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Suggestion To Reduce Jump Sniping


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Poll: Suggestion To Reduce Jump Sniping (218 member(s) have cast votes)

Thoughts on the suggestion of shake?

  1. Yes, I agree (170 votes [77.98%] - View)

    Percentage of vote: 77.98%

  2. No, I disagree (41 votes [18.81%] - View)

    Percentage of vote: 18.81%

  3. Abstain (7 votes [3.21%] - View)

    Percentage of vote: 3.21%

Thoughts on the suggestion of heat increase?

  1. Yes, I agree (132 votes [60.55%] - View)

    Percentage of vote: 60.55%

  2. No, I disagree (64 votes [29.36%] - View)

    Percentage of vote: 29.36%

  3. Abstain (22 votes [10.09%] - View)

    Percentage of vote: 10.09%

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#81 Cattra Kell

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Posted 25 April 2013 - 08:17 AM

View PostAsmosis, on 25 April 2013 - 06:37 AM, said:

My suggestion to avoid jump sniping: don't stand out in the open.

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.


not entirely true - let me play devils advocate for a minute. When they jump up they technically have a better shot on you then you do them for they hit your head - C.torso easier than you do them. There is also a number of players who I have seen in the Marik Campaign - mainly with the highlander - that jump only as high as their hands - fire - then fall into cover before you can hit them back.

Edited by Cattra Kell, 25 April 2013 - 10:14 AM.


#82 Hythos

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Posted 25 April 2013 - 06:15 PM

The only way to put jump-sniping in check, is to implement falling damage.
Currently, we take a fraction of damage from falling ANY height.

If falling damage were implemented as per Battletech rules, each time a unit jumps (7-25m), they should take increased damage (based on the distance fallen) - UNLESS, they make a piloting roll - as determined by using that last 25% or so of fuel to slow their decent before landing.... though there should still be a safe-limit to the distance fallen before any damage is incurred.

If a jumping unit expends all of their fuel for vertical jumps - then slam back to the ground, it should take ([Mech Tonnage] / 10) * (distance fallen in meters / 7 // (basically 1 level)) = damage divided between either leg.
Then, the unit should either require effort to remain standing, or fall.

#83 Destoroyah

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Posted 26 April 2013 - 12:58 AM

My problem with the reticle shake is it still does little against high alpha builds as all those weapons will still nail the same area. All it will do is make it harder to land the second alpha in the same spot.

#84 3rdworld

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Posted 29 April 2013 - 12:40 PM

The problem with JJs heat currently, if you are above like 10% it doesn't do anything.

Making JJs always add to your heat level regardless of the current level will help.

So if you try to just at like 80% you overheat from it.

#85 Nebelfeuer

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Posted 01 May 2013 - 03:42 AM

Ok guys something to think about: two of my favorite designs: a) trebuchet with 5JJ, 1 ERPPC and 1 LRM 15 and one TAG :) Spiderwith 6 JJ, 2 meduim lasers and 1 tag. Both of them are performing well now even though they do not carry much Alphastrike firepower. One of the main reasons for that is the heavy use of JJ in heated situations and especially when enemys come to close while playing the treb(and yes i brawl as much with it as I snipe). The suggested changes would hurt these builds far more then a typical 35+ dmg-alphastrike poptarter since they only use a small part of their jumping capability and and their alpha would not be limited by the changes u suggested - that would lead to me using more cheesy designs that stack weapons to create high alphas (like a lot of people already do) since that would be the only way to compensate. That really what you want to see happening? The only way to prevent poptarting is to prevent high alphas with pinpoint dmg. And yes that will affect groundcrawlers too which would be a good thing.

#86 Felicitatem Parco

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Posted 01 May 2013 - 08:26 AM

I feel that the idea of a Reticule Shake can be augmented/replaced with a Cone-of-Fire effect for every weapon mount on the vehicle (Mech), such that the weapons don't pin-point converge on the same location if you're JJ'ing at that time.

I'm not saying a big cone, but one that would prevent all the weapons on a Highlander from hitting the same bodypart on a Medium Mech at 400M.

Oh, just to mention, the idea of Reticule Shake has been presented by the Community a billion times as a "fix" for JJ Sniping, and I would like to hear how much weight the Developers have given this idea.. since it it, after all, the most popular and common Feedback given to them from us regarding JJ's and has been for a while now...

Edited by Prosperity Park, 01 May 2013 - 08:28 AM.


#87 von Pilsner

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Posted 01 May 2013 - 01:15 PM

I believe the old BT table was +2 running and +3 jumping so if we are going to nerf aiming I suppose (if we must) we should nerf it for moving mechs as well as jumping mechs.

#88 xX_Nero_Xx

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Posted 01 May 2013 - 03:41 PM

pop-tarting was onlything that leet pilots did in mw4 alot of us are here and useing the skillz that we used theree.
i wasnt a big fan of it but was good at it i really hated the 2 hr lunacy matchs of black nights and novacats doing it.
not sure on the best way to limit it other than going back to some sort of active passive radar system with the same drawbacks .
i the adding the fall damage wouldnt be a bad idea .alot of poptarts dont have alot of leg armor so they can have more heatsinks/ammo.
we are also lucky there are not directional jumpos from mw3 in this game make it alot harder to kill them. best plan use cover and get in close and kill them with focus fire .

good luck it going to get alot worse with clan tech coming soon ,btw most clan mechs are sniper's





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