Jump Jets Nerf - Did Any Test This Without Actually Throwing Up?
#1
Posted 04 June 2013 - 11:05 AM
#2
Posted 04 June 2013 - 11:09 AM
#3
Posted 04 June 2013 - 11:13 AM
#4
Posted 04 June 2013 - 11:17 AM
Granted, he suggested he was in light mechs, which sounds totally bs due to their speed and disco-ball strobing constant laser fire. Maybe you were in a poptart Highlander.
I still want to know how JUST THE RETICLE is what's making you ill. Unless you're still trying to poptart with 4x zoom.
#5
Posted 04 June 2013 - 11:19 AM
#6
Posted 04 June 2013 - 11:21 AM
If it causes problems for you I might suggest looking for a setting you can adjust such as motion blur, or attempting a new personal adjustment to this, unfocusing slightly when the motion is occurring to avoid said eye-strain.
Edited by Kymlaar, 04 June 2013 - 11:22 AM.
#7
Posted 04 June 2013 - 11:25 AM
The nerf was needed, and this is an effective solution. Jump jets are for mobility, they have to have sufficient deterrent in place to stop the nonsense of the past few months that was gutting game-play and turning an epic three-decade-old franchise into some awful rendition of a cover-based shooter.
#8
Posted 04 June 2013 - 11:29 AM
As I said before the nerf was fully needed and I'm glad jump jets are less viable but this is extreme.
Edited by Distemper, 04 June 2013 - 11:29 AM.
#9
Posted 04 June 2013 - 11:33 AM
Arrachtas, on 04 June 2013 - 11:25 AM, said:
The nerf was needed, and this is an effective solution. Jump jets are for mobility, they have to have sufficient deterrent in place to stop the nonsense of the past few months that was gutting game-play and turning an epic three-decade-old franchise into some awful rendition of a cover-based shooter.
"This" nerf wasn't needed. What was needed was a performance redux for heavier mechs.
Assault mechs, using jump-jets, should take off similar to the "bad-guy"'s suit in the first Iron-man movie. It should be slow.
Distemper, on 04 June 2013 - 11:29 AM, said:
As I said before the nerf was fully needed and I'm glad jump jets are less viable but this is extreme.
The only mechs this really nerfs are lights with JJ's. Shooting on the way down was pretty much standard for pop-tarts, anyways.
#10
Posted 04 June 2013 - 11:35 AM
#11
Posted 04 June 2013 - 11:36 AM
As much as i wanted pop-tarts dead, this nerfs EVERYTHING with jj's, the lighter the mech the harder it is hit. Pop-tarts are a bad weapon design issue. As i said in another thread, nerfing JJ's is putting a band-aid on a staph-infection. It only covers it up while it continued to fester, waiting for its next chance to surface.
Edited by GingerBang, 04 June 2013 - 11:37 AM.
#13
Posted 04 June 2013 - 11:47 AM
#14
Posted 04 June 2013 - 11:54 AM
Edited by thalarg, 04 June 2013 - 12:09 PM.
#15
Posted 04 June 2013 - 11:54 AM
I read some of the posts above and my eyes still feel like they are vibrating.
I remember reading an article about novice game creation when making a first person game and one of the most underlined rules was NEVER change player view. You can create the illusion of shaking by moving the cursor and/or cockpit/helmit but never the actual camera.
I KNOW no one play tested this for longer than a few hours because they would have crazy brain damage pritty soon after.
#16
Posted 04 June 2013 - 11:58 AM
Zarvis, on 04 June 2013 - 11:47 AM, said:
They could have just as easily made using JJ's on a heavy or assault flash strobe lights in your face, and have your keyboard tase you. It would have served the same purpose, without penalizing those mechs who weren't "pop-tarting".
#17
Posted 04 June 2013 - 12:03 PM
sgt scout, on 04 June 2013 - 11:54 AM, said:
Is it really that bad? I get motion sick pretty easy, i hope i don't regret this patch when i get home and download. xD
Jax514, on 04 June 2013 - 12:00 PM, said:
Just to clarify a few things, The effect of Jumpjet shake does not end the second the button is released. In addition to this the amount of cockpit shake is dependent upon the weight of the mech.
Lights shake the least and recover the most quickly whereas Assaults will see more extreme shaking for the duration of the jump.
Thanks for the feedback.
Hope that helps,
Jax
Awesome, i haven't played it yet, but everyone on the forums seems to be saying the jenners shake just as long as the highlanders, and that playing a spider is just laughable. Hopefully this motion sickness is hyperbole too, i'm curious to try this out when i get off work.
As long as i have your attention, are you guys planning on fixing the Stalker Pop-tart exploit involving steep terrain? This almost seems like a direct buff to stalkers since highlanders with JJ's were really the only counter for 6 PPC stalkers who walk up terrain to fire, shut down and immediately FLY right back down the hill. God i hate that exploit.
Edited by GingerBang, 04 June 2013 - 12:06 PM.
#18
Posted 04 June 2013 - 12:03 PM
Jump jets are not bottle-rockets strapped to a mech chassis as an afterthought. The mechs were designed with them in mind. Revert this change, right now via a hotfix, and come up with a better solution.
#19
Posted 04 June 2013 - 12:03 PM
sgt scout, on 04 June 2013 - 11:54 AM, said:
Most higher-end PC combat flight simulators move the camera to simulate the effects of G-Forces on a pilot in turns. To us pilots this is nothing new and something we learned to deal with years ago.
FPS players can learn to deal with it too.
It isn't like they have head-tracking in this yet... I can't wait til they do.
#20
Posted 04 June 2013 - 12:05 PM
Jax514, on 04 June 2013 - 12:00 PM, said:
Just to clarify a few things, The effect of Jumpjet shake does not end the second the button is released. In addition to this the amount of cockpit shake is dependent upon the weight of the mech.
Lights shake the least and recover the most quickly whereas Assaults will see more extreme shaking for the duration of the jump.
Thanks for the feedback.
Hope that helps,
Jax
Did you guys know, the problem wasn't the JJ itself, as the problem was non-existant in the catraphract era of jumping.
It went rampant when the HGNs came out, for they had higher damage and more armor. They use 0 duration weapons, they use alpha strikes when they jump. A Lasering jumper is a non issue as the damage isn't pinpoint and is spread out.
With the Anti-Boating Anti-Alpha strike nerf already on its way, why did the JJ nerf need to happen?
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