Ive been observing and watching players who claim thousands of CQ from kills aquired jumping into and out of an area where players PvP. Seems to me it needs some looking into.
I propose this..............
Make a 20 meter zone between any opponent flagged for pvp. This would be a "no jump zone". They would have to root and get away without damage in order to jump away from this "zone".
Now the boots would have a "50% chance of cowardice", and if lucky, the person wearing them could "jump" as soon as they roll out of interlock.
but that other 50% cushion would be beneficial to players trying to keep said operative in the "zone".
you could add some resists perhaps, but the whole point would be to keep players from aquiring CQ by using the "shoot, shoot..........jump. or knife thrower equilelant". Which has ruined flat footed pvpers from gaining the same "cq count" as those that use these tactics during which would be an otherwise awesome pvp session for those that keep thier "feet on the ground". Dont get me wrong, I love hyperjump as much as the next guy, heck, its always been my favorite thing to do...................whilst exploring. Not during combat. Combat, and its tactics, no matter the LO require the mind, and I think Hyperjump should use alot more of the minds focus than the game requires at this point. Especially in combat, there should be restrictions, perhaps at the least........an IS requirement that is more than 75 pts. That way those that jump may think twice. But I am a firm believer in my Boots. i think they will appease the ones who this may affect.
The boots have cool names too huh?
Just being a pain in your ear.
Pill.
Heh, not at all Eval. I like the resuse timer idea. But, the timer would have to start as soon as interlock is broken. and the "pvp zone" I was talking about would require the operative to actually "evade the area of pvp" which I said would be 20 meters, but perhaps 10 would do. The Boots would give them a 50% chance roll at being able to jump straight out of interlock. That way they cant jump into and out of a pvp zone and kill someone scott free. They would have to deal with the zone in order to jump out. Its a very small improvement in that sense, but in interlock, and what happens after, this could have great effect iin evening out what I think is an easy way to get CQ.
And what I mean by "pvp zone" is being near anyone flagged for pvp combat, like within 10 or 20 meters. Now, even if your character isnt flagged, you wouldnt be able to jump , lets say, after and AOE or free fire attack. Once you're red, the rules apply. This could be easily added I think.
Lets lvl the playing field shall we?
Uhhh, no. Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.
No need to start pointing fingers at situations that you thnk provoked this thread. Im just thinking it is a good idea.
gg
QFT.
This sound great if it were an MA and Guns game only but, it's not. Not every tree or build is an interlock tree. Just because you have a build that may dominate in interlock doesn't mean the opposing play does. Yet again all I see is a thread whining about hyper jumping. It's part of the system. Not everyone likes to fight 5 to 1 for example. Just because you have numbers does not mean that you automatically get to kill anyone in two seconds that flags up or attacks you. It's a tactic used just like ppl who decide to take a marathon run to escape death. This thread is right up there with having no buffed clothes thread. If you don't jump that's your decision. If you decide not to flag up with out a zerg that's your decision. If someone decides that they don't like the fact that 3 ppl are coming after them and they have no back up and want to jump that's they're decision. If a player has below half health and the other half above half health, and they decide to run away that's they're decision.
This is not a tank game, no one is going to stand there and just die. If your attacking someone head on and it's not working, your going to find a different tactic. Why use the same move over and over if it's not going to work.
Also, it's pvp, that's like complaing that you almost killed someone but there teamate interfered and you died when they had only 23 health left.
You want ppl not to jump during combat then duel, plain and simple. You know why you can't jump during a duel? Because it's 1 VS 1, you don't have to worry about getting shot in the back. Forget about the little footwear or w/e stupid little other things and duel. If you can't handle a pvp environment then duel.
All this is, is you telling other ppl how to play the game. That's with ppl that call for nerfs too. Since it's unfair to you or doesn't give you and advantage then it must be fixed huh? Just use clothing stacks like half the players do and I'm sure you'll do fine, maybe you'll run faster or something I dunno.
A reuse timer on HJ? Was that serious or did you hit your head before you wrote that? How would that benfit anyone who doesn't pvp? Because you didn't state it as a pvp only time you just put it out as a generality of a reuse timer on HJ. Does that really make any sense?
Not everyone is a gunner or MA, so like Crowlos said
The only idea in this thread I might support is to raise the Inner Strength cost.
Crowlos wrote:Uhhh, no. Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.QFT. This sound great if it were an MA and Guns game only but, it's not. Not every tree or build is an interlock tree. Just because you have a build that may dominate in interlock doesn't mean the opposing play does. Yet again all I see is a thread whining about hyper jumping. It's part of the system. Not everyone likes to fight 5 to 1 for example. Just because you have numbers does not mean that you automatically get to kill anyone in two seconds that flags up or attacks you. It's a tactic used just like ppl who decide to take a marathon run to escape death. This thread is right up there with having no buffed clothes thread. If you don't jump that's your decision. If you decide not to flag up with out a zerg that's your decision. If someone decides that they don't like the fact that 3 ppl are coming after them and they have no back up and want to jump that's they're decision. If a player has below half health and the other half above half health, and they decide to run away that's they're decision. This is not a tank game, no one is going to stand there and just die. If your attacking someone head on and it's not working, your going to find a different tactic. Why use the same move over and over if it's not going to work. Also, it's pvp, that's like complaing that you almost killed someone but there teamate interfered and you died when they had only 23 health left.You want ppl not to jump during combat then duel, plain and simple. You know why you can't jump during a duel? Because it's 1 VS 1, you don't have to worry about getting shot in the back. Forget about the little footwear or w/e stupid little other things and duel. If you can't handle a pvp environment then duel.All this is, is you telling other ppl how to play the game. That's with ppl that call for nerfs too. Since it's unfair to you or doesn't give you and advantage then it must be fixed huh? Just use clothing stacks like half the players do and I'm sure you'll do fine, maybe you'll run faster or something I dunno.A reuse timer on HJ? Was that serious or did you hit your head before you wrote that? How would that benfit anyone who doesn't pvp? Because you didn't state it as a pvp only time you just put it out as a generality of a reuse timer on HJ. Does that really make any sense? Not everyone is a gunner or MA, so like Crowlos saidUhhh, no. Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.
Who said ANYTHING about being a gunner or MA? The rule would apply to ANY LO.
I know that CERTAIN people would have a problem with this
If an opponent rolls out, their hyperjump has some form of reuse timer ....I would even like to see if you're in the combat state that you have a debuff to your hyperjump so you can't jump as far. It would seem to me that jumping such great distances and heights would require a greater deal of concentration on the part of the redpill than normal abilities.
I think disabling HJ while someone is enraged or powerless is a good start. Ctrl + Space/Mario jumps work even while powerless.