015.03.02 00:50:00 -
[99] - Quote
Bayeth Mal wrote:Found the old thread, Jebus was actually the first person to respond, and as far as I know the only one still playing. http://dustsearch.com/thread/140392/page/1#4Can't find the thread where I did the % numbers for new vs vet. I think we can stop waiting for PvE by now...
At least a gamemode with a meta level lock seems more likely to happen than ever.
Jebus hates scans.
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Jebus McKing
Nos Nothi
1584
|
Posted - 2015.03.02 00:56:00 -
[100] - Quote
XxBlazikenxX wrote:Jebus McKing wrote:Bayeth Mal wrote:Found the old thread, Jebus was actually the first person to respond, and as far as I know the only one still playing. http://dustsearch.com/thread/140392/page/1#4Can't find the thread where I did the % numbers for new vs vet. I think we can stop waiting for PvE by now... At least a gamemode with a meta level lock seems more likely to happen than ever. Aw, I don't want a metalevel locked game mode, then there's just no learning curve and the bad players will remain bad. The only way the bad players get good is if they lose. If players are restricted to only use STD gear then bad players will still lose to good players and vets. But at least they won't get roflstomped quite as hard and maybe maybe maybe don't delete DUST after playing their first match after graduating from the academy.
Jebus hates scans.
|
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Jebus McKing
Nos Nothi
1585
|
Posted - 2015.03.02 01:05:00 -
[101] - Quote
I love DUST Search.
Here is my post #4 from August 2012 and the reason why I started using Scout suits during closed beta.
Jebus McKing wrote:I'd like to use an assault or even logistics dropsuit but I'm a KB/M user and the turnspeed of all other dropsuits but the scout one is too damn low. And I don't know if it is due to hitdetection / lag but I have no problems fighting assault dropsuit players in a full frontal assault.
Hitting them with my tactical AR until I'm out of ammunition then switch to the submachinegun and start the kitten waltz.
I should have died so many times...
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Posted - 2015.03.02 09:53:00 -
[102] - Quote
Sinboto Simmons wrote:Anyone up for a Mass Driver/flaylock/REs squad during the event, logi can't pick um up if they're lower half has been launched 30 meters (feet?) from the upper one... Oh, and granades, can't forget granades. Pro tip: You can terminate friendly clones.
I even got hate mail because of this once.
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Posted - 2015.03.03 10:52:00 -
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Adipem Nothi wrote:Draxus Prime wrote:I think buffing biotics and ewar mods would be great for the game, instead of everyone running hp mods MyoFibs - Jumps! CardRegs - Climb ladders faster; less stamina cost to jump So, I've been using Myofibs for the last couple of days and I have to say while it is funny to hit people for 500 damage before decloaking I don't see the point in running them at all. I had the feeling anything I could do with a myofib fitting I could have done better with NKs. Even with the jump height bonus I don't see myself using myofibs over extenders, rechargers, or damage mods. Then again, the jump height thing might be more useful to armor tankers than to my Minmatar suits.
Is it weird that I have everything on 5 in the dropsuit upgrades skill tree except cardiacs which are still at 0.
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Posted - 2015.03.03 11:35:00 -
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Pseudogenesis wrote:I get the feeling that I'll run myofibs on every one of my scout fits regardless of whether they're good or not. I'll probably have just one or two fits with triple myofibs and kincats for ships and giggles, but I'll probably run at least one enhanced or complex on every other scout fit just because I crave mobility so much. Before stacking penalties it probably won't take much to let you jump over a lot of walls you couldn't before, and people underestimate the amount of mobility that gives you. These maps weren't made for the increased jump height. I very much look forward to exploiting that. The only thing that I can think of that might be interesting is having a triple myofib fitting for deploying / destroying uplinks in hard to reach spots.
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Posted - 2015.03.04 11:02:00 -
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voidfaction wrote:I don't like the idea. I think uplinks should be the only portals in game and should be less of them. Fixed point portals are just the dumb version of smart deplory in ambush. I think we should use portals differently from Uplinks. I was thinking e.g. to use them to get from the ground spawn to the MCC spawn quickly if you accidentally deployed in the wrong spot.
Also we could use portals to get to places where you'd otherwise have to climb a lot of ladders, e.g. that one socket with that really high tower and the laaarge ladder on one side of it could be replaced by a portal.
Or use portals in spots where in the real world there would be elevators or long stairs.
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Posted - 2015.03.05 10:47:00 -
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Adipem Nothi wrote:Echo narrative is up! And it looks great! I honestly think knives will be too good with backpedal speed being 85%. They already are very powerful in the right hands. Brace yourselves, tears are coming. Minja nerfs will be demanded!
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Posted - 2015.03.06 12:48:00 -
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CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." Are we witnessing the death of the Assault suit?
Apparently Basic Medium Frames will get better CPU/PG than Assaults, or at least the MN BMF will.
Spreadsheet Hotfix Echo
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Posted - 2015.03.06 14:29:00 -
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CCP Rattati wrote:
But it is massive nonetheless.
True, but I still don't see a reason why I should ever advise a new player to spec into lvl 5 basic suits. It remains a waste of 1mil SP. It makes more sense to save the SP and get into lvl 5 Assaults sooner.
I had an idea a while ago which was to make basic suits a blend between logi and assault, basically make them non-specialized suits instead of assaults without the bonus. But I did not get enough good feedback to pursue that idea further.
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Posted - 2015.03.06 17:18:00 -
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MINA Longstrike wrote:Jebus McKing wrote:CCP Rattati wrote:
But it is massive nonetheless.
True, but I still don't see a reason why I should ever advise a new player to spec into lvl 5 basic suits. It remains a waste of 1mil SP. It makes more sense to save the SP and get into lvl 5 Assaults sooner. I had an idea a while ago which was to make basic suits a blend between logi and assault, basically make them non-specialized suits instead of assaults without the bonus. But I did not get enough good feedback to pursue that idea further. Exactly. There is zero good reason to have any 'basic frame' beyond level 3, in fact it's a 'trap option' to even pretend they're appealing. Better than mlt? Sure. As good as a bonused suit? You're ****ing kidding yourself. If we really want basic medium frames to be used at all then they have to have something the Assault suits don't have.
One idea I had was giving basic medium frames a second equipment slot -> make them an unspecialized blend between Assault and Logi.
They could do a bit of both but would be less effective than the specialized suits at either.
Also, since CPU/PG is tough on BMF, give them a 1% or 2% per level bonus to CPU/PG to make them competitive.
But then also make sure the Assault bonus is worth it! (I think the MN and AM Assault bonuses are fine but the GA / CA bonuses could use some work, if you want to believe the general forum chatter.)
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Posted - 2015.03.06 19:51:00 -
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Ares 514 wrote:Jebus McKing wrote:MINA Longstrike wrote:Jebus McKing wrote:CCP Rattati wrote:
But it is massive nonetheless.
True, but I still don't see a reason why I should ever advise a new player to spec into lvl 5 basic suits. It remains a waste of 1mil SP. It makes more sense to save the SP and get into lvl 5 Assaults sooner. I had an idea a while ago which was to make basic suits a blend between logi and assault, basically make them non-specialized suits instead of assaults without the bonus. But I did not get enough good feedback to pursue that idea further. Exactly. There is zero good reason to have any 'basic frame' beyond level 3, in fact it's a 'trap option' to even pretend they're appealing. Better than mlt? Sure. As good as a bonused suit? You're ****ing kidding yourself. If we really want basic medium frames to be used at all then they have to have something the Assault suits don't have. One idea I had was giving basic medium frames a second equipment slot -> make them an unspecialized blend between Assault and Logi. They could do a bit of both but would be less effective than the specialized suits at either. Also, since CPU/PG is tough on BMF, give them a 1% or 2% per level bonus to CPU/PG to make them competitive. But then also make sure the Assault bonus is worth it! (I think the MN and AM Assault bonuses are fine but the GA / CA bonuses could use some work, if you want to believe the general forum chatter.) Why do they want basic medium frames to be competitive? The whole point I thought was to have the racial. I feel like this is time wasted on something that doesn't really matter. To me basic frames are content that is there but so poorly implemented that no one uses it, which is kinda sad. By giving basic suits a niche we could easily expand on the variety of suits on the field, make things a bit more interesting, and have more content. And it wouldn't even take much time to implement those changes.
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Posted - 2015.03.06 21:02:00 -
[111] - Quote
So I got 15 kills with a Sentinel with NKs and then I got DC'd...
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Posted - 2015.03.07 09:45:00 -
[112] - Quote
CCP Rattati wrote:Bayeth Mal wrote:The buff to basic mediums my be the first part of the buff to Assaults in general.
I for one am kinda pissed off they're doing this, other wise I wouldn't have wasted the millions of SP to unlock Gallente Assault (which I run an ARR on...) and instead would've just specced the basic frame. Nope. Also, I have countless threads and requests for this, why the aggravation? IMO the problem is that Basic Medium Frames and Assaults are too similar. If you buff BMFs to a point where even a vet would begin to consider using them then people get mad because they could've saved the SP for the Assault suit and gone with the BMF instead. But if BMFs remain worse than Assaults then still no one will advise anyone to spend a million SP to go from lvl 3 to 5 in BMF.
Basic Frames in general make people spend SP in something they don't really want to use. They want to use the Assault/Logi/Scout/Sentinel but are forced to spend thousands of SP for a suit they will rarely use and that is worse in everything a specialised suit could do. I think a lot of the bad feelings towards Basic Frames comes from that.
So either Basic Frames get a role of their own or they will remain nothing more but an annoying obstacle on the way to the specialised suits.
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Posted - 2015.03.07 12:03:00 -
[113] - Quote
Adipem Nothi wrote:Jebus McKing wrote: So either Basic Frames get a role of their own or they will remain nothing more but an annoying obstacle on the way to the specialised suits.
What if basic frames were made dirt cheap? Same slot layouts, but say 1/2 to 1/3 the price? A proto basic medium frame already costs only 34k ISK. Proto Assault costs 57k ISK. Doesn't seem to be that big of an incentive (or people just don't know about it... )
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Posted - 2015.03.07 13:36:00 -
[114] - Quote
Arkena Wyrnspire wrote:I am hoping I will finally have an excuse to use the beautiful sleek black basic frames. They changed those. They look awkward now.
Adipem Nothi wrote:Another idea ... I'm sure something like it has already been suggested:
Basic Med Frame * -1 to 2 Slot * +1 EQ * 50% Isk Discount
Basic Heavy Frame * -1 Slot * +1 EQ * 50% Isk Discount
Basic Light Frame * +1 to 2 Slot * -1 EQ * 50% Isk Discount
+1 EQ for Assault might appeal to Assault users who don't like their current racial bonuses. EQ on a Heavy could certainly come in handy. Scouts were assigned a 2nd EQ slot to fit cloak, but they can't fit cloak until they specialize; so why not drop the specialization slot, and add a utility slot or two? Basic Med Frames already have 1 less slot and 100hp less than Assaults. I think giving them a second EQ would be good to give them a small niche right in the middle between Assault and Logi.
I have no idea what to do with Heavy and Light Basic Frames. I can't really think of a niche where they could fit in. Light frames being Light Assaults with additional slots in exchange for EQ? Dunno.
Heavies with EQ AND heavy weapon slot sounds weird too. Plus, they already have less HP than Sentinels, no resistances, and one less slot would hit them very hard me thinks.
But I think making all Basic suits 50% cheaper than their specialized variant makes sense. Currently only the proto variant has a 40% discount. But that alone won't make anyone consider using them.
Like I said, if we want people to use Basic suits then they have to have a role.
Same issue as with the AM Scout. Oh, btw, did you know that the AM Light Basic frame is faster than the AM Scout?
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Posted - 2015.03.08 00:22:00 -
[115] - Quote
Him, everyone I'm talking to rather wants to see Basic suits removed completely than made viable, because lol no one will use Assaults anymore. Is this an indication for a problem with the Assault bonuses? Are they not worth speccing into?
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Posted - 2015.03.08 01:09:00 -
[116] - Quote
One Eyed King wrote:Jebus McKing wrote:Him, everyone I'm talking to rather wants to see Basic suits removed completely than made viable, because lol no one will use Assaults anymore. Is this an indication for a problem with the Assault bonuses? Are they not worth speccing into? If they weren't worth speccing into, they wouldn't be the most popular suits right now. They may not have the best bonuses, but the general slot layout and base numbers seem to make them worth it. Yeah, no, I was just referring to the bonuses themselves. Not to the suits in general. The suits are fine. But if people tell me that if we made Basic Mediums better then there would be no reason anymore to spec into Assaults doesn't that mean that there is an issue with the bonuses being viewed as not worth the SP?
People spec into Assaults because the suit is good, not because they like the bonus. Some don't even use the right primary weapon to make use of the bonus they get.
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Posted - 2015.03.08 22:49:00 -
[117] - Quote
So, I specced into proto minmatar basic medium frames and used the proto suit for the last 2 days.
Verdict: I can make the same fitting with an ADV Assault as with a proto BMF only that the ADV Assault has more HP...
Basic suits really are ******* awful.
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Posted - 2015.03.09 09:51:00 -
[118] - Quote
3,227,092. I think even with 48hrs more it is still questionable if we reach the 5mil goal.
dzizur wrote:I was thinking about all that assualt/logi slayers stuff etc. Could someone explain to me why a specialized suit has more slots than the more versatile (basic) one?
I understand that Dust is about customization and what not, but why not leave it to basic frames for maximum customizability, and specialized frames to specialise in some areas (having suit bonuses, not an abundance of empty slots to stack whatever you want). I mean what's the point of assault having zilion slots if 90% of them fit tank and/or damage? They gave Assaults more slots when they were horribly underused. Prior to that they had the same amount of slots than Basic Mediums.
I still think giving BMF another EQ slot alongside the CPU/PG buff in hotfix echo would put them in a really good position. Still worse at assaulting than Assaults and worse at being a Logibro than Logis, but at least they could do a bit of both -> becoming the unspecialized blend between Assault/Logi. They'd still have 1 high/low slot less than Assault/Logi and 100hp less base HP than Assault (60 more than Logi).
It makes so much sense to me.
But maybe something is wrong with me.
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Posted - 2015.03.09 10:43:00 -
[119] - Quote
There is a theory floating around that the BPO might be one of the upcoming skin modules. Makes sense, me thinks.
dzizur wrote:Everyone wants to add slots here, there, how about cutting down slots on specialized frames and buffing their intended role? You want to cut down on slots of Assaults and Logis?!
*hears sounds of people grabbing their pitchforks and lighting their torches*
You better run.
It's already hard enough to convince people that Basic suits should get a buff even without telling them that we gonna nerf their beloved specialized suits. I'm not totally opposed to the idea, especially if specialized suits also get kick-ass bonuses, but people already would rather see Basic suits removed entirely than buffed in anyway or form.
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Jebus McKing
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Posted - 2015.03.09 18:29:00 -
[120] - Quote
The problem is Basic MedFrames are absolutely useless and everyone hates them and wants to rather see them gone entirely than made viable. Everyone has to spec into them even though they don't want to use them and so the BMF level 4&5 only serves as a SP trap for people who don't have a clue that not everything you can spec into is actually worth it.
Still, I have yet to hear a really viable point against making BMFs less useless.
One point I hear the most is "oh if you make BMFs better then why would I want to use an Assault suit anymore?" BMFs are different from Assaults, a lot actually. They are clearly not just "Assaults without the bonus".
Assaults still have 100 base HP more, they have 1 high/low slot more, they have a bonus to handling of a racial light and sidearm weapon and they have a bonus to fitting of light, sidearm weapons, and grenades. They are and would still be all around better at slaying than BMFs. Better damage, better fitting, better tank.
Another one is "oh it will just be slayer logi 2.0". No, it won't. What made the slayer logis good was their f***ed up bonuses, native rep rate, and ability to use more and better modules than Assaults because Logis have more CPU/PG. But BMF have less fitting space than both Assault and Logis, no bonuses, and worse stats.
Logis would still have more high/low slots, more EQ slots, better fitting capabilities, better bonuses to certain equipments. If you want to do Logi stuff they would still be the better choice. I guess even tanking a proto logi is easier than a proto BMF.
Giving the BMFs an additional EQ slot will neither make Assaults useless, nor will it make running Logis less desireable.
But with an additional EQ slot all of a sudden we have a nice little niche for BMFs. They are better at doing Logi stuff than Assaults and better at assaulting than Logis. Creating a middle ground between the two for people who haven't decided yet if they want to specialize into Assaults or Logis.
The one thing I don't understand is all the hatred towards making BMF just slightly less useless. It is content that is just unused because it is not balanced right but instead of making it viable many people would prefer having less content. I just don't get it.
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Posted - 2015.03.09 19:50:00 -
[121] - Quote
I always thought basic suits would be something like t1 frigates in EVE and Assault/Logi would be t2. You'd bring Logi/Assault if you want to do something specific that can't be done with basic suits.
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Posted - 2015.03.10 12:08:00 -
[122] - Quote
http://i.imgur.com/4T0reKC.jpg
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Posted - 2015.03.11 17:39:00 -
[123] - Quote
XxBlazikenxX wrote:Both links do not work. You are not a member of the secret club. Working as intended.
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Posted - 2015.03.11 20:06:00 -
[124] - Quote
Arkena Wyrnspire wrote:So I looked at some stats... ACR optimal 62m AR optimal 40m ACR DPS 437 AR DPS 453 Is the ACR optimal seriously 62m? Just tried aiming at a blueberry in-game with my six kin, optimal is 50m.
I'm pretty sure the stats on protofits are outdated. It still shows varying ranges for different rifle tiers even though all tiers should have the same ranges since hotfix bravo.
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Posted - 2015.03.12 07:51:00 -
[125] - Quote
Adipem Nothi wrote:http://dust514.com/news/2015/03/five-million-clone-challenge-battle-report/?_ga=1.180084004.1671164742.1400157148
^ Holy cow! 1 hr 19 minutes to spare :-) The Krin's Mod looks like it'll affect all weapon types! Initial thoughts: It's ******* nothing.
Let's see if I change my mind after breakfast.
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Posted - 2015.03.12 08:33:00 -
[126] - Quote
After breakfast thoughts on Krin's damage mod BPO:
It is a really good module...
for people who use two types of damage mods on the same fitting.
Since I never use sidearm damage mods, and never use more than one damage mod on my fittings it is of limited usefulness for me personally though.
Might replace a heavy weapon damage mod if I ever decide to use one on my Heavy.
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Posted - 2015.03.12 08:48:00 -
[127] - Quote
IAmDuncanIdaho II wrote:Jebus McKing wrote:Adipem Nothi wrote:http://dust514.com/news/2015/03/five-million-clone-challenge-battle-report/?_ga=1.180084004.1671164742.1400157148
^ Holy cow! 1 hr 19 minutes to spare :-) The Krin's Mod looks like it'll affect all weapon types! Initial thoughts: It's ******* nothing. Let's see if I change my mind after breakfast. Yeah I hate to be cynical or ungrateful but why would I run that over an existing mod? A little surprised it's not something unique. Still, 20 decryptor keys on the other hand...looking forward to using those. Would like to know if the BPO causes stacking penalties - e.g. does it have a stacking penalty, or does it cause a stacking penalty with other mods. With the bugged dropsuit readout unfixed, no way of knowing. I hate that I'm saying this, but... meh. Hmm having read Jebus' 2nd post - I am guessing you can't fit more than one of these BPOs? Since it's just a BPO like every other BPO, I say you can fit as many on your suit as you want.
It is a really good module if you already were using both light and sidearm damage mods. It won't give you more damage if you replace your damage mod with the Krin's but it's definately cheaper and also should be lighter on CPU/PG.
EDIT: Since it's cheaper on CPU it is definitely better to use a Krin's than an enhanced heavy damage mod since both give the same amount of damage bonus for heavy weapons and the Krins additionally gives a bonus to sidearms as well.
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Posted - 2015.03.12 09:15:00 -
[128] - Quote
IAmDuncanIdaho II wrote:Really want to know about stacking penalties though What about them? They apply to Krin's as they do to any other module.
Damage bonus: 1x 4% 2x ~7.48% 3x ~9.76% 4x ~10.84%
Using 2x Krin's is definately better than using 1x complex light + 1x complex sidearm damage mods. Gives you ~0.5% more light weapon damage, ~0.5% less sidearm weapon damage, AND saves you 76CPU + 8PG.
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Posted - 2015.03.12 11:03:00 -
[129] - Quote
Surprise Hotfix Echo TODAY!
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Jebus McKing
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Posted - 2015.03.12 13:04:00 -
[130] - Quote
I knew speccing into proto basic medium suits would pay off someday...
5x Myofibs
It is beautiful.
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Jebus McKing
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Posted - 2015.03.12 15:03:00 -
[131] - Quote
On jump height: You know those two buildings behind alpha objective on the new 3-point map with the large tunnel entrance? With 5x Myofibs you can easily jump on top of those.
I think I already said it but Myofibs are beautiful.
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Jebus McKing
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Posted - 2015.03.12 15:32:00 -
[132] - Quote
Adipem Nothi wrote:Jebus McKing wrote:On jump height: You know those two buildings behind alpha objective on the new 3-point map with the large tunnel entrance? With 5x Myofibs you can easily jump on top of those. I think I already said it but Myofibs are beautiful. 5 Myos!? How does this compare to 3x Scout? Even with the stacking penalty there is still a noticeable difference between using 4x and 5x myofibs.
3x myofib minja can jump on top of installations, 5x myofib minmatar basic can jump much higher.
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Posted - 2015.03.12 21:11:00 -
[133] - Quote
One Eyed King wrote:Has anyone tried Commando or Sentinal stacked Myos? Tried 3x Myo on my Minnie Sentinel. You can pretty much jump over people.
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