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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.21 20:12:00 -
[44221] - Quote
IAmDuncanIdaho II wrote:DREIS BE A SCIENTIST!!!!!!!!
Sorry couldn't resist pressuring you - I'm drunk, ignore the pressure, do what your instincts tell you
Science is the best.
Source: Am Chemistry Major.
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.21 20:15:00 -
[44222] - Quote
Ghost Kaisar wrote: LOL LHughesReported him, hopefully others will too. I hope CCP goes all ChicagoCubs on him.
Link is dead now.
I wonder what happened
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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Spademan
7
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Posted - 2015.08.21 20:17:00 -
[44223] - Quote
Ghost Kaisar wrote:Source: Am Chemistry Major. Is that one rank above a Chemistry Captain?
What're you looking at me like that for? I'll shank you I will.
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PARKOUR PRACTIONER
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2015.08.21 20:24:00 -
[44224] - Quote
IAmDuncanIdaho II wrote:IAmDuncanIdaho II wrote:sir RAVEN WING wrote:So, I'm bored. Let's do something slightly productive, I think. Scoutly Brethren, We exist for one reason, and that is to sew chaos! Shall we fight forever, Immortal and lawless.
We breed that which we call panic, Carve our names into the memories of others. Watch them as they run, Futile as our knives are ready, and our lives, infinite.
Cut through the Amarr's armour, Pierce the shields of the Caldari, Prevent the Gallente's regen, Bring the Minmatar to a halt.
We are not men of honour, We are Bastards, Forever remembered, By the corpses we create. So, how did I do? Sub-par? inb4 Duncan corrects grammar BTW what I was getting at Sir RAVEN WING was - we sow chaos. I suppose you could sew chaos into a nice handkerchief. [edit] My wife says I'm aspie. As in, spectrum Asperger's. I apologise for suggesting I am something that others actually suffer with...but I think it's why I pick up on stupid little details like this. Well...stupid is subjective - to me it's important...I guess why I pick up on it and nobody else particularly cares coz actually.....you know what the **** someone meant lol. Yes I suspect this is also why I'm a programmer. Careful with the Friday night beer kids. Or stout, in my case. Weird Beard Decadence Stout followed by Dragon Stout == STFU Duncan Where's noob the Tequila-head? I must talk with him. Only he can understand me.
No. No. NO! Its my thing to go on about having Aspergers syndrome not yours! Mine!
You don't need to follow the rules of the game just keep breaking it until it works-JSE
GS Rifleman & SGer MS NKer
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 21:40:00 -
[44225] - Quote
New idea! Help me shoot holes in it :-) It occurred to me today that if the Devs can add a property bestowing more jumps to a module, they could also add a property bestowing less jumps to a module. Could this be a way to cure the stack-moar-armor meta?
Idea Add to all armor plates a slight but noticeable decrease to jump height (inverse the myofib effect, though at a lesser degree).
Upsides * Adds a new and significant downside to running [over-utilized] loadouts focused strictly on Armor and Damage Amps.
* No more heavily tanked Mario Bros.
* More loadout variety; less King HP.
* Better Armor v Shield balance.
* Better "HP tank symmetry" ... heavily shield tanked units require at least one Regulator in Lows; heavily armor tanked units would now require at least one myofib in Highs to retain otherwise lost jumps.
Downsides * Heavies would be unduly impacted. Can't think of any other downsides beyond general discontent among King HP supporters. Help me find more downsides.
Offsets * Make all heavy frame units immune to the penalty.
Revised Idea
Add to all armor plates a slight but noticeable decrease to jump height, inverting the myofib effect though at a lesser degree. Make all Heavy Frames immune to the penalty.
CPM Sgt Kirk - On Community
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 21:44:00 -
[44226] - Quote
Do people run Armour plates at a high frequency still. I know I don't but i never did.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 21:47:00 -
[44227] - Quote
Ran an experiment last nightGǪ well a few. Packed RE are essentially useless in actual combat.
Also Amarr Mando with Scr and AScRGǪ Zero Overheat due to switching weapons at an unbelievable rate. Kinda sickening how fast I cut through multiple opponents. Drawbacks to ScR nullified.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 21:47:00 -
[44228] - Quote
Llast 326 wrote:Do people run Armour plates at a high frequency still. I know I don't but i never did.
Yes, I believe so. Thang.dk hasn't been updated for a month or so, but nothing substantive has changed which would've affected low-slot balance, armor-v-shield interplay, or the prevailing meta (armor + damage amps).
CPM Sgt Kirk - On Community
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Spademan
7
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Posted - 2015.08.21 21:49:00 -
[44229] - Quote
If I'm not mistaken the reduced speed from the plates has the side effect of reducing the jump height already, and part of the goal of Myofs was to counter act that. So you'd end up whacking on a double penalty to the same thing.
I'd also imagine that some would look at the two penalties on Armour and only one on Shields and request shields got a second.
What're you looking at me like that for? I'll shank you I will.
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 21:50:00 -
[44230] - Quote
Llast 326 wrote:Ran an experiment last nightGǪ well a few. Packed RE are essentially useless in actual combat.
Also Amarr Mando with Scr and AScRGǪ Zero Overheat due to switching weapons at an unbelievable rate. Kinda sickening how fast I cut through multiple opponents. Drawbacks to ScR nullified. Agreed on Packed REs. I tried over several matches and was unable to kill a single infantry unit. Unfortunately, also found them to be useless on HAVs.
Hadn't thought about skilling AM Commando. Sounds pretty nasty. Wonder why we don't see more of these?
CPM Sgt Kirk - On Community
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 21:53:00 -
[44231] - Quote
Spademan wrote:1. If I'm not mistaken the reduced speed from the plates has the side effect of reducing the jump height already, and part of the goal of Myofs was to counter act that. So you'd end up whacking on a double penalty to the same thing.
2. I'd also imagine that some would look at the two penalties on Armour and only one on Shields and request shields got a second. 1. Not following. Pretty sure jump height is unaffected by plates. I've seen some very high armor pools on mario bros.
2. Perhaps, but no one can deny that Shields are pretty much crap at the moment. Buffing shields is an alternative, though I strongly suspect it'd lead to less battlefield diversity rather than more.
CPM Sgt Kirk - On Community
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 21:54:00 -
[44232] - Quote
Adipem Nothi wrote:Llast 326 wrote:Ran an experiment last nightGǪ well a few. Packed RE are essentially useless in actual combat.
Also Amarr Mando with Scr and AScRGǪ Zero Overheat due to switching weapons at an unbelievable rate. Kinda sickening how fast I cut through multiple opponents. Drawbacks to ScR nullified. Agreed on Packed REs. I tried over several matches and was unable to kill a single infantry unit. Unfortunately, also found them to be useless on HAVs. Hadn't thought about skilling AM Commando. Sounds pretty nasty. Wonder why we don't see more of these? I was running on my Amarr character. The spouse had every suit up to 3. (I added scout when it was introduced, she does not play anymore... to repetitive.) Thought I'd try out fitting out the mandoGǪ holy crap. It's not even maxed out on DPS yet
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 21:57:00 -
[44233] - Quote
Adipem Nothi wrote:Spademan wrote:1. If I'm not mistaken the reduced speed from the plates has the side effect of reducing the jump height already, and part of the goal of Myofs was to counter act that. So you'd end up whacking on a double penalty to the same thing.
2. I'd also imagine that some would look at the two penalties on Armour and only one on Shields and request shields got a second. 1. Not following. Pretty sure jump height is unaffected by plates. I've seen some very high armor pools on mario bros. 2. Perhaps, but no one can deny that Shields are pretty much crap at the moment. Buffing shields is an alternative, though I strongly suspect it'd lead to less battlefield diversity rather than more. Pretty sure we tested speed penalties and jump height and it was affected. That was a long time ago. Bojo proposed that it did, I confirmed through testing the rail beam beam jump. Appia confirmedGǪ Yeah that was a long time ago
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 21:58:00 -
[44234] - Quote
Dreis ShadowWeaver wrote:Do you guys prefer to use Flux or Quantum Uplinks?
Ever since the Max Spawn nerf I've preferred Quantum Uplinks because the Max Spawns on Flux Uplinks are just pitiful. That, and a lot of the time it doesn't seem as though the Uplinks are reliably having an effect on spawn times.
I like to just drop Uplinks at the start of the match then switch to a different fit, so Quantum Uplinks suit me better since I don't have to worry about replacing them as much as I would have to with Flux Uplinks. When respawning -- which I do often -- I always spawn on the lowest available timer provided it isn't in a terrible place. For this reason, I run Viziam Flux ... to maximize WP. I don't find spawn count to be a problem.
CPM Sgt Kirk - On Community
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.21 22:02:00 -
[44235] - Quote
Llast 326 wrote:Adipem Nothi wrote:Spademan wrote:1. If I'm not mistaken the reduced speed from the plates has the side effect of reducing the jump height already, and part of the goal of Myofs was to counter act that. So you'd end up whacking on a double penalty to the same thing.
2. I'd also imagine that some would look at the two penalties on Armour and only one on Shields and request shields got a second. 1. Not following. Pretty sure jump height is unaffected by plates. I've seen some very high armor pools on mario bros. 2. Perhaps, but no one can deny that Shields are pretty much crap at the moment. Buffing shields is an alternative, though I strongly suspect it'd lead to less battlefield diversity rather than more. Pretty sure we tested speed penalties and jump height and it was affected. That was a long time ago. Bojo proposed that it did, I confirmed through testing the rail beam beam jump. Appia confirmedGǪ Yeah that was a long time ago
Gotcha. Either way, I believe there's ample room to amplify the penalty. If a jump penalty already exists, that'd make implementation easier.
CPM Sgt Kirk - On Community
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 22:05:00 -
[44236] - Quote
Adipem Nothi wrote:Llast 326 wrote:Adipem Nothi wrote:Spademan wrote:1. If I'm not mistaken the reduced speed from the plates has the side effect of reducing the jump height already, and part of the goal of Myofs was to counter act that. So you'd end up whacking on a double penalty to the same thing.
2. I'd also imagine that some would look at the two penalties on Armour and only one on Shields and request shields got a second. 1. Not following. Pretty sure jump height is unaffected by plates. I've seen some very high armor pools on mario bros. 2. Perhaps, but no one can deny that Shields are pretty much crap at the moment. Buffing shields is an alternative, though I strongly suspect it'd lead to less battlefield diversity rather than more. Pretty sure we tested speed penalties and jump height and it was affected. That was a long time ago. Bojo proposed that it did, I confirmed through testing the rail beam beam jump. Appia confirmedGǪ Yeah that was a long time ago Gotcha. Either way, I believe there's ample room to amplify the penalty. If a jump penalty already exists, that actually makes implementation easier. Implementation may be easier, or not. If it is a value that is adjustable then yes. If it is an effect of speed total it may not be easily dialled up or down.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Spademan
7
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Posted - 2015.08.21 22:15:00 -
[44237] - Quote
Adipem Nothi wrote: 1. Not following. Pretty sure jump height is unaffected by plates. I've seen some very high armor pools on mario bros.
If I'm not mistaken jump height is a factor of base movement speed, so a lower movement speed means a smaller jump.
What're you looking at me like that for? I'll shank you I will.
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Llast 326
An Arkhos
8
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Posted - 2015.08.21 22:19:00 -
[44238] - Quote
For AV thread I am rechecking my data on thingsGǪ I would like others to confirm and critique my assessment. Also need input. Packed Re are intended to be the go to AV choice for RE. As such they fall short Throw distance is supposed to be better than the basic RE. Minor increase may help. Damage is inconstant. Placement is key, and hard to actually achieve. Possible solution is increase blast radius to the same as regular RE, but dial damage Vs infantry to 0. (If that is possible) Hardenners may be nullifying damage, not a problem except that hardeners run in constant cycle. Also getting an RE on and not having a Hardener be activated as soon as you get one or two PRE on is virtually impossible.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Pseudogenesis
Nos Nothi
3
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Posted - 2015.08.21 23:57:00 -
[44239] - Quote
Adipem Nothi wrote: Revised Idea
Add to all armor plates a slight but noticeable decrease to jump height, inverting the myofib effect though at a lesser degree. Make all Heavy Frames immune to the penalty.
You're not taking into account a vitally important factor, which is the way the game feels. This change doesn't really offer up a significant enough nerf to armor plates - I'm sure they'd be run even if they disallowed jumping altogether - but it does make them feel worse to use. So in effect, with this change you'd be spending players' enjoyment of the game for very little return. Not a good change, imo.
I think armor plates just need more number tweaking. Less HP, tweak the speed penalty, increase fitting costs, etc. They can be balanced within the confines of the system we have in place now, they just haven't gotten much dev attention as of late.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.22 01:57:00 -
[44240] - Quote
Pseudogenesis wrote:Adipem Nothi wrote: Revised Idea
Add to all armor plates a slight but noticeable decrease to jump height, inverting the myofib effect though at a lesser degree. Make all Heavy Frames immune to the penalty.
You're not taking into account a vitally important factor, which is the way the game feels. This change doesn't really offer up a significant enough nerf to armor plates - I'm sure they'd be run even if they disallowed jumping altogether - but it does make them feel worse to use. So in effect, with this change you'd be spending players' enjoyment of the game for very little return. Not a good change, imo. I think armor plates just need more number tweaking. Less HP, tweak the speed penalty, increase fitting costs, etc. They can be balanced within the confines of the system we have in place now, they just haven't gotten much dev attention as of late. Agreed. Thanks for helping me shoot holes in the idea, gents.
CPM Sgt Kirk - On Community
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.22 02:04:00 -
[44241] - Quote
Llast 326 wrote:For AV thread I am rechecking my data on thingsGǪ I would like others to confirm and critique my assessment. Also need input. Packed Re are intended to be the go to AV choice for RE. As such they fall short Throw distance is supposed to be better than the basic RE. Minor increase may help. Damage is inconstant. Placement is key, and hard to actually achieve. Possible solution is increase blast radius to the same as regular RE, but dial damage Vs infantry to 0. (If that is possible) Hardenners may be nullifying damage, not a problem except that hardeners run in constant cycle. Also getting an RE on and not having a Hardener be activated as soon as you get one or two PRE on is virtually impossible.
My two cents:
1. Blast radius of Packed REs is presently too small to deal damage reliably. Increase radius; split the difference between current blast radius and the radius regular RE. Requiring precision placement is impractical and counter-intuitive.
2. If REs stuck to a tank still fizzle when the tank enters the redline, fix it. It wasn't the case before, and it's pretty crap.
3. Adding a homing property (like AV grenades) would be better than increasing toss distance, in my opinion.
CPM Sgt Kirk - On Community
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.22 02:19:00 -
[44242] - Quote
https://www.youtube.com/watch?v=f5BDNohGWnE
Step 1: Devs take control of EVE NPCs Step 2: One Dev-controlled NPC attacks another Dev-controlled NPC Step 3: ?
Is heavy CCP involvement fairly new to EVE or has it always been this way?
CPM Sgt Kirk - On Community
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Llast 326
An Arkhos
8
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Posted - 2015.08.22 03:43:00 -
[44243] - Quote
Adipem Nothi wrote:Llast 326 wrote:For AV thread I am rechecking my data on thingsGǪ I would like others to confirm and critique my assessment. Also need input. Packed Re are intended to be the go to AV choice for RE. As such they fall short Throw distance is supposed to be better than the basic RE. Minor increase may help. Damage is inconstant. Placement is key, and hard to actually achieve. Possible solution is increase blast radius to the same as regular RE, but dial damage Vs infantry to 0. (If that is possible) Hardenners may be nullifying damage, not a problem except that hardeners run in constant cycle. Also getting an RE on and not having a Hardener be activated as soon as you get one or two PRE on is virtually impossible.
My two cents: 1. Blast radius of Packed REs is presently too small to deal damage reliably. Increase radius; split the difference between current blast radius and the radius regular RE. Requiring precision placement is impractical and counter-intuitive. 2. If REs stuck to a tank still fizzle when the tank enters the redline, fix it. It wasn't the case before, and it's pretty crap. 3. Adding a homing property (like AV grenades) would be better than increasing toss distance, in my opinion. Never thought of the homing optionGǪ I like it. At the same time I also think that the challenge of getting the sweet spot might be lost.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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xavier zor
2
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Posted - 2015.08.22 04:00:00 -
[44244] - Quote
dzizur wrote:Umm xavier, how do you want to get to KDR 100 by tuesday if you got 3.82 atm? ;)
correct me if I'm wrong, but you need about 14 k kills without a death now. lol
you might aswell send me the ISK now ;)
my bet was not with you, with mollerz...and it has been reschedueled because i thought leaderboards reset on thurs not wednesday
sLaYeR
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J0LLY R0G3R
Nos Nothi
3
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Posted - 2015.08.22 04:10:00 -
[44245] - Quote
I'ma noob, I finally found out how to charge up the knife on planetside2. Been running around with an adrenaline pump (makes you run slightly faster and takes up the slot extra armor would usually go) and a Lumine Edge knife (knife u can charge up as u run with it). It 1hits peoples, except maxes because those things do not qualify as people. However I do have two c4s I can feed them when they are hungry. Now I just need to figure out a shotgun I like and I'm set. Plus I'm purple and polka dotted XD
Lacking
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J0LLY R0G3R
Nos Nothi
3
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Posted - 2015.08.22 04:39:00 -
[44246] - Quote
XD dude had me giggling.
Lacking
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VAHZZ
Vader's-Fist
7
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Posted - 2015.08.22 04:42:00 -
[44247] - Quote
Proof Monk still plays: http://imgur.com/BW1rJe5?desktop=1
OG Taco Assault // I survived Survivor // Director of V-F
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One Eyed King
Nos Nothi
11
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Posted - 2015.08.22 05:08:00 -
[44248] - Quote
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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VAHZZ
7
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Posted - 2015.08.22 05:36:00 -
[44249] - Quote
Now I know how a heavy feels when he gets stabbed by nova knives......
I survived Survivor
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Pseudogenesis
Nos Nothi
3
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Posted - 2015.08.22 07:26:00 -
[44250] - Quote
Adipem Nothi wrote:Pseudogenesis wrote:Adipem Nothi wrote: Revised Idea
Add to all armor plates a slight but noticeable decrease to jump height, inverting the myofib effect though at a lesser degree. Make all Heavy Frames immune to the penalty.
You're not taking into account a vitally important factor, which is the way the game feels. This change doesn't really offer up a significant enough nerf to armor plates - I'm sure they'd be run even if they disallowed jumping altogether - but it does make them feel worse to use. So in effect, with this change you'd be spending players' enjoyment of the game for very little return. Not a good change, imo. I think armor plates just need more number tweaking. Less HP, tweak the speed penalty, increase fitting costs, etc. They can be balanced within the confines of the system we have in place now, they just haven't gotten much dev attention as of late. Agreed. Thanks for helping me shoot holes in the idea, gents. It's what I do
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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