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.
) The game has to give fair chances to all and even if we did have these implemented I bet anyone who agree'd at first would start complaining if their organization lost a bunch of members and never had the most numbers because the hit and run tactic is the only tactic where in 1 v 10 situations is perfectly viable. Running into a bunch guns and fists blazing will 99.999% result in you causing about 200 damage to one player and then you're dead.