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Jumpjet "shake" Just Broke Half The Combat In This Game For Me.


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#101 Gallowglas

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Posted 04 June 2013 - 01:05 PM

Clearly the current state of any weapon, module, or piece of equipment is the only state we will ever see. Balance passes are strictly verboten. Everything should be perfectly balanced right out of the box. If it isn't, it's absolutely the end of the world and you should start running in circles screaming that the sky is falling instead of offering constructive criticism.

In other news, only one camp is right and PGI cannot be allowed to find a compromise solution, even when that solution is in keeping with TT. Any concession given to any player feedback is just PGI caving to forum whiners. They should, however, listen more to ME, because my incoherent rage posts in which I bang obscenities into my keyboard with oven mitts is clearly more important than yours. Just like my fun is more important than your fun.

#102 The Strange

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Posted 04 June 2013 - 01:07 PM

I just played in my jenner, in which I use JJ a lot as a part of my combat style. It is still easily manageable. The only thing I can even imagine the JJ shake getting in the way of, is pop-tarting at 700+ meters. I like it this way. You pop-tards should too. Now when you say it takes skill to jump snipe the rest of us won't laugh at you so much.

#103 Soy

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Posted 04 June 2013 - 01:18 PM

So many tears fall /
Like leaves in the autumn wind /
Bad poptart was noob.

#104 Alistair Winter

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Posted 04 June 2013 - 01:20 PM

This thread is gold. Needs more tears.

Posted Image

View PostChavette, on 04 June 2013 - 11:59 AM, said:

Man they need to step up the moderating, lol
Go back to 4chan geez


Posted Image

#105 Petroshka

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Posted 04 June 2013 - 01:23 PM

i believe this is tradition...



#106 Corvus Antaka

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Posted 04 June 2013 - 01:27 PM

the shake is reasonable. could be better implemented perhaps.

the craptastic "climbing jets" that everyone here keeps calling "Jumpjets" when 90% of the time I see mechs scalling buildings or mountains with them is the truly laughable part, nevermind that a Jenner with 5 Jumpjets doesnt "jump" it hops around using jets to climb up ledges and such.

#107 shabowie

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Posted 04 June 2013 - 01:30 PM

View PostColonel Pada Vinson, on 04 June 2013 - 01:27 PM, said:

the shake is reasonable. could be better implemented perhaps.

the craptastic "climbing jets" that everyone here keeps calling "Jumpjets" when 90% of the time I see mechs scalling buildings or mountains with them is the truly laughable part, nevermind that a Jenner with 5 Jumpjets doesnt "jump" it hops around using jets to climb up ledges and such.


Yeah... I want mechs to be launched large distances horizontally when they jet, not just kinda levitate.

#108 blinkin

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Posted 04 June 2013 - 01:31 PM

View PostColonel Pada Vinson, on 04 June 2013 - 01:27 PM, said:

the shake is reasonable. could be better implemented perhaps.

the craptastic "climbing jets" that everyone here keeps calling "Jumpjets" when 90% of the time I see mechs scalling buildings or mountains with them is the truly laughable part, nevermind that a Jenner with 5 Jumpjets doesnt "jump" it hops around using jets to climb up ledges and such.

it's like skiing. except up hill and faster than either running or jumping.

#109 ssm

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Posted 04 June 2013 - 01:33 PM

View PostHotthedd, on 04 June 2013 - 12:33 PM, said:

I am having no problems whatsoever in my Jenner. When I use the JJ, it actually FEELS like I am using JJs.

This. I've dropped in my F and D, didn't notice any difference in actual results/damage/kills/fun, but the immersion got better. Using pre-patch JJ's felt a little like paragliding.

#110 Avatara

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Posted 04 June 2013 - 01:53 PM

When spectating pop tarts I've noticed that the bulk of them fire the JJ, shoot and then crash to the ground. Wouldn't a better solution be to simply increase the damage to the legs from a high fall? Make it so that after x amount of falls the legs break. Say 10 damage(ish) per fall.

This way no motion sickness, no backlash nerfs to the people who use the JJ for maneuvering and positioning.

#111 blinkin

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Posted 04 June 2013 - 02:00 PM

View PostAvatara, on 04 June 2013 - 01:53 PM, said:

When spectating pop tarts I've noticed that the bulk of them fire the JJ, shoot and then crash to the ground. Wouldn't a better solution be to simply increase the damage to the legs from a high fall? Make it so that after x amount of falls the legs break. Say 10 damage(ish) per fall.

This way no motion sickness, no backlash nerfs to the people who use the JJ for maneuvering and positioning.

i think the leg damage was reduced to stop light mechs from taking leg damage from simply running around. i think if the leg damage were exponential (like falling motion) it would make that part feel more real. at low levels the mech legs can properly absorb the fall, but as you increase the height impact force increases greatly.

i still like the jump jet shake though.

#112 MoeX

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Posted 04 June 2013 - 02:08 PM

View Postblinkin, on 04 June 2013 - 02:00 PM, said:

i think the leg damage was reduced to stop light mechs from taking leg damage from simply running around. i think if the leg damage were exponential (like falling motion) it would make that part feel more real. at low levels the mech legs can properly absorb the fall, but as you increase the height impact force increases greatly.

i still like the jump jet shake though.


This didn't make sense, and it still doesn't make sense. A heavier Mech should take more damage than a light Mech when falling from the same height, because it's heavier -> the legs have to absorb more energy from the falling. Of course, heavier Mechs have bigger legs, but still...

Btw, I like the JJ shake, but the game still has a LONG LONG way to go before weapon balancing is fine. PGI doesn't seem to play their own game, otherwise they wouldn't always mess up the balancing. Most times they nerfed op setups to the ground, not actually balancing them reasonably, while failing to buff other weapons like MGs or the Flamer.

So for the future of the game: Poptarting may be gone, but watch out, the next Fotm build is just around the corner.

Edited by MoeX, 04 June 2013 - 02:14 PM.


#113 oldradagast

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Posted 04 June 2013 - 02:11 PM

Targeting shake was needed, though I think the cockpit shake is a bit much and feels perhaps a bit forced. Overall, probably an improvement, though a bit of tone down in the cockpit shake would be appreciated - keep the tarting shake as is. I just want to be able to jump without feeling like I'm a tin-can in a washing machine, and I'm fine with it being harder to hit targets while doing so.

Non-pop-tarter here, for the record. Just use Jump Jets to clear obstacles and turn faster in a brawl.

#114 Divine Madcat

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Posted 04 June 2013 - 02:22 PM

View PostMoeX, on 04 June 2013 - 02:08 PM, said:


This didn't make sense, and it still doesn't make sense. A heavier Mech should take more damage than a light Mech when falling from the same height, because it's heavier -> the legs have to absorb more energy from the falling. Of course, heavier Mechs have bigger legs, but still...



Your last line covered it.. smaller mechs have thinner legs, lighter gyros, and smaller shock absorbers. If anything, larger mechs should take the same or less damage (thicker metal, bigger absorbers, etc). For fairness, I would argue range be equal.. forgetting a real system might be the other way ...

#115 Fabe

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Posted 04 June 2013 - 02:24 PM

View PostWaddeHaddeDudeda, on 04 June 2013 - 12:13 PM, said:

Haha.
Now in midair my crosshair (and cockpit) is shaking whilst it stays calm when I'm running 140+ kph downhill?

Serious simulation is serious.
I see CoD having better solutions. ;)

Solution is simple, add some crosshair/cockpit shake while running to simulate the +2 penalty for running.

#116 Teir Dasande

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Posted 04 June 2013 - 02:27 PM

Let loose the levees, and fill the land with tears. A thousand voices crying, only to be silenced by skill.

Edited by Teir Dasande, 04 June 2013 - 02:28 PM.


#117 Rabid Dutchman

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Posted 04 June 2013 - 02:32 PM

View PostShinikaru, on 04 June 2013 - 10:58 AM, said:

Why even bother having Classes or variants, your making mech combat so vanilla there is little point to playing.


... really?

You consider balancing out game play mechanics to prevent one tactic from dominating everything else to be "vanilla"? If anything this recent patch legitimizes other builds and allows for more viable tactics.

View PostShinikaru, on 04 June 2013 - 10:58 AM, said:

I do not "pop-tart" ever as the SOLE means of play


Uh huh...

View PostShinikaru, on 04 June 2013 - 10:58 AM, said:

You chose to listen to a minority of whiners


A: This is still a beta test so we're supposed to report anything that throws gameplay off balance, which is what poptarting did
B: I'm not entirely sure it was a minority, and "whining" is not the way I'd describe it... well, maybe in some cases.

View PostShinikaru, on 04 June 2013 - 10:58 AM, said:

I can now no longer...

...USE JUMP JETS AS A MEANS OF FIRING OVER A TEAMMATE IN A CLOSE IN BRAWL.


You can't hit a hostile in a "close in brawl"? I haven't sampled the newest iteration of JJ's so I could be wrong, but that sounds more like user error.

View PostShinikaru, on 04 June 2013 - 10:58 AM, said:

Other than being able to pop over a ridge slightly faster than walking there is no point to having JJ's now.


You mean JJ's are now only useful for faster maneuvering and don't turn Highlanders into aerial weapons platforms!? *GASP*

#118 w0rm

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Posted 04 June 2013 - 02:37 PM

View PostRabid Dutchman, on 04 June 2013 - 02:32 PM, said:

You mean JJ's are now only useful for faster maneuvering and don't turn Highlanders into aerial weapons platforms!? *GASP*


Nope the are not. But jumpsniping still works like a charme ;)

#119 Rabid Dutchman

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Posted 04 June 2013 - 02:38 PM

View PostGallowglas, on 04 June 2013 - 01:05 PM, said:

Clearly the current state of any weapon, module, or piece of equipment is the only state we will ever see. Balance passes are strictly verboten. Everything should be perfectly balanced right out of the box. If it isn't, it's absolutely the end of the world and you should start running in circles screaming that the sky is falling instead of offering constructive criticism.

In other news, only one camp is right and PGI cannot be allowed to find a compromise solution, even when that solution is in keeping with TT. Any concession given to any player feedback is just PGI caving to forum whiners. They should, however, listen more to ME, because my incoherent rage posts in which I bang obscenities into my keyboard with oven mitts is clearly more important than yours. Just like my fun is more important than your fun.


You win! Come on down and collect your prize!

View Postw0rm, on 04 June 2013 - 02:37 PM, said:

jumpsniping still works like a charme ;)


****

#120 Tarl Cabot

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Posted 04 June 2013 - 02:42 PM

One thing though.. with the cross hair shakes, that can now be applied elsewhere. Hmm, lets see, the faster a mech is moving, the cross hairs start to shake some...

The actual screen shake is a really too much. I am starting to get a head ache. But like with any major correction, PGI has going to one extreme before settling on something in the middle.





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