Jumpjet "shake" Just Broke Half The Combat In This Game For Me.
#221
Posted 11 June 2013 - 04:16 AM
#222
Posted 11 June 2013 - 04:46 AM
#224
Posted 11 June 2013 - 06:28 AM
Chavette, on 11 June 2013 - 01:46 AM, said:
Poptarting should have only ever been effective if your target was not looking at you. If they know where you are, the mech not jumping should have the advantage.
As for shake and random aim when running, I think that would make the game a bit too static and therefore less fun.
#225
Posted 11 June 2013 - 08:02 AM
Shinikaru, on 04 June 2013 - 10:58 AM, said:
I can now no longer do lots of core battle things:
1. USE JUMPJETS AS A MEANS OF SIGHTING OVER RIDGE LINES (TOO MUCH SHAKE).
2. USE JUMP JETS AS A MEANS OF FIRING OVER A TEAMMATE IN A CLOSE IN BRAWL.
3.USE JUMP JETS AS A VIABLE WAY TO LINE UP AN AC/20 TO A MECH IM FIGHTING WHEN WE ARE FIGHTING ON A SLOPE (COMMON) AND IT IS ABOVE ME.
Those are just 3 basic ones that pop into my head and are totally drastically noticeable after ONE game post patch.
The sad thing is this only breaks your combat even more as far as balance goes for any mech with a jump-jet. Other than being able to pop over a ridge slightly faster than walking there is no point to having JJ's now.
Why even bother having Classes or variants, your making mech combat so vanilla there is little point to playing.
Uh....if you fail at 1 you're bad.
2 and 3 ARE POPTARTING.
No freaking wonder no one wanted poptarting nerfed. No one admits to doing it!
Nah dude, I don't poptart. I just jump up in the air and shoot people.
#226
Posted 11 June 2013 - 10:26 AM
Chavette, on 11 June 2013 - 01:46 AM, said:
No, I only do it once before moving somewhere else, and don't do it very often.
It takes people time to realize that I'm popping up, it takes them time to aim, and it takes them time for their weapons to recycle if I've timed it properly.
#227
Posted 11 June 2013 - 02:17 PM
Edited by Mechsniper, 11 June 2013 - 02:38 PM.
#228
Posted 11 June 2013 - 02:25 PM
They jump up. Press 'R' (if they haven't already), Quit their burn, and fire as they drop back down. It takes practice and patience.
#229
Posted 11 June 2013 - 02:39 PM
#230
Posted 11 June 2013 - 02:46 PM
Mechsniper, on 11 June 2013 - 02:39 PM, said:
That's weird. must be some client side issue, because as soon as I cut my jets (in my metal) the aim centers and shots go exactly as if i was stationary.
#231
Posted 11 June 2013 - 02:59 PM
Hammertrial, on 11 June 2013 - 08:02 AM, said:
2 and 3 ARE POPTARTING.
I disagree ... using jumpjets for maneuverability is not the mechanic that was being abused.
"Poptarting", as I understand it (granted, my definition may be wrong) is ... Using jump jets to peek over a ridge, fire a high-damage pinpoint strike, and then immediately drop behind cover.
The problem with the tactic is that it is high reward, minimal risk ... especially if someone else is spotting for you. It gave certain mechs (specifically CTF-3D, HGNs, and to a much lesser extent, lighter energy/JJ builds) a demonstrated advantage over others.
On a different, but related note:
People complain about the developers not anticipating balance problems, not reacting to balance problems fast enough, or adjusting things too much (or too little) too late (after some of the community has adapted to the new imbalance).
While they do catch some things, there's no way they will anticipate everything ... and some new changes may be part of their vision for the game. The arms race between game designers trying to keep things balanced and players trying to exploit the rules is as old as organized competition.
Not acting fast enough / too late ... I think they're watching the game metrics more closely than we can ever know, watching trends for weapon usage, win-loss trends by weapon, mech, etc. I think they add things to the game, test the balance, observe trends over time, and then make a measured tweak, which takes a bit of time to implement in their test lab, a while to test, and a bit more time to integrate into the next patch. All the while, the trends in game may be changing because of the imbalance tha has not yet been corrected.
They will not get everything right (they've proven that a few times this past year), but I think their process is sound.
#232
Posted 11 June 2013 - 03:22 PM
Now that JJs have been gimped beyond oblivion, their only use is scaling terrain.
JJs were the only reason I bought and mastered the highlander. Now I feel like I just wasted 20 odd million c-bills.
#235
Posted 11 June 2013 - 04:17 PM
#237
Posted 11 June 2013 - 04:39 PM
Petroshka, on 11 June 2013 - 02:46 PM, said:
Pretty much the same here, and I have a fresh unmodified install. (660GTX vid card, newest drivers)
I cut the jets, reticule returns to center of screen, and no deviation I can detect. Not much time to aim, but generally I only pop when I know where the enemy is ahead of time.
I'll re-install fraps and make a vid on the training grounds.
#238
Posted 11 June 2013 - 07:30 PM
Shinikaru, on 04 June 2013 - 10:58 AM, said:
I can now no longer do lots of core battle things:
1. USE JUMPJETS AS A MEANS OF SIGHTING OVER RIDGE LINES (TOO MUCH SHAKE).
2. USE JUMP JETS AS A MEANS OF FIRING OVER A TEAMMATE IN A CLOSE IN BRAWL.
3.USE JUMP JETS AS A VIABLE WAY TO LINE UP AN AC/20 TO A MECH IM FIGHTING WHEN WE ARE FIGHTING ON A SLOPE (COMMON) AND IT IS ABOVE ME.
Those are just 3 basic ones that pop into my head and are totally drastically noticeable after ONE game post patch.
The sad thing is this only breaks your combat even more as far as balance goes for any mech with a jump-jet. Other than being able to pop over a ridge slightly faster than walking there is no point to having JJ's now.
Why even bother having Classes or variants, your making mech combat so vanilla there is little point to playing.
The little bit of nausea aside. I can still totally do the 3 things you just mentioned with this jumpjet shake. Hell I can actually use a poptarting mech now and feel good when I land a snipe shot jj'ng. JJ shake made half of the combat for me exciting again.
Because I hated how ppc's and JJ turned into the most noob friendly things, where both required great skill to use effectively. Just giving my end of the spectrum's point of view.
#239
Posted 11 June 2013 - 08:02 PM
CancR, on 04 June 2013 - 10:59 AM, said:
Interesting but I disagree. I've driven a Jenner for a long time. It is now harder to hit with the lasers on a Jenner during the first half of the jump. However, only the initial aiming point appears to be randomized so if you are quick you can pull the lasers back to the target and keep them on target during the jump ... ignore the reticle. SSRM still have no problems locking and hitting while jumping. The added maneuvering ability due to jump jets has not changed.
The only tactic that is harder to use with a Jenner (which was mentioned by the OP) is firing over a team mate into a brawl while jump jetting. This has always been potentially risky ... however, now it is highly risky
The other two tactics mentioned by the OP ... jump jetting to fire over a ridge and jump jetting to fire up an incline are both forms of pop-tarting. The jump jets can still be used to move up the hill and the weapon can be fired during the second half of the jump or top of the arc though there is less time to line up the shot.
#240
Posted 11 June 2013 - 08:09 PM
However the biggest issue with JJ isn't the shake, it is the range. I know people hate table top comparisons but 3 jump jets are suppose to propel a Highlander 90m not 17m and by limiting the range so drastically JJs really are more a novelty than useful in most cases. Adding shake to them just adds insult to injury.
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