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Add Cockpit Shake When Jumpjetting


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#81 Corvus Antaka

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Posted 27 February 2013 - 12:37 PM

View PostCutterWolf, on 26 February 2013 - 10:33 PM, said:


Keith has it right!! So you guys think its ok for a mech to run 130kph over, up, down and threw all kinds of terrain and have no shake and perfect aim but it not for someone jump jetting? Ya that's make zero since people, and I don't see a single one of you poptart haters saying anything about making it harder to hit a jump jetting mechs but your all about nerfing them. That's called being a hypocrite.


I want to see a guy who can run 130KPH over current terrain and have perfect aim to 1 node with lasers on every shot he pulls.

going slower already gives you inherint aiming advantages even running 75% from top speed enhances aim significantly across all mechs.

as of right now jumpjetting gives those same advantages as if you where standing still.

#82 KKillian

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Posted 27 February 2013 - 01:10 PM

Every time I see a 3D poppin I tell my teammates, We note his position, next time he hops up we skeetshoot him like a clay pidgeon. I play one myself and against an accurate shooter they keep ME pinned. Also majority of my shots preformed in the air are after I have released the jets and on my way down, I do not want to reveal my position as the above will happen, and there is no real way I can see the shake continue after the jets are no longer firing but during would make total sense. Do not expect it to affect the snipers too much if it does not continue after the jets are released though.

#83 CutterWolf

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Posted 27 February 2013 - 05:59 PM

View PostSkyscream Sapphire, on 27 February 2013 - 12:34 PM, said:


Yes it is. I take you must be with the rest of the guys here who apparently can't maneuver their mech? You do realize that a jumping mech is easier to snipe from than one running across the ground? Why is this? Because its cockpit is totally stable something a mech who is traveling over terrain is not.

Am I doing right?

Did you really just compare the firing system of an M1 Abrams tank, braced against the mass of the entire earth, with that of something flying in mid air? I will indeed tell you why that's not the same: Newton's third law of motion. Must I expound?

What I do agree with you on is the "realism" part. While this game is sim-ish, it's a ficticious 3050 universe so at no point should the simulation aspects overtake the gameplay. However, this idea actually improves game play by promoting more diverse equipment options. The fact that it adds to immersion through "realism" is just a bonus.


As a mater of fact "no your not doing it right". And yes I can compare the firing systems cus for some unknown reason you think that the weapons on a mech are rigidly mounted. I assure you they are not, so just like the M1 Abrams those weapons can move to compensate for movement, elevation, angle to target ect. But I really thank you for helping prove my point with this part of your response, "improves game play by promoting more diverse equipment options." Which is what jump sniping does but you want to remove that option. Realism? LOL! This is Mechwarrior there is nothing real about it

#84 CutterWolf

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Posted 27 February 2013 - 06:05 PM

View PostKKillian, on 27 February 2013 - 01:10 PM, said:

Every time I see a 3D poppin I tell my teammates, We note his position, next time he hops up we skeetshoot him like a clay pidgeon. I play one myself and against an accurate shooter they keep ME pinned. Also majority of my shots preformed in the air are after I have released the jets and on my way down, I do not want to reveal my position as the above will happen, and there is no real way I can see the shake continue after the jets are no longer firing but during would make total sense. Do not expect it to affect the snipers too much if it does not continue after the jets are released though.


Would that "total sense" your talking about shake when your running or walking in a mech? If your going to support shaking for jump jetting then you will have to support the same effect for walking & running in a mech. In fact it would be doubled for a running mech. I would love to see people try to shoot on the move then............. You can't have your cake and eat it too.......

Edited by CutterWolf, 27 February 2013 - 06:05 PM.


#85 blinkin

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Posted 27 February 2013 - 06:43 PM

View PostCutterWolf, on 27 February 2013 - 06:05 PM, said:


Would that "total sense" your talking about shake when your running or walking in a mech? If your going to support shaking for jump jetting then you will have to support the same effect for walking & running in a mech. In fact it would be doubled for a running mech. I would love to see people try to shoot on the move then............. You can't have your cake and eat it too.......

no you don't shake when running on the ground but unless you are running on a completely flat surface then your reticle and arms do shift around and pilots who move fast have to constantly compensate for any bumps on the terrain. if you ever moved on the ground and brawled you might know this. i have used jump jets to stabalize my aim for complicated shots several times before.

so no we really can't have our cake and eat it too, because currently we have neither.

View PostCutterWolf, on 27 February 2013 - 05:59 PM, said:

As a mater of fact "no your not doing it right". And yes I can compare the firing systems cus for some unknown reason you think that the weapons on a mech are rigidly mounted. I assure you they are not, so just like the M1 Abrams those weapons can move to compensate for movement, elevation, angle to target ect. But I really thank you for helping prove my point with this part of your response, "improves game play by promoting more diverse equipment options." Which is what jump sniping does but you want to remove that option. Realism? LOL! This is Mechwarrior there is nothing real about it

i will tell you right now no one would want light mechs to have aim stabalization. if you could move 150kph and have a stable firing platform all of the time then spiders would just run around cockpitting anything that moved less than 70kph.

jump jets are currently the only way you can be moving AND have a smooth stable firing platform.

Edited by blinkin, 27 February 2013 - 06:57 PM.


#86 Sulf

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Posted 27 February 2013 - 07:07 PM

I like it.

#87 Steven Dixon

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Posted 27 February 2013 - 07:15 PM

I like this idea. It has two advantages, first it gives a bit of immersion which is always fun and it helps prevent 'poptart' mechs (or at least discourages it a bit.

#88 Infernus1986

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Posted 27 February 2013 - 08:06 PM

View Postblinkin, on 27 February 2013 - 06:43 PM, said:

jump jets are currently the only way you can be moving AND have a smooth stable firing platform.


And there lies the problem, all references point to jumpjets making the mech and pilot less then stable.
Remember the pilots sense of balance directly relates to the mech's balance.
The pilot is being exposed to quite a few G's to jet 70 tons into the air.

#89 blinkin

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Posted 27 February 2013 - 11:08 PM

View PostInfernus1986, on 27 February 2013 - 08:06 PM, said:


And there lies the problem, all references point to jumpjets making the mech and pilot less then stable.
Remember the pilots sense of balance directly relates to the mech's balance.
The pilot is being exposed to quite a few G's to jet 70 tons into the air.

i agree but i am going to correct you on a minor point. G's are a direct result of acceleration so the mass of the mech has nothing to do with the G's experienced.

#90 Corvus Antaka

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Posted 28 February 2013 - 05:47 AM

View Postblinkin, on 27 February 2013 - 11:08 PM, said:

i agree but i am going to correct you on a minor point. G's are a direct result of acceleration so the mass of the mech has nothing to do with the G's experienced.


However the acceleration and force needed to accelerate the mech from gravity -1 to overcome and jumpjet is a direct function of the mass of the mech.

Good posts Kong.

Personally I believe jumpsniping to be as viable as any tactic, but also something that currently has little immersion to it. overall jets continue to feel underpowered and a bit lethargic with max jumpjets, infact running 3 on my jenner vs 5 makes little difference tbh, but the stability combined with the manueverability is imho too much.

I like the manueverability, the ability to jump & twist rapidly, and the positioning. I dislike the fact that moving my 70 ton cataphract 10 meters into the sky is aparently better for my aim & stabilizers than doing 87KPH and try to get a perfect shot.

Edited by Colonel Pada Vinson, 28 February 2013 - 05:47 AM.


#91 blinkin

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Posted 05 March 2013 - 10:58 AM

bump

#92 blinkin

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Posted 07 March 2013 - 01:03 PM

bump

#93 blinkin

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Posted 14 March 2013 - 09:39 AM

bump

#94 Pando

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Posted 14 March 2013 - 09:43 AM

I like this idea :)

ADD A POLL you NOOB!

Edited by Pando, 14 March 2013 - 09:43 AM.


#95 Donas

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Posted 14 March 2013 - 10:24 AM

Yep. An old thread predating the mandatory-poll rule that could stand to be made current with a Poll.

Edited by Donas, 14 March 2013 - 10:24 AM.


#96 Vassago Rain

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Posted 17 June 2013 - 04:43 PM

Well, you know.

#97 Deathlike

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Posted 17 June 2013 - 09:26 PM

I would like to vomit over everyone that made this possible.

#98 MischiefSC

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Posted 17 June 2013 - 10:27 PM

hate to say it but.... no complaints here and I pilot a ton of JJ mechs. In fact just dusted off my Jenner.

It's made a lot of mechs viable again that were otherwise severely sub-optimal.

Could be done with just the crosshair shake though to avoid people getting motion sickness.

#99 I R O N Patriot

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Posted 05 July 2013 - 12:06 PM

F U C K Y O U A L L!!!!!!!

#100 blinkin

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Posted 05 July 2013 - 12:11 PM

View PostIrontygr, on 05 July 2013 - 12:06 PM, said:

F U C K Y O U A L L!!!!!!!

:D





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