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Jj Shake Is Almost Perfect


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#1 DeadlyNerd

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Posted 04 June 2013 - 01:48 PM

JJ shake on lift up is perfect.

Now you just need to add so that mech arms swing upwards on drop.

Current JJ shake can still be worked around by waiting for a moment for the crosshair to stop shaking after stopping the liftoff.

#2 soarra

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Posted 04 June 2013 - 02:01 PM

needs to be some shake on way down and it would be fine.. A little less on the light mechs also

#3 Monky

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Posted 04 June 2013 - 02:01 PM

A little shake on the way down, maybe slightly reduce the shake (or make it less jerky) on the way up, and you're golden PGI.

#4 DeadlyNerd

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Posted 04 June 2013 - 02:41 PM

Keep this thread on top of whine threads ;).

This patch is golden ****.

#5 Oy of MidWorld

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Posted 04 June 2013 - 02:49 PM

It is the way it should be.

#6 Slashmckill

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Posted 04 June 2013 - 03:00 PM

Pgi this is a great addition to the simulation part of the game, please for the love of god add more of this kind of feel to the game! (though as stated by those above it still needs a bit of tweaking)

Edited by Slashmckill, 04 June 2013 - 03:02 PM.


#7 Grand Ayatollah Kerensky

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Posted 04 June 2013 - 03:26 PM

Just tried it out and can't believe that people are whining that it's too much of a nerf. I tried some poptarting in the testing grounds and was able to hit my targets just fine by simply letting go of the jumpjets a split second before firing. Also, the screen shake isn't anywhere near as visually disorienting as some people claim.

#8 Felbombling

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Posted 04 June 2013 - 03:32 PM

I was stunned when I tried it the first time. By what I read on the forums, I had the picture in my mind of my screen shaking violently all over the place, impossible to see where I was going. Then I got into a match and hit the jets on my Cataphract and was wondering what the hell the pop-tart junkies were talking about. I agree... it is almost perfect. Tune it to allow the Lights a little more leeway and they're done.

On a side note, perhaps when knockdown comes back into the game, we will see players who have spent all their available jump thrust or outright shutdown in midair fall to the ground and end up on their belly or backside. Either way, I will have more respect for a player who can pull off a pop-tarting shot now, after this patch.

#9 Corvus Antaka

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Posted 04 June 2013 - 03:33 PM

I think it could be reduced/eliminated on light mechs. Otherwise it's in a good place.

#10 akpavker

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Posted 04 June 2013 - 03:44 PM

View PostColonel Pada Vinson, on 04 June 2013 - 03:33 PM, said:

I think it could be reduced/eliminated on light mechs. Otherwise it's in a good place.


i think if heavys and asaults have to deal with this so should lights......dont think you should be exempt from this nerf just cause light mechs are your favorit mech.any 1 that enjoyed poptarting has had lost somthing fun so all i can say is pull your head in and deal with it!!!

#11 Grand Ayatollah Kerensky

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Posted 04 June 2013 - 03:50 PM

View Postakpavker, on 04 June 2013 - 03:44 PM, said:


i think if heavys and asaults have to deal with this so should lights......dont think you should be exempt from this nerf just cause light mechs are your favorit mech.any 1 that enjoyed poptarting has had lost somthing fun so all i can say is pull your head in and deal with it!!!


A light mech can't put 45 points of alpha damage into a single component.

#12 Livewyr

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Posted 04 June 2013 - 03:57 PM

View PostNarcisoldier, on 04 June 2013 - 03:50 PM, said:


A light mech can't put 45 points of alpha damage into a single component.


They need the JJ shake for the same reason heavies/assaults do.

(And I've seen 2ERPPC Jenners, as dumb as that is.)

#13 akpavker

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Posted 04 June 2013 - 04:09 PM

View PostNarcisoldier, on 04 June 2013 - 03:50 PM, said:


A light mech can't put 45 points of alpha damage into a single component.

light mechs can also run around in circles up close to a asault and make it very hard to hit them they and can move to advantage points faster then any other mech such as going the long way around and come in from behind undetected and take out an asault mech's rear armor quiet easily.so dont give me your crap.....basicly like i said pull your head in and deal with it like every 1 else has to!!!!!

oh im i light mech pilot i deserve special privileges

View PostLivewyr, on 04 June 2013 - 03:57 PM, said:


They need the JJ shake for the same reason heavies/assaults do.

(And I've seen 2ERPPC Jenners, as dumb as that is.)

not to mention the 1 ppc spiders geting around doing masses of damage from behind that cant be detected due to jump sniping........

Edited by akpavker, 04 June 2013 - 04:13 PM.


#14 krash27

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Posted 04 June 2013 - 04:10 PM

View PostNarcisoldier, on 04 June 2013 - 03:50 PM, said:


A light mech can't put 45 points of alpha damage into a single component.


Very true, but I counter with heavy and assault mechs can't run in from behind, alpha, and run off at 150 kph

#15 Ryutono

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Posted 04 June 2013 - 04:28 PM

I use JJs , as I said in another post 95% of time in combat situations, ( ie moving fast, jumping, maneuvering, spinning, shooting) under 300 meters still possible with shake. What the problem is, Pgi did what they usually do an go over board, to much at 1 time, instead of little steps. Cockpit shake first, if that wasn't enough add reticle shake, BUT NEVER RANDOMNESS. In test ground 200 meters from an atlas, I jumped straight up, cross hairs NEVER left atlas ( he big at 200 meters) an my shots missed 50% of time by 20 meters or more. Something there is wrong. Even during shake, when u fire, if your cross hairs are on target they should hit the target. A ballistic round will not curve, lasers surley wont. AS I said shake is great ( little disorienting ) but very balanced an immersive. Im not complaining , just wondering about random shot placement.

#16 DeadlyNerd

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Posted 04 June 2013 - 04:46 PM

View PostRyutono, on 04 June 2013 - 04:28 PM, said:

I use JJs , as I said in another post 95% of time in combat situations, ( ie moving fast, jumping, maneuvering, spinning, shooting) under 300 meters still possible with shake. What the problem is, Pgi did what they usually do an go over board, to much at 1 time, instead of little steps. Cockpit shake first, if that wasn't enough add reticle shake, BUT NEVER RANDOMNESS. In test ground 200 meters from an atlas, I jumped straight up, cross hairs NEVER left atlas ( he big at 200 meters) an my shots missed 50% of time by 20 meters or more. Something there is wrong. Even during shake, when u fire, if your cross hairs are on target they should hit the target. A ballistic round will not curve, lasers surley wont. AS I said shake is great ( little disorienting ) but very balanced an immersive. Im not complaining , just wondering about random shot placement.

Real life has plenty random moments.
A video game that focuses on being a sim should definitely not be an exception. Randomness is refreshing.

#17 Storm Khan

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Posted 11 June 2013 - 12:39 AM

Just wondering on a technical note, why if given tech like optical image stabilisation, software image stabilisation (it is the 30th century after all!) and such there would still be reticle shakes even. However, from a game play perspective I can see why there should be some shakes. Been playing with JJs and poptarting in and out of the field since the patch and my opinions are as follows: 1) an idea for PGI, an Optical Stabiliser module you can buy to significantly reduce the shakes. :) from a realism perspective, IMO, the shakes seem random while a more realistic shake would tend to shake about 1 axis mostly (e.g. left to right or some angle from horizontal but not jangly all over the place). 3) the current shakes makes poptarting well nigh impossible as its too shaky effectively eliminating a play option as opposed to just limiting it - needs tweaking





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