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Fix The Sniping Balance With Reticle Jitter


45 replies to this topic

Poll: Feature Poll (101 member(s) have cast votes)

Are you in favor of the Reticle Jitter feature?

  1. Yes (82 votes [81.19%])

    Percentage of vote: 81.19%

  2. No (19 votes [18.81%])

    Percentage of vote: 18.81%

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#21 Star Captain Obvious Kerensky

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Posted 23 April 2013 - 12:25 PM

View PostEvangelionUnit, on 23 April 2013 - 11:31 AM, said:

anyway, what is about arm weapons when in full torso twist and looking sideways to the maximum aiming point ? are arm weapons suppost to wobble around too ? or did they get a better/smoother aim to balance the fact that they can be destroyed easier then most torso weapons ?


I think that is something that can be decided as gameplay demands. Originally I envisioned both the torso and arm wiggling (either by running or jumping) the same amount, and in the same direction so as to not confuse the pilot. Although a good case could be made that arms are less subject to wiggle than the torso for the reasons you describe.

#22 pesco

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Posted 23 April 2013 - 12:46 PM

What if I don't want to poptart with a million PPCs, but use my jets to get a good shot with my one Gauss rifle?

Just fix weapon stacking.

#23 Hellcat420

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Posted 23 April 2013 - 01:39 PM

the only solution is to quit making all mechs essentially omnimechs. no amount of balance or stupid little tricks will fix it.

#24 Neolisk

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Posted 23 April 2013 - 05:13 PM

View Postpesco, on 23 April 2013 - 12:46 PM, said:

What if I don't want to poptart with a million PPCs, but use my jets to get a good shot with my one Gauss rifle?

Because it's the same problem. If they add blur to your view to simulate motion sickness, and also reticle shake depending on how fast you rise on your jumpjets, and you still manage to score a hit - so be it. Otherwise, please don't abuse the gameplay of a mech simulator. This is not Unreal Tournament where wall jumps and mid-air shots are common.

#25 blinkin

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Posted 23 April 2013 - 05:16 PM

View PostNeolisk, on 23 April 2013 - 05:13 PM, said:

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Because it's the same problem. If they add blur to your view to simulate motion sickness, and also reticle shake depending on how fast you rise on your jumpjets, and you still manage to score a hit - so be it. Otherwise, please don't abuse the gameplay of a mech simulator. This is not Unreal Tournament where wall jumps and mid-air shots are common.

i will ask that we leave out motion blur because that gives me headaches when they do that in games, because my eyes are trying to adjust for something they can't fix. but like i said before cockpit shake would be good and add much more to the feel of the game. shake would bring this more in line with a simulator, which is where i would like this game to be.

#26 pesco

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Posted 23 April 2013 - 05:19 PM

View PostNeolisk, on 23 April 2013 - 05:13 PM, said:

Because it's the same problem.

No it's not. One is a valid use that gives purpose to jump jets. The other is a broken game mechanic that compounds with jump jets to make fighting non-fun.

Go play some MWLL if it's still online. There are poptarts and you have to watch out for them, but it's not a problem because they can't one-shot kill you.

#27 Tennex

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Posted 23 April 2013 - 05:20 PM

i would rather have this nerf than the PPC nerf.

PPC hasn't been in a good place in a long time. and its not even OP right now. the ER PPC is what needs to be nerfed.

#28 MuKen

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Posted 23 April 2013 - 07:32 PM

View PostCutterWolf, on 22 April 2013 - 04:51 PM, said:

part of the game learn to counter it


You realize that this, in general, is a stupid argument. You can say that against ANY change that ANYBODY suggests. Because all changes are modifying something that is a "part of the game". So why even have a suggestions forum? The point of these threads is to suggest parts of the game that we think should be changed. If you want to debate somebody's suggestion, you'd better have something more to say then "that's a part of the game".

Edited by MuKen, 23 April 2013 - 07:35 PM.


#29 Star Captain Obvious Kerensky

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Posted 23 April 2013 - 07:37 PM

View Postpesco, on 23 April 2013 - 05:19 PM, said:

Go play some MWLL if it's still online. There are poptarts and you have to watch out for them, but it's not a problem because they can't one-shot kill you.


Actually MWLL has reticule wiggle when you are jump jetting.

#30 Literally

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Posted 23 April 2013 - 09:03 PM

Hm. I like this idea.

When lights had a lagshield and no tripping, I used lights a lot.
When the gauss didn't blow up, I used more gauss.
When the cockpit hitboxes were huge, I headshot every AWS I saw.
When ECM still confused everyone, I used it constantly.
When LRMs were hideously overpowered, I even used them.
Using a popsniper now that they are the most effective tool isn't a bad thing. But, changing that balance would be a good thing.

I've been popsniping since the CTF came out, and doing it with lasers on the JNR for harassment even before. The difference is that now brawlers can't destroy popsnipers at point blank. Snipers still have high damage at close range, and SRMs have been nerfed.
It's no longer snipers vs. brawlers. Now it's snipers vs. snipers. The balance is upset.

Short of heavily buffing pulse lasers and SRMs, adding reticule jitter seems like the only reasonable way to turn the game back into a fun contest between snipers and brawlers.

So please add reticule jitter.

#31 DTrick

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Posted 24 April 2013 - 02:10 AM

I'm glad to see so many people that like this idea.

#32 Joseph Mallan

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Posted 24 April 2013 - 04:22 AM

View PostCutterWolf, on 22 April 2013 - 04:51 PM, said:

Beating this dead horse again............... Jump sniping = part of the game learn to counter it just like all other tactics. Some players are good at it, most suck at it...

Yes riding a rocket being thrust up in the air should have some shake to the sniper. As it is right now, its like you are standing still. Jump Sniping should be very very difficult to do. It's not. If it is going to be a part of the game give it the shake and rattle it needs to overcome. Then I will be impressed by those who use it effectively.

#33 Violent Tendencies

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Posted 24 April 2013 - 04:28 AM

There is nothing wrong with this mechanic and its certainly not broken. Is it really that hard to suppress them with fire/lrm/etc or use cover while you advance on them? Shoot and move...it's not a hard concept... It's certainly easier than coming here to whine about it, showing how clueless you really are.

#34 Joseph Mallan

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Posted 24 April 2013 - 04:32 AM

It's not a hard concept, but then again propelling a 35-90 ton building into the air creating massive G-force isn't a hard concept to understand either. Try targeting while riding the Demon Drop :(

#35 Cordel Ordo

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Posted 24 April 2013 - 04:45 AM

I vote yes. TT had movement penalties and with Eldragon's suggestion of the wiggle being predictable when running it simulates that perfectly. It makes it harder to hit while moving at high speeds but once you get used to it you will hit more. Kind of like the difference of a 4/5 pilot and either a 3/4 or 2/3, some are more experienced and capable of making shots that other less experienced pilots won't be able to make very easily at all.

#36 MuKen

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Posted 24 April 2013 - 04:45 AM

View PostViolent Tendencies, on 24 April 2013 - 04:28 AM, said:

There is nothing wrong with this mechanic and its certainly not broken. Is it really that hard to suppress them with fire/lrm/etc or use cover while you advance on them? Shoot and move...it's not a hard concept... It's certainly easier than coming here to whine about it, showing how clueless you really are.


I saw you do this in another thread too. Liking your own posts is really sad, dude.

#37 pesco

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Posted 24 April 2013 - 05:07 AM

View PostEldragon, on 23 April 2013 - 07:37 PM, said:

Actually MWLL has reticule wiggle when you are jump jetting.

Oh, I stand corrected. Anyway, I'm not really against inaccurate weapons when jumpjetting, or moving for that matter.

I'm just also for fixing weapon stacking, while jumpjetting, or moving for that matter.

#38 MaddMaxx

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Posted 24 April 2013 - 05:14 AM

View PostTennex, on 23 April 2013 - 05:20 PM, said:

i would rather have this nerf than the PPC nerf.

PPC hasn't been in a good place in a long time. and its not even OP right now. the ER PPC is what needs to be nerfed.


What exactly about the erPPC needs a nerf, if the PPC is ok?

Quote

WeaponStats erPPC Health="10" slots="3" damage="10" impulse="0.03" heat="11.0" cooldown="3" minRange="0" longRange="810" maxRange="1620" tons="7" speed="2000" EMP="4.0"


vs

Quote

WeaponStats PPC Health="10" slots="3" damage="10" impulse="0.03" heat="8.0" cooldown="3" minRange="90" longRange="540" maxRange="1080" tons="7" speed="2000" EMP="4.0"


Sounds more like a personal dislike, not any valid game reason.

#39 MaddMaxx

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Posted 24 April 2013 - 05:30 AM

View PostJoseph Mallan, on 24 April 2013 - 04:32 AM, said:

It's not a hard concept, but then again propelling a 35-90 ton building into the air creating massive G-force isn't a hard concept to understand either. Try targeting while riding the Demon Drop :(


Then a fair and balanced Horizontal wiggle/jiggle equivalent should be implemented for those large building sized units that run in excess of >70kph, over grossly uneven terrain, and still have pretty much perfect aim. Seems only fair right?

Edited by MaddMaxx, 24 April 2013 - 05:31 AM.


#40 blinkin

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Posted 24 April 2013 - 07:56 AM

View PostMaddMaxx, on 24 April 2013 - 05:30 AM, said:

Then a fair and balanced Horizontal wiggle/jiggle equivalent should be implemented for those large building sized units that run in excess of >70kph, over grossly uneven terrain, and still have pretty much perfect aim. Seems only fair right?

yup that would add to the realism too. and mechs that run over uneven terrain do have to overcome bumps in the terrain. pilot a jenner running over 120kph, rocks are the enemy.





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