Jumpjet "shake" Just Broke Half The Combat In This Game For Me.
#201
Posted 10 June 2013 - 02:10 PM
#202
Posted 10 June 2013 - 02:12 PM
#203
Posted 10 June 2013 - 02:26 PM
Mechsniper, on 10 June 2013 - 02:10 PM, said:
Look, TT had a substantial accuracy penalty for jumping, and introducing it in this game made the game more enjoyable for the overwhelming majority of players in the game at all levels of skill. The last meta with jump sniping being the most prominent way of fighting was not making for an enjoyable playing experience, especially in 8 mans. When SRM's were overpowered it was more fun. The game lost a lot of players as it was, including some of the better 8 man teams. This nerf was necessary, and using MW4 as an example of how it should be when that game had some of the worst, most imbalanced multiplayer I have ever seen just illustrates your myopic point of view.
#204
Posted 10 June 2013 - 03:40 PM
Mechsniper, on 10 June 2013 - 02:10 PM, said:
Can the Abrams do all of that while jumping?
Can the Abrams equip 4 times the weapons and fire all of the weapons simultaneously and have them all hit in a 1 meter by 1 meter square? Even if targeted for a fraction of a second?
You aim your reticle on a Two-dimensional screen, but expect perfect accuracy on a Three-dimensional battlefield?
Personally, I think shake is needed when running, also. Perfect accuracy should require you to be perfectly still.
#205
Posted 10 June 2013 - 05:33 PM
Quote
By fixing a game-breaking mechanic. Sorry, but you're not going to get any sympathy from me on this issue. Poptarting was killing this game.
JumpJet Screen Shake is the best (some might say the only good) thing this game has done in the past 3 months).
#206
Posted 10 June 2013 - 07:14 PM
Edited by Mechsniper, 10 June 2013 - 07:17 PM.
#207
Posted 10 June 2013 - 07:26 PM
LordDante, on 09 June 2013 - 10:42 PM, said:
Buy a Highlander with 3-4 jets and see how long it will take not to notice the shake any longer.
#208
Posted 10 June 2013 - 07:27 PM
Mechsniper, on 10 June 2013 - 07:14 PM, said:
The thing is, it was NOT as difficult to hit while jumping and shooting as was intended in the original game. You have no idea if the simulation "multiplier" was due to shake or not, that is only your opinion.
Why do you consider pointing and clicking a mouse as enough of a difficulty to simulate piloting a 90 ton bipedal machine with rockets on its back?
Gyros ALSO worked in the Apollo Moon rocket, yet there was still shake for the Astronauts when the rockets fired.
Having all weapons converge on a single spot is breaking the game. It has made Alpha striking the default mode of playing. It actually REMOVES "skill" from the game.
#209
Posted 10 June 2013 - 07:30 PM
Mechsniper, on 10 June 2013 - 07:14 PM, said:
Sorry mate, an additional (slow) motion vector does not make it hard to hit a slow moving large target with a turning circle. It just doesn't. Harder than when not jumping? Technically yes, but "harder than **** easy" doesn't mean "hard".
#210
Posted 10 June 2013 - 07:43 PM
Shinikaru, on 04 June 2013 - 11:10 AM, said:
Jump sniping, "fixed". as is anything else you can do like jumping over a teammate so you can hit the enemy behind him, or just plain sighting the incoming forces under ecm.
I lost interested with this game with this one, PGI is totally clueless and their franchise is doomed to poor sales metrics with this constant misread of what mechwarrior should be about.
BY the way, JJ''s were always intended to be a small advantage in fighting, making them this combat ineffective to solve the problems of the loudest group of whiners on the forums is laughable.
Hey PGI. do me a fun favor, source up the people complaining about "pop-tarts", as in get their names and look at their game metrics, give this change 2 weeks, then check out the same players metrics. I BET THEY STILL SUCK AT THE GAME. I also bet they are complaining about some other thing that's making them loose a lot.
Maybe they should look at your metrics. The situations you describe seem to be mainly short range yet you are whining like a true poptart. If you can't hit stuff at close range then I bet it is you that sucks at the game not the other way around. Hell I rarely poptarted but did alot of what you are describing in your main post and yet I don't seem to have the mega issues you are crying about and I'm a fairly average player I would guess. Not that JJs don't need to be tweaked a bit yet.
Actually reading some of your other replies here kinda gives me the feeling you were a spoiled kid. Seems to be alot of 'take my ball and go home' type attitude.
#211
Posted 10 June 2013 - 07:46 PM
Victor Morson, on 09 June 2013 - 07:54 PM, said:
This is a fallacy. Jump jet sniping is both a part of the canon - even being a major point in the CC-St. Ives war - and really simulated by the game as well. It's why there's a +3 firing modifier.
The current shake reflects the rules in that way. Like I said in another thread however, I would highly endorse reducing shake for lights & mediums; I think if Mediums were to take over as the only class that could be an effective poptart, I wouldn't have a problem with that. It might even cut the typical weight of games down a whole lot.
Funny I never recall that being anywhere in the older rules, mentioned once or twice in the fiction - may be in tota warfare which is fairly new. Care to site your source?
#212
Posted 10 June 2013 - 07:52 PM
Mechsniper, on 10 June 2013 - 02:10 PM, said:
Seems to me now it's all the hardcore poptarts QQing. Learn a bit more of the lore before you start comparing Mech accuracy to an Abrams. And fyi poptarts in this game were way more op than in MW4 - it was way easier to cope with them due to the ability to split the team and survive the match still. Mabye if we get a MM that actually works with weights or chassis size it will be easier to split a team when needed.
Course killing hardcore poptarts can be royal fun since the majority have no skill in combat once it gets up close and personal. Flush them from their little hidey spot and watch them die.
Edited by TB Azrael, 10 June 2013 - 07:57 PM.
#213
Posted 10 June 2013 - 07:55 PM
Mechsniper, on 10 June 2013 - 07:14 PM, said:
I'm against full time RNG aiming, but the JJ change was largely a good one. You can always just disengage the jets to aim normally. I'd like to see a bit less shake so those players that are sensitive to motion sickness get a bit of a brake, but the reticle shake should stay in. Hitting targets while jumping was just far too easy prior to this change, to the point that almost everyone in 8 mans was running poptart heavy teams. It needed this to allow for more variety again, and did not "dumb it down". It made jump sniping challenging again. Sure there need to be some changes to balance out PPC's and other boated energy weapons, but this was a good change.
Edited by Vodrin Thales, 11 June 2013 - 06:25 AM.
#214
Posted 10 June 2013 - 08:44 PM
No just use some real physics and make spiders and jenners topple over after doing a mid jump spin around. The momentum should have them breaking there legs if not rolling over upside down from there jack rabbit shenanigans that shouldn't be happening.
#215
Posted 10 June 2013 - 08:55 PM
#216
Posted 10 June 2013 - 09:04 PM
#217
Posted 10 June 2013 - 11:05 PM
Like ECM before seismic was released and the BAP upgrade, Jump Jets gave particular mechs a significant advantage in some situations. Now, that particular advantage is reduced ... especially at long range.
#218
Posted 10 June 2013 - 11:12 PM
Mechsniper, on 10 June 2013 - 02:10 PM, said:
Maybe you should use more than 1 Jet...
I manage to shoot people on the way down just fine with my 3-5 jet highlanders.
#219
Posted 11 June 2013 - 01:46 AM
One Medic Army, on 10 June 2013 - 11:12 PM, said:
I manage to shoot people on the way down just fine with my 3-5 jet highlanders.
Because you play against incompetents who can't shoot a 90ton hopper in the 3-4 seconds you need to rise and fall before you take a shot.
#220
Posted 11 June 2013 - 04:15 AM
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