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New Mech: Jagermech Feedback


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#241 SmokinDave73

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Posted 20 March 2013 - 11:27 PM

the head hitbox on the jager mech is far to big and you can even get hit in the head from being shot in the backPosted Image

#242 William Knight

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Posted 20 March 2013 - 11:40 PM

View PostSmokinDave73, on 20 March 2013 - 11:27 PM, said:

the head hitbox on the jager mech is far to big and you can even get hit in the head from being shot in the back


Splash damage from op missiles got you. The head is no worse than the k2 head. However the side torso are too wide, but the missile damage is hiding this fact as everyone is hung up on the splash hitting the perfectly reasonably sized head.

#243 Sir Roland MXIII

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Posted 21 March 2013 - 12:09 AM

View PostWilliam Knight, on 20 March 2013 - 11:40 PM, said:


Splash damage from op missiles got you. The head is no worse than the k2 head. However the side torso are too wide, but the missile damage is hiding this fact as everyone is hung up on the splash hitting the perfectly reasonably sized head.


That so completely explains how people are getting headshot by all the other weapons so easily. Try again.

Edited by Sir Roland MXIII, 21 March 2013 - 12:10 AM.


#244 Tailbane

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Posted 21 March 2013 - 01:27 AM

Although I acknowledge that there is a significant missle damage/splash issue right now that is clouding the ability of players to reasonable determine this mech's viability I do seem to get head-shotted in this mech more often than not.

It's not just from missle splash, it's from all manner of weapons.

I like the look, and feel of the mech, and think most of the variant hard-points are unique and interesting as i'm a fan of ballistics brawling.

BUT

I had to stop using it after too many games dying with all my armor save for my head still intact.

Again, this mech is great.... Until someone aims at you.

Please take a second look at this mech's head hit boxes ( after the issue with splash has been resolved, and people have had a moment to breath without fire raining upon them at every turn. )

#245 William Knight

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Posted 21 March 2013 - 02:21 AM

View PostSir Roland MXIII, on 21 March 2013 - 12:09 AM, said:


That so completely explains how people are getting headshot by all the other weapons so easily. Try again.

Still no worse than a k2.

#246 Sir Roland MXIII

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Posted 21 March 2013 - 02:34 AM

View PostWilliam Knight, on 21 March 2013 - 02:21 AM, said:

Still no worse than a k2.


Seriously, I've been using this against other JM6s and had it used against me as well, this is way worse than Catapults.

Edited by Sir Roland MXIII, 21 March 2013 - 02:34 AM.


#247 William Knight

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Posted 21 March 2013 - 02:44 AM

play a balistic k2 for a little while before they fix the splash, you will see the same problem.

#248 Sir Roland MXIII

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Posted 21 March 2013 - 03:01 AM

View PostWilliam Knight, on 21 March 2013 - 02:44 AM, said:

play a balistic k2 for a little while before they fix the splash, you will see the same problem.


I HAVE. What part of I have experienced this in all shapes and forms do you not understand?

#249 ssm

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Posted 21 March 2013 - 03:03 AM

I think that headshoting from LRMs and SRMs is related to splash damage bug. PGI has already stated that it is caused by complicated geometry of new mech models, and if you look close on JM model, you'll see two vertical bars in front of the cockpit.
I think they're screwing with splash damage allocation to CT/Head.

Still, I think the head hitbox is tad to large, it should be similar to Cataphracts. I would also make LT/RT a little smaller, having in mind that "fins" already make them easy target.


Hitbox issues aside, the mech is great looking, well balanced (in itself and against other heavies) and fun to play.

Edited by ssm, 21 March 2013 - 03:18 AM.


#250 William Knight

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Posted 21 March 2013 - 03:24 AM

View Postssm, on 21 March 2013 - 03:03 AM, said:

I think that headshoting from LRMs and SRMs is related to splash damage bug. PGI has already stated that it is caused by complicated geometry of new mech models, and if you look close on JM model, you'll see two vertical bars in front of the cockpit.
I think they're screwing with splash damage allocation to CT/Head.

Still, I think the head hitbox is tad to large, it should be similar to Cataphract's. I would also make LT/RT a little smaller, having in mind that "fins" already make them easy target.


Hitbox issues aside, the mech is great looking, well balanced (in itself and against other heavies) and fun to play.



I wouldn't reduce the head Jagermech's head by quite that much (If at all) , but I whole heartedly agree with the rest of your comments.

#251 Grabbabrewski

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Posted 21 March 2013 - 03:38 AM

How about the cockpit lag when it is twisted fast? It lags way behind the sight line and weapon sight. My views are completely blocked when I torso twist fast.
I'm sure someone commented about this?

#252 Gallowglas

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Posted 21 March 2013 - 09:11 AM

My admittedly anecdotal experience over a large number of matches is that the problem IS more pronounced for, though not completely exclusive to, the Jagermech. I don't get anywhere NEAR the number of headshot kills in other mechs and the Jagermech has been essentially a free kill for me when piloting my Cataphract, Stalker, or Atlas. The K2? Not so much.

TL:DR: Yes, there's added head vulnerability in all mechs, but it's unacceptably, game-breakingly, unplayably vulnerable in the Jagermech.

#253 Demon Horde

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Posted 21 March 2013 - 09:18 AM

honestly , i think its a bit ho hum... you guys already had a 65 ton mech with the catapult , really before you repeat any more exact weights you need to add mechs in weights for the weights you don't have so the game is more rounded out. that being we need a 20 ton mech , a 45 ton, a 55 ton, a 75 ton , a 90 ton and a 95 ton mech before you guys do any more "same wieght mechs". Aside from that the jager mech is nice , just seems redundant to have it (it being a 65 ton mech) when we already had the catapult but don't have a 75 ton heavy yet.

My suggestions to fill these missing wieghts these are all mechs that preceeded the year 3050 (our current year) or were made in 3050.

20 ton - flee
45 ton - Blackjack
55 ton - hoplite
75 ton - Marauder (or black knight instead)
90 ton - Mauler
95 ton - Cerberus

#254 VXJaeger

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Posted 21 March 2013 - 09:20 AM

Well, Jager must do something right because I replaced K2 and CTF-4X with JM6-DD. JM6-A is still under evolution w/ 2* LBX + 2* ML+ 2*SRM6, but to JM6-S I cannot figure out any role that CTF-3D doesn't do better :(

#255 Dragunz Pryde

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Posted 21 March 2013 - 09:51 AM

View PostAposiopesis, on 19 March 2013 - 10:58 AM, said:

Very much agree with this. The Jagermech variants don't bring much over the Cataphract. For example, what the crap are you gonna do with 3 ballistic slots in each arm? MGs? Yea, maybe if you guys ever make them any more than a joke weapon.

Realistically, with the lesser tonnage, they're not going to be able to do anything with ballistics in the arms that the CTF-4X can't do better. Superior torso movement isn't enough to make up for it.

Jagermech pretty much screams 3 module slot mech when you compare it's crit types and locations to the 65/70 ton Cats.


Cant agree with this. The ability to fire OVER hills and terrain more than make up for the lost 5 tons IMO. The only thing the Cataphract brings to the table is the ability to jump snipe. Dont get me wrong, i love running my Muromets in its twin Gauss setup, but i also love running my Jager with two AC/20's and being able to pop over a hill, hit and then back up and only present a limited profile for return fire.

I do however agree that it should have 3 slots. I mean what is that radar antenna on the top good for other than a wink to the old Riffleman??

#256 0X2A

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Posted 21 March 2013 - 11:04 AM

Jager should have been 5 tons heavier IMO, as ILya does the job better.

Only real problem is with the hitboxes right now, getting hit from the rear and getting cockpited isn't' exactly fun.

Edited by 0X2A, 21 March 2013 - 11:05 AM.


#257 Butane9000

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Posted 21 March 2013 - 11:05 AM

I've noticed the Jagermech variants aren't tracking stats at all. I don't know if this applies to the weapons as well.

#258 ArmageddonKnight

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Posted 21 March 2013 - 11:25 AM

Jagger DD cannot fit 6 worthwhile ballistic weapons.

Whats the point having 6 ballistic slots when fitting 6 of the smallest AC weapons (AC2) means u have a tiny engine, limit armor, little ammo, and overheat like crazy. And b4 any1 comes back talking about the machin gun,it is a super close range weapon that does next to 0 damage, which means it is usless on a Jagger designed for long range support.

Ether redesign the DD or sort out the Heat of AC2's (less) and the stack sizes of AC2 ammo (more).

other than that, Head shots, to easy to be head shotted atm, whether it be a bug with the ML's or simply the hitbox being to big, it is another issue.

#259 VXJaeger

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Posted 21 March 2013 - 11:48 AM

View PostArmageddonKnight, on 21 March 2013 - 11:25 AM, said:

Jager DD cannot fit 6 worthwhile ballistic weapons.
Whats the point having 6 ballistic slots when fitting 6 of the smallest AC weapons (AC2) means u have a tiny engine, limit armor, little ammo, and overheat like crazy. And b4 any1 comes back talking about the machin gun,it is a super close range weapon that does next to 0 damage, which means it is usless on a Jagger designed for long range support.
Ether redesign the DD or sort out the Heat of AC2's (less) and the stack sizes of AC2 ammo (more).


Well, 5ton, or even 3tons, more useable weight would instantly solve this and basically majority of useability problems w/ all Jagers. And weapons could be left alone as they are.

As I said before, Jager (as it is now) is awkwardly hanging somewhere between medium and heavy being bad on both categories.

Edited by VXJaeger, 21 March 2013 - 11:51 AM.


#260 TomFreedom

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Posted 21 March 2013 - 11:52 AM

I know the headshot issue is being brought up, but just to up vote, I've played 20+ matches with my DD, and I've died of a headshot 90% of the time. Any other chassis I run I die of something other than a HS (or live through the match quite often) 90%..... this is for sucks. Real for sucks.

View PostDragunz Pryde, on 21 March 2013 - 09:51 AM, said:


Cant agree with this. The ability to fire OVER hills and terrain more than make up for the lost 5 tons IMO. The only thing the Cataphract brings to the table is the ability to jump snipe. Dont get me wrong, i love running my Muromets in its twin Gauss setup, but i also love running my Jager with two AC/20's and being able to pop over a hill, hit and then back up and only present a limited profile for return fire.

I do however agree that it should have 3 slots. I mean what is that radar antenna on the top good for other than a wink to the old Riffleman??


I do play with the BAP sometimes in the CT, just cause I have a radar dish on my head.





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