

Jump Firing Needs To End
#1
Posted 29 May 2013 - 07:40 AM
How about adding some new types of matches as well? some multimech spawn maps or something.
Let the hate begin..
Ebon.
#2
Posted 29 May 2013 - 10:10 AM
#3
Posted 29 May 2013 - 10:23 AM
SmoothCriminal, on 29 May 2013 - 10:10 AM, said:
It's like this, in the air, and then PEWPEW.

Honestly adding shaky cam to jumping was one of the sillest things PGI could have done considering modern day tech is already there with gyroscope stabilizing mounts for targeting/cameras. There's nothing wrong with the jumping part. PGI's vision of "balance" sorrounding heavy long ranged weapons with few to little drawbacks is the crux of the issue imo.
Edited by lockwoodx, 29 May 2013 - 10:24 AM.
#4
Posted 29 May 2013 - 10:27 AM
lockwoodx, on 29 May 2013 - 10:23 AM, said:
It's like this, in the air, and then PEWPEW.

Honestly adding shaky cam to jumping was one of the sillest things PGI could have done considering modern day tech is already there with gyroscope stabilizing mounts for targeting/cameras. There's nothing wrong with the jumping part. PGI's vision of "balance" sorrounding heavy long ranged weapons with few to little drawbacks is the crux of the issue imo.
How about; It's got f*ck all to do with reality and everything to with the established game lore and game balance?
Besides the fact, I know full well the physics behind the steadycam. I also know full well the system to do the same for a 90 ton mech being thrust through the air would weigh not an inconsequential amount. Does your Highlander have training wheels? Thought not. G.T.F.O.
Edited by cyberFluke, 29 May 2013 - 10:37 AM.
#5
Posted 29 May 2013 - 10:29 AM
#6
Posted 29 May 2013 - 10:31 AM
BrokenNachtmahr, on 29 May 2013 - 10:29 AM, said:
Not the ability to hold a jittery reticle over the space of a few pixels at 1000+ range while in flight?
cyberFluke, on 29 May 2013 - 10:27 AM, said:
How about; It's got f*ck all to do with reality and everything to with the established game lore and game balance?
****.
This is a video game? Now you're just being silly.
Edited by lockwoodx, 29 May 2013 - 10:31 AM.
#7
Posted 29 May 2013 - 10:33 AM
Of course, PGI is doing both, which is probably over kill. They need to put in the multi-weapon heat penalty because that just makes sense (as there is absolutely no penalty now for firing all weapons at once).
It's the combo of "Shake" and "Heat Penalty" that might kill pop-tarting. I hope that "short range" pop-tarting will still be viable. If I am chasing a fleeing mech, or just trying to get a firing solution in a brawl, I want to be able to do that.
Pop-tarting from half way across the map? losing that will not hurt the game at all. But, losing close quarter pop-tarting I think will hurt the game.
#8
Posted 29 May 2013 - 10:34 AM
#9
Posted 29 May 2013 - 10:34 AM
wars a b!tch then you die.
#11
Posted 29 May 2013 - 10:39 AM
and while I'm on the subject.... here's one of the best kept secrets on how not to be bad.
Good poptarters reduce their leg armor to tinfoil for more damage because they spend most of the map stationary and rely on others for protection at their flanks/rear. When they pop up, worry about not getting shot first, but do your best to hit a leg or two. The outcome is obvious if you succeed and you're welcome.
Edited by lockwoodx, 29 May 2013 - 10:43 AM.
#12
Posted 29 May 2013 - 10:41 AM
#13
Posted 29 May 2013 - 10:45 AM
Edited by jakucha, 29 May 2013 - 10:48 AM.
#16
Posted 29 May 2013 - 10:51 AM
lockwoodx, on 29 May 2013 - 10:45 AM, said:
That glass of beer is my PPC

cyberFluke, on 29 May 2013 - 10:46 AM, said:
And another thing, steadcam gyros can eliminate movements like that, but mixed frequency, multi vector vibration? not so much. The technology can only do so much.
While the beer isn't moving much, it is moving.
#18
Posted 29 May 2013 - 10:52 AM
lockwoodx, on 29 May 2013 - 10:45 AM, said:
That glass of beer is my PPC

Yeah, wonderful demonstration of gyro-stabilization.
Now lets take his harness and strap it to something that's actually shaking... heck you can even take him and make him jump up and down.
(Gyro-Stabilizers are great, and some are pretty quick, but not intense vibration quick.)
#19
Posted 29 May 2013 - 10:55 AM
Just adding to the conversation because I believe jump shaking will not solve the problem but just **** people off.
#20
Posted 29 May 2013 - 10:59 AM
Riogar Daylighter, on 29 May 2013 - 10:55 AM, said:
Just adding to the conversation because I believe jump shaking will not solve the problem but just **** people off.
I don't think think heat should mess with HUD, just start to cause issues with internals when you alpha lots of strong weapons too often. Things like general damage to internals, damage to joint actuators (when that's added). Lore-wise alpha strikes were usually a last resort because it could be as dangerous to the shooter as it was to the guy taking all the hits. A lore aspect I would like for this game to borrow.
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