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How To Fix Jump Sniping For Everyone


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Poll: Thoughts? (66 member(s) have cast votes)

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  1. Good Idea? (34 votes [51.52%])

    Percentage of vote: 51.52%

  2. Bad Idea? (29 votes [43.94%])

    Percentage of vote: 43.94%

  3. Other - Explain (3 votes [4.55%])

    Percentage of vote: 4.55%

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#1 Warlune

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Posted 17 April 2013 - 09:02 AM

  • Make it so that the crosshairs expand with the usage of jump jets. This makes it difficult to be accurate at long ranges while using jump jets. This will not affect those who use jump jets at closer ranges because the closer range makes targets easier to hit anyway.


  • Introduce a new upgrade - Advanced Gyro - which increases the size of the Gyro in the CT by 2 slots and weighs a reasonable/balanced amount of tonnage per mech weight class. This upgrade increases the stability of a mech - reducing the chance of knockdown, and increasing accuracy while using jump jets.
Just a rough idea.


Thoughts?


Instead of widening the cross hairs, a wobbling effect can be added to the cross hairs instead while using jump jets, MoonUnitBeta suggested this and I definitely think it's better.

Edited by Warlune, 18 April 2013 - 05:42 AM.


#2 Lefty Lucy

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Posted 17 April 2013 - 09:18 AM

Jump sniping is highly over-blown. It's *good* that mechs with jump jets have a unique role because of those jump jets. Especially on heavy and assault mechs jump jets reflect a *significant* weight investment.

#3 ShadowbaneX

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Posted 17 April 2013 - 09:18 AM

View PostWarlune, on 17 April 2013 - 09:02 AM, said:

  • Make it so that the crosshairs expand with the usage of jump jets. This makes it difficult to be accurate at long ranges while using jump jets. This will not affect those who use jump jets at closer ranges because the closer range makes targets easier to hit anyway.
  • Introduce a new upgrade - Advanced Gyro - which increases the size of the Gyro in the CT by 2 slots and weighs a reasonable/balanced amount of tonnage per mech weight class. This upgrade increases the stability of a mech - reducing the chance of knockdown, and increasing accuracy while using jump jets.
Just a rough idea.

Thoughts?


I like the first idea, and it's pretty much what I was thinking. Also mirror's TT which imposed a -3 penalty when firing while jumping (and keep in mind this is on 2D6, which is a pretty hefty penalty. I'm not quite sure about the second part though, mostly because I don't like jump snipers,

#4 Joseph Mallan

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Posted 17 April 2013 - 09:21 AM

When I jump my HUD should shake like crazy! End of Jump Snipe.

View PostShadowbaneX, on 17 April 2013 - 09:18 AM, said:


I like the first idea, and it's pretty much what I was thinking. Also mirror's TT which imposed a -3 penalty when firing while after jumping (and keep in mind this is on 2D6, which is a pretty hefty penalty. I'm not quite sure about the second part though, mostly because I don't like jump snipers,
Fixed this. You jumped, then you shot. on TT. It was not a simultaneous thing.

#5 Warlune

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Posted 17 April 2013 - 09:22 AM

View PostShadowbaneX, on 17 April 2013 - 09:18 AM, said:


I like the first idea, and it's pretty much what I was thinking. Also mirror's TT which imposed a -3 penalty when firing while jumping (and keep in mind this is on 2D6, which is a pretty hefty penalty. I'm not quite sure about the second part though, mostly because I don't like jump snipers,


My idea for the Advanced Gyro would act more as a balancer for those you still want to jump snipe. The extra space and weight will balance out some of these poptart builds and make them less effective. (They are currently ridiculously effective, some bringing them down a notch is reasonable to me.)

#6 Tie Ma

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Posted 17 April 2013 - 09:22 AM

its just a fad.

#7 Spheroid

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Posted 17 April 2013 - 09:26 AM

I don't think jump snipers are overly dangerous, I still fear the PPC Stalker much more than the Highlander. What would help is if LRMs actually did damage and could punish mechs after they slowly float back down a ridgeline or hill.

#8 Warlune

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Posted 17 April 2013 - 09:29 AM

View PostTie Ma, on 17 April 2013 - 09:22 AM, said:

its just a fad.


Fad or not, I think my idea for the advanced gyro would add some more depth to the game, and be useful in other situations once knockdown gets reintroduced.


View PostSpheroid, on 17 April 2013 - 09:26 AM, said:

I don't think jump snipers are overly dangerous, I still fear the PPC Stalker much more than the Highlander. What would help is if LRMs actually did damage and could punish mechs after they slowly float back down a ridgeline or hill.


I think jump snipers are a bit too effective currently. I full agree with the rest of what you said though.

#9 aleksandrGRC

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Posted 17 April 2013 - 09:31 AM

fix other things, leave the jets alone. im not against expanding crosshairs. but only if its left for a few months for it to really be tested out that if its a real problem or just whining. ive done some pop tarting and its usually only because of difficult terrain where i get hit from snipers and my arms hit ground when i return fire. or im trying to get lrms to actually hit and thought maybe elivation may help, they hit when crosshairs go red when they explode, even if i lost the lock earlyer on?

#10 NRP

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Posted 17 April 2013 - 09:33 AM

I didn't realize jump sniping was broken?

Seriously people, it's just Flavor of the Month. Resist the urge to make knee jerk changes to "balance" the FotM, whatever it happens to be.

#11 ShadowbaneX

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Posted 17 April 2013 - 09:33 AM

View PostJoseph Mallan, on 17 April 2013 - 09:21 AM, said:

When I jump my HUD should shake like crazy! End of Jump Snipe.

Fixed this. You jumped, then you shot. on TT. It was not a simultaneous thing.


HUD shaking or something like could work. Or just applying a Cone of Fire while you're jumping/airborne.

Technically Mechs came to a dead stop every ten seconds in TT as well and that's when everyone shoots. It's just one of those things that exists in the TT since it's a turn-based game, vs. the real-time video game we play.

#12 General Taskeen

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Posted 17 April 2013 - 09:35 AM

MW:LL already did it, done, better, etc.

Quote

  • Mech HUD shake on ascent - Reduced the amount of time the pilot has to locate and fire at a target to the descending arc of a jump
  • Slower Jump Jet energy recharge - Increased delay before JJ energy starts to recharge. This reduces the frequency the pilot may poptart.
  • Jump Jets produce more heat - Another balance change to reduce the effectiveness of Alpha strike poptarters.


On top of that, they are fun to use.

Quote


1. Accessing terrain features too steep to climb.
2. Quickly jumping to cover behind low hills.
3. Briefly rising from behind cover to assess the battlefield.
4. Jump Sniping (aka Poptarting - with balance measures noted above) from behind cover to fire weapons.
5. Avoiding - to an extent - incoming missile fire.





#13 HumptyWasPushed

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Posted 17 April 2013 - 09:35 AM

Saw someone recommend fixing overheating that if a mech went over 110% heat it would take damage including if it was shutdown. This would fix the boating without concern to overheating.

#14 Lefty Lucy

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Posted 17 April 2013 - 09:35 AM

View PostShadowbaneX, on 17 April 2013 - 09:33 AM, said:


HUD shaking or something like could work. Or just applying a Cone of Fire while you're jumping/airborne.

Technically Mechs came to a dead stop every ten seconds in TT as well and that's when everyone shoots. It's just one of those things that exists in the TT since it's a turn-based game, vs. the real-time video game we play.


No they didn't. If that were the case there wouldn't be any movement modifiers. The "move, shoot, close combat, heat" paradigm just allows them to have a playable turn-based game.

#15 Warlune

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Posted 17 April 2013 - 09:36 AM

View PostaleksandrGRC, on 17 April 2013 - 09:31 AM, said:

fix other things, leave the jets alone. im not against expanding crosshairs. but only if its left for a few months for it to really be tested out that if its a real problem or just whining. ive done some pop tarting and its usually only because of difficult terrain where i get hit from snipers and my arms hit ground when i return fire. or im trying to get lrms to actually hit and thought maybe elivation may help, they hit when crosshairs go red when they explode, even if i lost the lock earlyer on?


What I've proposed doesn't change anything about jump jets except the expanding crosshairs, which can be combatted by equipping the proposed advanced gyro.

I think the problem with jump sniping is the terrain of our maps. There is an overabundance of cliffs and ideal spots for jump snipers.

#16 AlmightyAeng

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Posted 17 April 2013 - 09:36 AM

I like the idea of a mild HUD vibration...

I like the idea of jump-jet fuel recharging at a slower pace more.

#17 Coolant

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Posted 17 April 2013 - 09:37 AM

Why is jump sniping an issue? I don't do it, but don't see it as a problem. What you are seeing is nothing compared to MW4:Mercs...did OP play that?

#18 Apolyon

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Posted 17 April 2013 - 09:37 AM

I am sorry but I do not agree with this at all. I have no problem with jumpsnipers. And I dont even play one.
Please do not change.

#19 Warlune

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Posted 17 April 2013 - 09:38 AM

View PostNRP, on 17 April 2013 - 09:33 AM, said:

I didn't realize jump sniping was broken?

Seriously people, it's just Flavor of the Month. Resist the urge to make knee jerk changes to "balance" the FotM, whatever it happens to be.


Its been the FotM since Jump Jets got an increase to their vertical take off. It isn't just a problem since highlanders just got introduced. It's highlanders, cataphract 3D's, and (to a lesser extent) trebuchets.

#20 Dirus Nigh

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Posted 17 April 2013 - 09:39 AM

View PostSpheroid, on 17 April 2013 - 09:26 AM, said:

I don't think jump snipers are overly dangerous, I still fear the PPC Stalker much more than the Highlander. What would help is if LRMs actually did damage and could punish mechs after they slowly float back down a ridgeline or hill.


And hit fast running lights again, and were usable with ECM in the match.

As for jump sniping. Well as with LRMs before the devs made ECM a comfort blanket for COD kids, learn to use cover effectively, flank them, and coordinate with team mates.

Edited by Dirus Nigh, 17 April 2013 - 09:42 AM.






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