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If There Is Jj Shake, Then There Must Be...


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#101 BigJim

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Posted 07 June 2013 - 08:50 AM

View PostArmandTulsen, on 05 June 2013 - 06:23 PM, said:

You're more than welcome to buy a Highlander and participate in the "poptarting."The tactic doesn't make you invincible and it certainly isn't the easy-win, nuke button everybody is making it out to be.


Right, it's not a free-win button.

The issue that is there was no point employing any other strat, pretty much removing everything that isn't jump-sniping from the game.
That's why people said it made the game no fun, not because they died (everybody dies), but because we were left with maybe 20% of the game we had previously.

Sure, everyone has had the odd rare 8-man where a brawling force has managed to get the drop on a bunch of jumping-bean Phracts and Highlanders, but over a series of game, it's not even a contest. Well, it wasn't.

And in any case, if I, a scout player who hardly ever takes anything bigger than a Cicada can hit an easy 50% of my jump shots *with* the new shake, then I can't why all these uber-leet no-scope heatshotters that bang on about how skilled they are are struggling now.



Also, and I can't belive I'm agreeing with Vassago, but it's a f/kin game, jump-shake is just a balancing mechanism.
You want to know why your mech shakes when it jumps but not when it walks?

Because the programmer said so, you're playing a computer game.
Because it's not real. You're not a mechwarrior, you're playing a computer game.
You're not a mercenary, you're playing a computer game.

Edited by BigJim, 07 June 2013 - 08:55 AM.


#102 MasterErrant

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Posted 07 June 2013 - 09:14 AM

ageed and the shake is a bit overdone. (This from one who poptarts only occasionally. and only as a tactical option.)

#103 Whompity

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Posted 07 June 2013 - 10:13 AM

I guess I'm the only person who finds it more difficult to hit an enemy mech while I'm running over uneven ground.

#104 blinkin

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Posted 07 June 2013 - 11:21 AM

View PostOlivia Maybach, on 07 June 2013 - 10:13 AM, said:

I guess I'm the only person who finds it more difficult to hit an enemy mech while I'm running over uneven ground.

i also appear to be missing out on this magical perfectly smooth terrain that i have heard described. i suppose some of the lakes and rivers in game have unusually smooth bottoms, but in most cases i don't really fight in the parking lot many are describing.

i do however like the idea of adding some head bob to the aiming reticle of the mechs. more realism and immersion just like jump jet shake.

#105 Theodor Kling

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Posted 07 June 2013 - 01:01 PM

View PostApplecrow, on 06 June 2013 - 01:08 PM, said:

Massively increase falling damage + future knockdown. Shutting down in midflight should be a death sentence for a mech.

Definetley.. I see lots of peopel flying for all the JJ can give, "landing" in free fall. That should be bad..but it isn´t. I even once saw through the eyes of a Trebuchet-Pilot ( was already dead and he was the most interesting to watch), who managed to shut down in midair due to PPC alpha.
Hit the ground, powered up and went on, with no noticable dmg taken from that. That is just wrong.

#106 Col Jaime Wolf

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Posted 07 June 2013 - 01:27 PM

guys, ladies this is not about whether light vs assault should shake more or whether or not pop tarting (which as i have observed is the explicit behavior of standing in one place and jump sniping) is a valid tactic for lights or anything else. This is really turning into a discussion of whether some people like JJ period or not. whether everyone should be force to be land-crawlers or not. some of the players don't really want anyone with JJ. them or the other team, this is self centered and looking for the "easy" button as so many have said. i say its easy mode because apparently some players would prefer that others be physically upset for wanting to simply use the 3d dimension as a tactic.

Khan may have lost to Kirk, even being the smarter more perfect "human" because he failed to consider that his tactics did not apply so well to this battlefield of multiple dimensions. its actually a classic study of tactics, taking advantage of a dimension of battle that your opponent has not considered or may not understand. but i digress.

This is why we need a lobby system that allows custom battle variables.

for example weight ranges, am i the only one that genuinely would enjoy 8v8 med and light brawls? maybe there are people that want to play with no JJ whatsoever, so let them have their own lobby and let them play without JJ as much as they want. Similarly everyone that wants to run splata cats and insta smackdown alphas JJ snipers let them play in their own respective game lobbies that allow them to play against other players of similar caliber. same for every play style, atlas boating, lrm black out the sun cheese and even 6xPCC only lobbies, oh and make sure to even have default locked game lobbies for normal play mode as well. why not see what the players really like?

a simple system of lobbies with different or custom variables would solve all issues simultaneously, PGI would get all the goods on what game conditions are most popular thus allowing PGI to draw some real conclusions, rather then shooting in the dark with every patch.

wouldn't it be nice to allow all the newcomers to have their own game lobbies? both they and the veterans would coalesce better because it would ease the learning curve. newbs would cease complaining about getting cheesed every single match (which is still happening), veterans would be happy that they can slowly recruit upcoming would-be Kerensky's to their lance. rather then having players that are at the peak and bottom of the curve constantly getting thrown in some strange mix of ELO, which virtually guarantees a one sided fight.

Why not allow many different variables like heat or JJ efficiency, maybe some people will use these variables correctly and find what might be eventually end up as a gold standard for tournaments and competitive play (which is what your looking for anyway right?) wont that make ELO work properly?

constantly nerfing and destroying valid tactics (in this case making JJ near useless and not really worth their weight/space anymore) is what will destroy this game, only a very small portion of the playing population really wants to keep all the battles simple, keep all the tactics simple and easy. let these players have their own game lobby for their play-style with a big bright easy button that's impossible to miss.

that said I never had any problem in any mech fighting other poptarts because i understood their MO. read sun tzu's art of war, or at least pay attention to the quotes in the total war series. really this is mechwarrior online. do you think you will find success without tactics? without taking into account the great tacticians of our past? if you find yourself getting beaten consistently by a particular tactic, it usually means that you don't understand that tactic, or how to respond to it tactically and that's is why that particular tactic is working against you.

you must become your enemy to understand their tactics, once you do its fundamentally easy to counter them in any mech, even alone, even outgunned even in a mech not design to hunt "poptarts". i would almost always wipe the floor with the supposedly evil "poptarts" because if they did "just" stand there and tart, they were real easy cbills for me and anyone else that simply thought outside the box. most tarts i encountered were poor pilots (not all, did have some really good JJ brawls) that were easy to scrap at close range, even easier to sneak up on to take the advantage and get the initiative.

to everyone that i hit using JJ with PPC/gauss, try moving IE not standing still, try finding a way around me without me seeing you. honestly i likely only hit you because you weren't moving, were moving too slowly and being unthoughtful of your next location to move to, or were moving in a bad direction for your mech relative to my firing arc. I cant say im any kind of "Godly sniper" at all whatsoever and i wouldn't be surprised if i had a horrible hit ratio with ppc/gauss even before the JJ nerf, but ive had a few good hits from long range, and let me tell you they are far and few between and very satisfying as a result of hitting a moving obtect while airborne from 1000m. and there was never a lack of skill needed to be a useful sniper, it didn't take skill to be the poptart that got cored because he thought he was such tough %*$ that he didn't need his team. overconfidence is a killer, remember to turn your enemies advantage into their disadvantage.

the good snipers are the hard ones to get, the hard ones to pin down, they were and are the ones that scout-shoot-reposition, scout-shoot-reposition,scout shoot..... and so on. all this patch really did is make my stomach upset with JJ period, but im not going to even try to "whine and complain" about "fake" nausea. with some of the flaming i saw earlier.

The end result is clear enough tho, JJ are no longer worth their weight and space in most of my builds. i have tried to keep them on the lights but for me its probably better to simply run on the ground and continue to outsmart my opponents with tactics. and my tactics will have to adapt to not using so much JJ, not to shoot, not to get around as much, not to avoid fire or escape battle. but my tactics will compensate to bridge the gap.

but for their weight and space, it is now better spent on more ammo or bigger guns/engine, which is exactly what this patch was intended to do and has done. hamster configs unite!

on a side note misery and every other land-boat are actually a useful mechs builds now that they doesn't have to "worry" about mechs that can physically move outside their firing arcs......
makes me wonder who really wants that easy mode, those that think outside the box and bring new tactics to the game.... or those that just want the game to encourage tactics that they themselves abuse.

again its easy mode for land-crawlers now :).<--- trick of the month till next patch.

#107 Esplodin

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Posted 07 June 2013 - 01:28 PM

No bob, no shake, no RNG. Beware the monkey's paw when asking for nerfs, The lighter the chassis the greater the nerf from these suggestions since one pilot error is enough to end your match.

High damage alphas are what is ruining this game. It's no fun when you get cored by 1-2 shots - airborne mech or not. Existing mechanisms can do this:

1) Heat, both increased heat from firing, as well as real penalties from going over the threshold
2) Convergence - never was intended to be instant, or why have Pinpoint as an Elite mech skill?
3) Cool down/reload

Stop all the new stuff until the basics are fixed. Complexity can be interesting, but at the cost of stability and manageability. Be careful what you all are wishing for.

#108 Suko

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Posted 07 June 2013 - 02:04 PM

I actually agree with OP. I wouldn't be opposed to having the reticle waiver a bit depending on the speed a mech is moving. It would also make it a bit more in-line with the to-hit modifiers of the TT game.

#109 Wispsy

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Posted 07 June 2013 - 02:19 PM

View PostK0M3D14N, on 06 June 2013 - 06:03 PM, said:


So..because the pilot controls the 'Mech through the neurohelmet (and also a joystick and throttle setup), he has to physically run around in the cockpit? That doesn't really make sense. The leg actuators are controlled via the neurohelmet and by rudder pedals that you can physically see at the pilot's feet. The speed is controlled by the throttle on the pilot's left hand and pitch/yaw with the joystick on the right. The entire mechanism has to be gyrostabilized because there's literally no other way one of these things could stay standing upright otherwise, especially over rough terrain.

I pilot a Spider myself so...yeah, no. That isn't going to fly. The screen shake isn't that bad and it doesn't throw the Spider off that badly at the ranges you're expected to be fighting in one.


You did not read the books did you...

#110 Vassago Rain

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Posted 07 June 2013 - 02:21 PM

View PostApplecrow, on 06 June 2013 - 01:08 PM, said:

Reduce shake and remove JJ fuel gauge.
Tie JJ use directly into heat meter.
Massively increase falling damage + future knockdown. Shutting down in midflight should be a death sentence for a mech.
LRM lock based off LRM's LOS not mech's. AND/OR greatly increase LRM flight speed.

Poptarts still viable but not overpowered.

As for shake while on the ground, I'd have no problem with some minimal shake at full throttle (perhaps more so if the mech has a larger than stock engine), but moving at 75% or less there should be virtually no shake, as the mechs are naturally built with a gyro to maintain stability and on the ground have something to react against (the ground). In the air the only reaction they have is the JJ thrust which is busy moving a 20-90 ton brick through the air.I'd not be against allowing more JJ's to reduce the shake, say by 5% per JJ. So a Highlander would still have significant shake, while a 12 JJ Spider would be fairly stable in flight.


No, it stays exactly like this, or we go back to the old way, and that's simply not gonna happen. Fun comes first in videogames.

You would have zero fun playing against me bunnyhopping with a scout, no matter how legit the tactic 'should be.'

#111 Vassago Rain

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Posted 07 June 2013 - 02:28 PM

View Postmalibu43, on 06 June 2013 - 07:18 AM, said:


I'm surprised no one else commented on this or "like"d it. Awesome.

To me, this game feels a little CODish at times the way everyone runs around at full speed while shooting. Encouraging players to move more slowly while firing or move to a good firing position quickly then slow down to engage would make the game feel more like that 2009 MW5 trailer. LIghts could still run around fast to "scout" and they could still fire relatively well on the move (with the amount of crosshair shake you simulated). And, like someone else mentioned, different weight classes or even chassis could have different quirks to make them more or less adept at firing on the move. The original Ghost Recon had all this, and I really like it.

Or maybe it would just encourage camping...

How did you simulate that, BTW? Did you just move your mouse up and down?


You've never played CoD. That's the game series that requires you to slow down to a crawl before you can hit anything, in case you didn't know.

If you'd said 'MWO feels a bit like quake,' you'd be right.

#112 keith

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Posted 07 June 2013 - 02:28 PM

View PostEsplodin, on 07 June 2013 - 01:28 PM, said:

No bob, no shake, no RNG. Beware the monkey's paw when asking for nerfs, The lighter the chassis the greater the nerf from these suggestions since one pilot error is enough to end your match.

High damage alphas are what is ruining this game. It's no fun when you get cored by 1-2 shots - airborne mech or not. Existing mechanisms can do this:

1) Heat, both increased heat from firing, as well as real penalties from going over the threshold
2) Convergence - never was intended to be instant, or why have Pinpoint as an Elite mech skill?
3) Cool down/reload

Stop all the new stuff until the basics are fixed. Complexity can be interesting, but at the cost of stability and manageability. Be careful what you all are wishing for.


but we now have RNG in the form of screen shake. does that mean while running we should have a constant RNG in place until standing still? that would make this game more crap. PGI could have gotten away with doing something to JJS without doing RNG. now u have a wonderful thread like this, RNG while jumping is what is the icing on the cake, the shaking would have been enough to kill long range game to let short range get in

#113 Jestun

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Posted 07 June 2013 - 03:16 PM

View PostArmandTulsen, on 04 June 2013 - 03:52 PM, said:

...shake from moving your mech. The crosshair shouldn't be stable in either case. To be consistent, there has to be some amount of shake from moving your mech at top speed.
It's ridiculous how a light mech moving at 130 kph has pin-point accuracy, but a little thruster propulsion means it hits a 9 on the Richter scale.
Make this change make sense, PGI. Please. Thanks.


This was a balance fix, not a realism fix. Therefore they are in no way required to apply the change to running as well.

That said, I'd have no issue if they did personally.

Edited by Jestun, 07 June 2013 - 03:16 PM.


#114 blinkin

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Posted 07 June 2013 - 03:18 PM

View PostEsplodin, on 07 June 2013 - 01:28 PM, said:

No bob, no shake, no RNG. Beware the monkey's paw when asking for nerfs, The lighter the chassis the greater the nerf from these suggestions since one pilot error is enough to end your match.

High damage alphas are what is ruining this game. It's no fun when you get cored by 1-2 shots - airborne mech or not. Existing mechanisms can do this:

1) Heat, both increased heat from firing, as well as real penalties from going over the threshold
2) Convergence - never was intended to be instant, or why have Pinpoint as an Elite mech skill?
3) Cool down/reload

Stop all the new stuff until the basics are fixed. Complexity can be interesting, but at the cost of stability and manageability. Be careful what you all are wishing for.

i welcome the monkey's paw if it means less of this care bear hand holding crap.

just in case you haven't figured it out the addition of head bob when running is an attempt by all of the whiny poptarts to get back at everyone else, and hold light mechs hostage. the problem with their plan is i want more realistic running too.

my dream game is almost certainly the worst nightmare of any of these point and click adventures poptarts

this is what i want the game to be:
  • jump jet shake
  • head bob when running
  • 1:20 chance of a reactor critical explosion when CT is destroyed that does AT LEAST 20 damage to EVERYTHING (20 damage per component) within 100m.
  • repair and rearm that punishes players for using builds that are beyond their skill level (running out and getting blown up in an atlas without really contributing should cost you money and players who are out of money and only have broken mechs should learn to play trial mechs)
  • heat penalties that do more than just shutting your mech down at 100%
  • weapons and gear that are likely to blow up long BEFORE any component they are in
  • PPC/ERPPC brought back to 10/15 heat
  • cracked cockpit glass from head hits
  • recoil from heavy weapons (anything that hits harder than an AC5)
  • proper collision physics


#115 Jestun

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Posted 07 June 2013 - 03:23 PM

View Postblinkin, on 07 June 2013 - 03:18 PM, said:

i welcome the monkey's paw if it means less of this care bear hand holding crap.

just in case you haven't figured it out the addition of head bob when running is an attempt by all of the whiny poptarts to get back at everyone else, and hold light mechs hostage. the problem with their plan is i want more realistic running too.

my dream game is almost certainly the worst nightmare of any of these point and click adventures poptarts

this is what i want the game to be:
  • jump jet shake
  • head bob when running
  • 1:20 chance of a reactor critical explosion when CT is destroyed that does AT LEAST 20 damage to EVERYTHING (20 damage per component) within 100m.
  • repair and rearm that punishes players for using builds that are beyond their skill level (running out and getting blown up in an atlas without really contributing should cost you money and players who are out of money and only have broken mechs should learn to play trial mechs)
  • heat penalties that do more than just shutting your mech down at 100%
  • weapons and gear that are likely to blow up long BEFORE any component they are in
  • PPC/ERPPC brought back to 10/15 heat
  • cracked cockpit glass from head hits
  • recoil from heavy weapons (anything that hits harder than an AC5)
  • proper collision physics



Did you ever play Steel Battalion with the 40 button controller?

Hell, you fell over if you tried to turn too quickly in that. It was a *proper sim*.

:edit:

For any mech-heads who have not seen it:

Edited by Jestun, 07 June 2013 - 03:24 PM.


#116 Mokou

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Posted 07 June 2013 - 03:28 PM

Arm mounted weapons must no shake, or lower shake.

#117 blinkin

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Posted 07 June 2013 - 03:30 PM

View PostJestun, on 07 June 2013 - 03:23 PM, said:

Did you ever play Steel Battalion with the 40 button controller?

Hell, you fell over if you tried to turn too quickly in that. It was a *proper sim*.

:edit:

For any mech-heads who have not seen it:


if i weren't dirt poor, i would probably go for it. i like simulators.

#118 Jestun

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Posted 07 June 2013 - 03:34 PM

View Postblinkin, on 07 June 2013 - 03:30 PM, said:

if i weren't dirt poor, i would probably go for it. i like simulators.


Fortunately I found it back when I was a teenager living with my parents with no real bills. :ph34r:

I need to replace one of the springs in one of the joysticks (not vital, but it doesn't auto-center when you let go atm) and see if my old xbox works, but I'm tempted to play it again. :D

#119 Ansel

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Posted 07 June 2013 - 04:06 PM

All they had to do was remove vertical flight at standstill and make the JJs force the mech to leap foward in an arc while quickly accelerating (IE: up to 90% of max KPH) with distance determined by the length of time you held the button down.

Kinda hard to use JJs to poptart if you fly forward out of any cover right into the enemies.

Kinda hard to poptart if hitting an object with your mech (hill, building, other mech etc.) while burning the JJs would then cause the current reticule shake to happen until you land.

This would have also been more in keeping with BT lore, as mechs would use JJs offensively to quickly traverse ground, or to leap quickly into an engagement.

Alas, compentent design has eluded PGI again.

#120 ArmandTulsen

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Posted 07 June 2013 - 07:23 PM

View PostBigJim, on 07 June 2013 - 08:50 AM, said:


Also, and I can't belive I'm agreeing with Vassago, but it's a f/kin game, jump-shake is just a balancing mechanism.
You want to know why your mech shakes when it jumps but not when it walks?

Because the programmer said so, you're playing a computer game.
Because it's not real. You're not a mechwarrior, you're playing a computer game.
You're not a mercenary, you're playing a computer game.
I don't know what post you think you're replying to, but there was no question asked about WHY there is JJ shake. Everybody already knows it was done for "balancing" reasons and not "immersion."I'm saying that they tipped the scales too much and it's lopsided. Introducing Movement shake would not only be consistent with introducing this change, but also bring that balancing see-saw closer to the centre.

Edited by ArmandTulsen, 07 June 2013 - 07:23 PM.






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