

Poptart Leg Damage
#1
Posted 20 April 2013 - 06:48 AM
This way they cant get as high, making them have to expose themselves more instead of hiding behind 20m tall buildings and popping over them.
I mean if your in your car and you jump 20m high, you would want something cushioning your fall.
#2
Posted 20 April 2013 - 06:49 AM
#3
Posted 20 April 2013 - 06:52 AM
#4
Posted 20 April 2013 - 06:58 AM
#5
Posted 20 April 2013 - 07:07 AM
#6
Posted 20 April 2013 - 07:08 AM
Sometimes you're the windshield, sometimes you're the bug.
#7
Posted 20 April 2013 - 07:12 AM
#8
Posted 20 April 2013 - 07:25 AM
Buddahcjcc, on 20 April 2013 - 07:09 AM, said:
Yeah its not like they move
scouting balloons had legs?
this was in reference to the flanking maneuver, it is hard to flank when you have a whole bunch of scouting poptarts who can jump to their apex and not reserve fuel to save leg damage.
#9
Posted 20 April 2013 - 08:49 AM
SC1P1O, on 20 April 2013 - 06:48 AM, said:
This way they cant get as high, making them have to expose themselves more instead of hiding behind 20m tall buildings and popping over them.
I mean if your in your car and you jump 20m high, you would want something cushioning your fall.
I can hit them when they are in the air, can't you?
#10
Posted 20 April 2013 - 08:58 AM

#11
Posted 21 April 2013 - 01:13 AM
I just feel like while are in the air, you should not be able to shoot as accurate as when you are standing still on the ground.
Especially while you are firing the jump jets - it must take a massive force to lift a multi ton monster in the air and thus there should be quite some rumbling going on.
Two other suggestions (additionally maybe?):
Limited fuel recharges for jump jets, dependent on how many jump jets you have installed?
Remember "Cloak and dagger" when Ardan Sortek was dropped into the atmosphere of Stein's Folly and he had to be careful not to burn all his fuel before landing?
Much longer recharge time for jump jets.
It gets ridiculous when a Highlander can just bunny-hop at almost the same rate as its weapons recharge.
Edited by DasProjektil, 21 April 2013 - 01:15 AM.
#12
Posted 21 April 2013 - 01:18 AM
#13
Posted 21 April 2013 - 01:20 AM
SC1P1O, on 20 April 2013 - 06:48 AM, said:
This way they cant get as high, making them have to expose themselves more instead of hiding behind 20m tall buildings and popping over them.
I mean if your in your car and you jump 20m high, you would want something cushioning your fall.
While I agree with your sentiment, the flaw in your thinking is that they will expose themselves more by jumping less high...
we need jets that push mechs up quite high on the initial burn, thus forcing mechs to completely expose themselves rather than barely peeking to fire.
#14
Posted 21 April 2013 - 01:32 AM
#16
Posted 21 April 2013 - 01:54 AM
Jets should cause a huge loss of accuracy while in use? Because they shake a battlemech around? What exactly do you think stomping around the map in a multi-ton bipedal tank does? You certainly don't complain that firing your weapons while walking should be impossible - But it's exactly the same situation.
Battlemechs mount enormous gyrostabilizers to balance their chassis. Battlemech weapon arrays are mounted on computer-stabilized gimbals to ensure that they are directed to where the Mechwarrior aims. Stop trying to use inherently flawed in-universe or pseudo-physics reasoning as to why jumpjets should be relegated to complete uselessness.
The complaint is that people are invincible while jump sniping is categorically false. A jump sniper has to move out of cover to shoot you, therefore he, in turn, can be shot by you. The argument is that he has the element of surprise on his side? Uh, yeah. Of course he does! That is, in fact, the whole point. That's why you don't walk around firing your lasers into the air every second while you make a flank march, because surprising your enemy is a tactical advantage! Defeating the element of surprise requires quick target acquisition and reflexes - Those are important competitive skillsets to have! The person who is better at those things should have an advantage.
The game is biased towards long-range, point-damage weaponry? Shocking, I know. I oft wonder why the modern infantryman doesn't use an axe, and instead uses a rifle as all evidence points to the axe being the more lethal choice - But then, that's right, the ability to engage your opponent at range and dictate the pace of an engagement is inherently superior, and thus obviously in the absence of a specific strategy is the correct choice.
I pilot Jenner chassis, Cataphract chassis, and Trebuchet chassis. Nearly all of them utilize jumpjets. Nearly all of them make some sort of jumpshot every single game, be it sniping from cover, or jumping over your head in a brawl. Mobility is a weapon in my arsenal, and I will continue to make use of it to the fullest extent.
I am a Mechwarrior. I compete with other Mechwarriors in a contest to see who is better at the tactical and strategic applications of MWO. I utilize every advantage, and mitigate every weakness. This isn't Robot Hugz In The Middle: Online. It's a game where one person wins, and one person loses. If you match up against me in game, I wish you luck - But don't expect me to cater to your skewed sense of fair play.
#17
Posted 21 April 2013 - 01:55 AM
Did not even need to poptart much last night in the Highlander. Players presented an easy target of themselves without asking. And if you stand still in one spot where a poptart can easily fire, do not complain if being hit.
Got one opponent laughing when I did poptart and blew his Mech with an AC20

Flanking the poptarts works, one team sent a Spider that sneaked behind us and reported positions. Smart and countered potarting, was a good match and showed tactical sense from the other team. Less QQ, more reading the game and Situational Awareness!
Edited by F lan Ker, 21 April 2013 - 01:58 AM.
#18
Posted 21 April 2013 - 02:07 AM
#19
Posted 21 April 2013 - 02:49 AM
SecondReversal, on 21 April 2013 - 01:54 AM, said:
Jets should cause a huge loss of accuracy while in use? Because they shake a battlemech around? What exactly do you think stomping around the map in a multi-ton bipedal tank does? You certainly don't complain that firing your weapons while walking should be impossible - But it's exactly the same situation.
Battlemechs mount enormous gyrostabilizers to balance their chassis. Battlemech weapon arrays are mounted on computer-stabilized gimbals to ensure that they are directed to where the Mechwarrior aims. Stop trying to use inherently flawed in-universe or pseudo-physics reasoning as to why jumpjets should be relegated to complete uselessness.
The complaint is that people are invincible while jump sniping is categorically false. A jump sniper has to move out of cover to shoot you, therefore he, in turn, can be shot by you. The argument is that he has the element of surprise on his side? Uh, yeah. Of course he does! That is, in fact, the whole point. That's why you don't walk around firing your lasers into the air every second while you make a flank march, because surprising your enemy is a tactical advantage! Defeating the element of surprise requires quick target acquisition and reflexes - Those are important competitive skillsets to have! The person who is better at those things should have an advantage.
The game is biased towards long-range, point-damage weaponry? Shocking, I know. I oft wonder why the modern infantryman doesn't use an axe, and instead uses a rifle as all evidence points to the axe being the more lethal choice - But then, that's right, the ability to engage your opponent at range and dictate the pace of an engagement is inherently superior, and thus obviously in the absence of a specific strategy is the correct choice.
I pilot Jenner chassis, Cataphract chassis, and Trebuchet chassis. Nearly all of them utilize jumpjets. Nearly all of them make some sort of jumpshot every single game, be it sniping from cover, or jumping over your head in a brawl. Mobility is a weapon in my arsenal, and I will continue to make use of it to the fullest extent.
I am a Mechwarrior. I compete with other Mechwarriors in a contest to see who is better at the tactical and strategic applications of MWO. I utilize every advantage, and mitigate every weakness. This isn't Robot Hugz In The Middle: Online. It's a game where one person wins, and one person loses. If you match up against me in game, I wish you luck - But don't expect me to cater to your skewed sense of fair play.
Eloquently put. But I'm sure if you can adapt to this situation you can adapt to another.
As a player, it's you're perogative to play to win for sure, but that doesn't remove the onus on the developer to balance their game towards a wide range of builds, playstyles and tactics and ensuring a degree of viability among all of them rather than just a few of them.
I think pop-tarting should have its place... but ideally the designers would balance weapons taking into consideration the manner of their use; sniping/alpha weapons provide players with a cover bonus. As a result, DPS weapons should be buffed to recognize the increased risk in their usage.
#20
Posted 21 April 2013 - 02:58 AM
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