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Suggestion To Reduce Jump Sniping
#61
Posted 23 April 2013 - 02:08 PM
#62
Posted 23 April 2013 - 03:21 PM
They are put on mechs to jump over obstacles reach high places the mech cannot walk too.
As it stands right now, they're role is to simply make the mech "fly" for a limited amount of time. In the real-time gamespace online, the mechs movement along two more-divergent vectors seems to have some negative on state rewind - so not only do those who are jumping with the ability to burst damage for 35 / 45 damage have that advantage, they gain freedom from obstructions and perfect weapon convergence on target, and usually then falling to receive an obnoxiously small amount of damage to there legs.
It's all pretty much right there in the canon - Jump Jets decrease weapon accuracy and generate quite a lot of heat actually.
#63
Posted 23 April 2013 - 04:14 PM
Often I hear the term skilless sniper... oxymoron if I ever heard one. Many times I am not in the mood to snipe and simply cannot hit the broad side of a barn so I play my quad laser or lrm boat stalker to "clay pidgeon" shoot, other times I am a crackshot cockpit demon, but I must say much skill and concentration is required. More often than not I see people simply standing out in the open waiting for a target oblivious of possible incoming sniper fire. These people are also suprised when they get slammed by a long range alpha for standing still, They also seem to like forum polls.
Lights running in strait lines, people standing still, lights rushing bases instead of harassing snipers or lrm boats... wake up!
Edited by KKillian, 23 April 2013 - 04:15 PM.
#65
Posted 23 April 2013 - 07:40 PM
#66
Posted 23 April 2013 - 08:57 PM
#67
Posted 23 April 2013 - 09:17 PM
No to heat adjustments without tons of careful work first. Let's not mess up weapons balance anymore than we have!
#68
Posted 23 April 2013 - 09:26 PM
Ialti, on 23 April 2013 - 09:17 PM, said:
No to heat adjustments without tons of careful work first. Let's not mess up weapons balance anymore than we have!
you know..weapons heat are not directly affected by this..if you stand still on the ground you wont be affected. but if you're jump sniping then yes, you're affected by the heat change.. in other words, if you're using ppc mechs without jump jets, the heat will stay the same..
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
Edited by pencilboom, 23 April 2013 - 09:26 PM.
#69
Posted 24 April 2013 - 03:02 AM
#70
Posted 24 April 2013 - 03:09 AM
If just about every map did not contain sightlines that made a team comprised of 8 snipers such an effective way to play (like LRMs before it) I think this issue would not be as prevalent.
Right now you are 100% likely to drop into a map where you can snipe effectively. If 50% of the maps had far less sniper friendly sightlines (especially with the current implementation of random map drops) I think a lot more players would bring brawlers to the party.
#72
Posted 24 April 2013 - 08:01 AM
#73
Posted 24 April 2013 - 12:04 PM
i would like to throw another into the fold though.
Finite JJ fuel. You wouldnt want to poptart so much if u knew u could only do it a certai number of times b4 ur JJ run out.
People could poptart as easily as they can now, but for only a limited number of times.
#74
Posted 24 April 2013 - 12:33 PM
Fierostetz, on 24 April 2013 - 08:01 AM, said:
Thanks - its a bad side product of waking up after writing two exams and a term paper! haha
Also a BIG thanks to Bitmonger505 over on reddit for linking this thread during the AMA!
Edited by Cattra Kell, 24 April 2013 - 12:42 PM.
#75
Posted 24 April 2013 - 10:02 PM
#76
Posted 25 April 2013 - 04:56 AM
#77
Posted 25 April 2013 - 04:58 AM
#78
Posted 25 April 2013 - 05:05 AM
BUT...the real reason that we have sniper camps...is the broken status of LRM's. A properly modeled LRM...does NOT require direct LOS to do significant damage...IT IS A INDIRECT FIRE WEAPON... A properly modeled LRM can hit and do significant damage to poptarting mechs that are hiding behind cover. That damage becomes absolutely decisive if a properly modeled NARC option is included for Light mechs...
In Battletech...the primary "punch" of the light scout mechs like the Raven 3L is its ability to shoot and attach a NARC beacon that guides indirectly fired missiles so that they home in on the targeted spot...AND that NARC beacon must last through 5 or so salvoes.
PGI...the number one problem in the current lack of balance....is the LRM's. Properly modeled...you have a interesting meta game composed of move and counter move...
Right now...its sniper camping COD with mech skins...
#79
Posted 25 April 2013 - 06:35 AM
Just don't wanna write it out again, its a minor change that could help but not hamper too much.
#80
Posted 25 April 2013 - 06:37 AM
Or learn how to shoot yourself. They aren't exactly bobbing and weaving. Its no more difficult to shoot someone jump-jetting than it is for them to shoot you, the angle of attack change is identical for both of you.
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