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Jump-Jet Shake Feedback


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#1161 DeaconW

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Posted 30 June 2013 - 08:15 PM

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

Kunae, you should've just ignored the guy. His post wasn't worth responding to in the first place. Ignore it unless other people start jumping on his wagon.


Hence the reason he went in my ignore list a while ago.

Quote

It sounds like to me that you oppose any Heavy or Assault mech combining a sniper build with JumpJets, or in short, you oppose the poptart playstyle all together, and think the correct normalization point for poptarts is to be effectively non-existent. Is this correct?


No, I just think it should just be very difficult for heavies or assaults to do successfully.

I know I have said this before but the first thing I believe they should do that would fix the overall meta right now is END PERFECT CONVERGENCE FOR ALL SIMULTANEOUSLY FIRED WEAPONS. I think if you fixed convergence and just left reticule shake while jumping so that past 500 m, half your shots miss in an Assault, it would probably be enough to balance the meta. These heat changes that are coming are just adding another complexity layer vice fixing the real issue IMO.

#1162 Catamount

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Posted 30 June 2013 - 08:35 PM

View PostKunae, on 30 June 2013 - 06:24 PM, said:

Tone down the assumptions there, kiddo. You appear to enjoy not understanding written words until they have passed through your "crazy persecution filter".


Kunae, eat a snickers. You get into fights with trolls when you're hungry :)


View PostDeaconW, on 30 June 2013 - 08:15 PM, said:


Hence the reason he went in my ignore list a while ago.

No, I just think it should just be very difficult for heavies or assaults to do successfully.

I know I have said this before but the first thing I believe they should do that would fix the overall meta right now is END PERFECT CONVERGENCE FOR ALL SIMULTANEOUSLY FIRED WEAPONS. I think if you fixed convergence and just left reticule shake while jumping so that past 500 m, half your shots miss in an Assault, it would probably be enough to balance the meta. These heat changes that are coming are just adding another complexity layer vice fixing the real issue IMO.


Okay, at least now we're figuring out where we agree and disagree, but I'm still a little confused.

Why are heavy and assault poptarts a bad thing? Now, keep in mind, I'm asking this from the point of view of someone who thinks of MWO the way it used to be, back when snipers, JJs or no, didn't rule the battlefield. The metagame used to be very brawl heavy, and assaults played a critical role in that because assaults hold and advance the line of battle. They steamroll enemy lines and prevent you from getting steamrolled. That's part of why being a "tank" is not only a legitimate role in a simulator that emphasizes role warfare, but a critical role, and one that's been carried out in warfare on water and land for thousands of years (hence the term ship of the line). When the enemy team is running a sniping assault, that's one less assault being useful in the roll assault actually excel at. Assaults aren't there to be the backbone of your firepower (unless you have a ton of them); they're there to hold the line of battle, while the more delicate mediums and heavies put out the bulk of firepower, and the lights guard the flanks against other fast movers. As such, a sniping assault mech is very often a wasted assault mech in any kind of real group battle. It's true that they'll wreak more havoc in pug drops, but properly balanced, poptarts also are very easy to kill in pug drops without a team protecting them.


I guess this is what I have to wonder. If poptarts are already balanced back into the niche roll they're supposed to be by re-balancing weapons back to where they were when balance actually existed, and many different types of builds could be used effectively, why do jumpjets need to be balanced at all? I still wouldn't mind seeing JJ agility tied to mech mass, which would actually do some of what you're suggesting here, but jump jets didn't create this problem in the first place. Poptarts were only modestly useful when they first came in, and that changed because of weapon balance changes, all while jump jets stayed entirely unchanged after that first initial buff. Do you really think poptarts need to be nerfed even more if the changes that actually made them broken were undone?


Also, I agree on the new heat changes. It's another tangent away from getting us back to before they broke everything in the first place, and I'm not sure how well I see that ending ;)

Edited by Catamount, 30 June 2013 - 08:40 PM.


#1163 Hyperlynx

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Posted 30 June 2013 - 10:42 PM

My 2 c-bills: I've only started learning to jump-snipe since after the cockpit shake was implemented. I've been shooting as I fall back down, when the shake has stabilised, rather than on the way up. It seems reasonably effective. There's a really short window in which to take the shot, which seems fair to me. The games I'm playing in are not high ELO, for what it's worth.

#1164 sgt scout

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Posted 01 July 2013 - 12:54 AM

Nice post Hyperlinks.

Ya pop tarting is still possible at short to mid range and players like yourself are getting used to the small window. The jj changes have worked well in stoping real long shots from being made (800m+). Its how PGI have implemented it though with a shake that physicaly affects some people.

@Deacon-
I was hoping to finaly get a conversation of some form with you about proposed changes ect. I can see though that youd like to spam out this forum with more argumentative and abnoxiouse statments. That is invalid. What a statment to make about someones observation.

Kunae was saying he sees less jj using mechs. You say you still see good pilots in jj using mechs. How is Kunae statement invalid ? Both can be true.

I have no idea what or who you are in real life but i hope you dont talk like this to any one around you.
Anything you have tried responding to in attemt to redeem your behaviour is now INVALID.
This is the last time ill adress you. You are so far below me and are merley just a trip hazord.

Edited by sgt scout, 01 July 2013 - 12:56 AM.


#1165 DeaconW

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Posted 01 July 2013 - 04:20 AM

View Postsgt scout, on 01 July 2013 - 12:54 AM, said:

@Deacon-
That is invalid. What a statment to make about someones observation.


Words mean things. Logic works. My statement was factually true. Kunae's statement was also true...that people have different uses for JJ's...but that wasn't the original posters statement...he said they were "useless", which was factually untrue as many are using them fine. If he had said, "They are useless in the way I played previously", that would be factually correct and I wouldn't have had an issue with the statement.

Quote

Kunae was saying he sees less jj using mechs. You say you still see good pilots in jj using mechs. How is Kunae statement invalid ? Both can be true.


I've said I see less JJ as well so I agree with Kunae. Of course both can be true. Not sure what your point is.

Quote

I have no idea what or who you are in real life but i hope you dont talk like this to any one around you.


People around me appreciate the proper use of language and the use of logic, as well as being direct.

Quote

Anything you have tried responding to in attemt to redeem your behaviour is now INVALID.
This is the last time ill adress you. You are so far below me and are merley just a trip hazord.


Sorry you feel that way.

#1166 Ilithi Dragon

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Posted 01 July 2013 - 03:13 PM

Easy, guys, we were just starting to get a decent, constructive conversation going, let's not spoil it now.

View PostDeaconW, on 30 June 2013 - 08:15 PM, said:


Hence the reason he went in my ignore list a while ago.


I don't like putting people on my ignore list, for a variety of reasons. I find it's easy enough to just ignore people if they post bad ideas or bad posts.


View PostDeaconW, on 30 June 2013 - 08:15 PM, said:

No, I just think it should just be very difficult for heavies or assaults to do successfully.

I know I have said this before but the first thing I believe they should do that would fix the overall meta right now is END PERFECT CONVERGENCE FOR ALL SIMULTANEOUSLY FIRED WEAPONS. I think if you fixed convergence and just left reticule shake while jumping so that past 500 m, half your shots miss in an Assault, it would probably be enough to balance the meta. These heat changes that are coming are just adding another complexity layer vice fixing the real issue IMO.



Well, I think there should definitely be skill involved in poptarting well regardless of the weight class, just as there should be skill involved in sniping regardless of the weight class, just with another dimension added in. I don't want it to be so hard, though, that it's not fun to play, because it's my preferred play style, and because I think all play styles should be fun to play.

So it sounds like we're largely agreeing there, with any difference just being quibbling over the details of how difficult is best.


Now, I don't think that the core problem is perfect convergence for all weapons, because unless they changed things on me without me noticing, convergence only exists for weapons mounted in arms with lower actuators. Torso weapons, and the weapons mounted in arms without a lower actuator, like the Stalker's arms, don't converge because they don't have any side-to-side motion outside of the torso twist.

Now, if you mount weapons in arms with lower actuators, they will converge, but I don't think that's a huge problem because, for one, there aren't many mechs where you can get all your weapons in the arms like that, and two, that lower actuator takes up critical slot space, limiting the amount of firepower you can put into an arm with a lower actuator, even if you have the hardpoints for it.

I also think convergence should remain to give snipers a real reason for their existence, and to distinguish direct fire support builds from indirect fire support builds. The weapons snipers use should be balanced such that they have to carefully place those shots, though, so that there is a high reward in terms of damage concentration, but an appropriately high risk in terms of heat generation, ammo costs, etc. for landing the shot, and especially for missing the shot.

That way it becomes a game of player skill, and risk vs reward player decision making, rather than a game of dice for whether or not you'll hit your target.


To that end, and to bring up another point of agreement, I think we can all agree that, as currently implemented, the PCC is overpowered. It is way too effective for what it does, with far little penalty for using it, and so you see it everywhere. Since HSR, it really has become PPCWarrior Online, in one form or another.

I think we can also all agree that the over-powered PPC is making a significant contribution to poptarts being overpowered. PPCs are the standard, go-to weapon for all sniper builds, and poptarts are no exception to that, so when the PPC is overpowered, all sniper builds that use it are going to be overpowered to some degree or another because of that.

As I have said many times, the introduction of HSR is what really made the PPC OP, because the buffs that were added to it to make it a competitive and viable weapon before HSR was introduced, were not removed when HSR was introduced.

The PPC travels too fast, it's too easy to hit targets at range with it, especially fast-moving Lights and Mediums that don't have the armor to take the hits.

The PPC also does not generate enough heat when fired - mechs that carry significant numbers of them for high-damage, pinpoint alpha strikes do not incur a sufficient heat penalty when firing large numbers of them, so they are able to fire them more often, making them choose their shots less sparingly.

If you slow the PPC travel speed back down, and bump the PPC and ERPPC heat generation values back up to the stock TT values, the PPC would become balanced again. It would require more skill to use, both in aiming and landing shots, and in choosing when to take a shot, and whether or not a shot is worth taking.

You would probably still see 6-PPC Stalkers, but they would be rare, and their drivers would conserve their shots and place them very carefully, because the slower shot speed would give them a higher chance of missing, and with the stock TT heat gen values, they can't afford to miss.

Poptarts would be affected, too, because poptarts don't cut down on their firepower to get the JJs in. Heatsinks, armor, and/or engines are cut out to get the JJs in, and if you return PPCs to stock heat values, poptarts will feel it. You'll see them jump up less often, or fewer times in a row, because they will build up heat quickly, and they will be even less able to deal with mechs that get in close, because they won't be able to fire fast enough to compete in a brawl. Reducing travel times will be felt even more on the poptart, because the vertical movement of the poptart makes landing the shots more difficult than a ground-bound sniper, even without the mech's velocity being added to the weapons' velocity.

I'll go over the poptart counters in another post, after I've heard your response to the above.

#1167 Xeno Phalcon

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Posted 01 July 2013 - 04:07 PM

Did anyone get the 'stuck on building' bug when jump jetting onto buildings prior to the JJ shake? I dont ever recall getting stuck before, but iv been getting stuck about three times a week (roughly) sense the patch and I was wondering if it was related to the tweaks they made.

#1168 Ilithi Dragon

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Posted 01 July 2013 - 04:13 PM

Yeah, there are a few buildings, mostly on River City, that you'll get stuck on if you land on them. I can't remember exactly which ones, but the ones that I am aware of are in the portion of the city between Gamma and Kappa, closer to the broken ramp up to upper city.

#1169 Volt Corsair

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Posted 01 July 2013 - 05:10 PM

I just want to point out that in no part of the forums that I've read so far, and I've been here since CB, has anyone mentioned catching motion sickness from the absurd amount of cockpit shake you can get from being pounded by LRMs and ballistics, so color me skeptical about everyone saying this is giving them motion sickness. I welcome the shake. I've found it hard to aim accurately while in the air until I drop, and that makes firing while jetting much more skill oriented, as it should be. That is all.

#1170 Ilithi Dragon

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Posted 01 July 2013 - 05:42 PM

View PostVolt Opt Construct, on 01 July 2013 - 05:10 PM, said:

I just want to point out that in no part of the forums that I've read so far, and I've been here since CB, has anyone mentioned catching motion sickness from the absurd amount of cockpit shake you can get from being pounded by LRMs and ballistics, so color me skeptical about everyone saying this is giving them motion sickness. I welcome the shake. I've found it hard to aim accurately while in the air until I drop, and that makes firing while jetting much more skill oriented, as it should be. That is all.


You must have missed all the hullabulloo over screen shake from weapons fire causing motion sickness, back before the game went into OB, then....

#1171 h0wl

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Posted 01 July 2013 - 05:46 PM

View PostDeaconW, on 30 June 2013 - 07:59 PM, said:


For the folks who are all "there arn't any poptarts complaining about this to get their meta back"...I give you exhibit A(actually probably "Z"...but I digress). I will refrain from my typical response as it would probably be lost on h0wl anyway.


Actually, I can deal with it, I played a lot of Tribes. But I think it's silly to reinforce just standing around sniping when they should be encouraging sniping on the move or while jetting. And no, I'm not trying to make the game into Tribes, I just think that the game's designers should encourage more 3 dimensional fighting instead of hampering it. It brings out inherent weaknesses in some of the mechs that makes the game more interesting. And I do believe JJ-shake induces motion sickness in folks.

And if you want to make a simulation, the heavier mechs should actually shudder more slowly than the smaller ones... but that's another story. This was implemented just to castrate the Highlanders which were apparently annoying people that like to hide behind things and shoot missiles.

#1172 h0wl

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Posted 01 July 2013 - 05:50 PM

View PostXeno Phalcon, on 01 July 2013 - 04:07 PM, said:

Did anyone get the 'stuck on building' bug when jump jetting onto buildings prior to the JJ shake? I dont ever recall getting stuck before, but iv been getting stuck about three times a week (roughly) sense the patch and I was wondering if it was related to the tweaks they made.


Yeah, Frozen City has a very nice perch that allows you to see the one tunnel exit and the top of the rise at the same time but getting there you can sometimes embed yourself in the side and if you do you're stuck. I haven't done it in a few patches though but gave up trying because I'd done it several maps in a row. The few buildings I've jump-jetted onto in River City I was ok.

#1173 LastPaladin

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Posted 01 July 2013 - 05:57 PM

View PostMalsumis, on 18 June 2013 - 04:05 AM, said:


^This is the problem right here.

It's players like this that are being catered to by PGI.


Yup. Notice what his real complaint is... "a bit too effective at brawling". So, a build that sacrifices range, mobility, heat management, fire sustainability, fire rate, and weapons flexibility, just to get a little brawling advantage (in other words, a specialization), must be nerfed. Why? Because in a single circumstance, it becomes a bit more effective than a generalized build, and some players can't deal with that, because they have no conception of how to play a strategy game.

If PGI continues to cater to that type of player, they will ruin the one thing that has always set BT apart from most other games, which is the great flexibility of builds to let the player specialize in whatever function they want, for good or for bad. The basic game balance is built into the rules for mech buildouts, since you must always sacrifice in one area to get an increase in another. Therefore, the priority for fixing game balance should be to tinker with the variables in the mechlab, instead of tinkering with the UI.

Also, PGI, there is a very good reason for you to reverse course and keep this strategic flexibility in the game: profit! The more you restrict flexibility, the more you make only a few mechs or variants the only real choices for serious players who want to play effectively in the current franken-meta you created. You know what that means? People only need to buy a few variants, and so you won't be able to keep those $$$ rolling in from selling lots of different cool mechs to players. Why would we pay for a mech with jjs, srm hardpoints, and soon, too many hardpoints of one weapon type? Just to have a mech in our garage that we won't play?

#1174 LastPaladin

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Posted 01 July 2013 - 06:26 PM

View PostMellifluer, on 28 June 2013 - 10:15 PM, said:

i second that ERPPCs have their velocity reduced to a level that reflects its value in the game, i see players (dont quote me) saying they are like 2000m/s? and that 1200 would be reasonable?


Yes, their velocity is 2000, the same as an AC/2, which is a bit ridiculous. 1200 is the same speed as a Gauss, so that might be too fast (or maybe Gauss are too slow). Perhaps regular PPCs need to be a little slower than ER PPCs, since the ER are supposed to be specialized at hitting things at long range, so it would make sense for them to be a little faster.

#1175 Catamount

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Posted 01 July 2013 - 07:06 PM

I'm pretty sure slowing down and heating up the PPC to de-compensate for lack of HSR would fix like 40% of this game's balance issues right then and there.

Regardless of how anyone feels about other issues, I hope we could at least agree on that.

#1176 IrrelevantFish

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Posted 01 July 2013 - 08:49 PM

IMO, cockpit-shake should be significantly reduced because it nerfs "legitimate" JJ use as much or more than jump-sniping. I doubt that will be enough to bring jump-sniping back as flavor of the month if PPCs are given a much-needed nerf.

#1177 sgt scout

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Posted 01 July 2013 - 09:25 PM

If they revert the heat and travel speed of the PPC/ERPPC before HSR the weapon would probably be close to, if not ballanced. I also agree strongly that the ERPPC should travel slightly faster than the reg PPC for a couple of resons. It is ment to be fired at extreme distance and with the heat increase, it should be tougher to manage. Those that combine ERPPC'S with reg PPC'S will prehaps have there shots landing on different components when aiming at a moving mech which will help towards pinpoint damage.

#1178 DeaconW

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Posted 02 July 2013 - 04:07 AM

View PostIlithi Dragon, on 01 July 2013 - 03:13 PM, said:

Now, I don't think that the core problem is perfect convergence for all weapons, because unless they changed things on me without me noticing, convergence only exists for weapons mounted in arms with lower actuators. Torso weapons, and the weapons mounted in arms without a lower actuator, like the Stalker's arms, don't converge because they don't have any side-to-side motion outside of the torso twist.


No, the way I understand convergence as it works now is that any simultaneously fired weapons under the same arm or torso mount reticule hit the same point, regardless. This means if you have arm lock, all weapons can hit the same point. Every time. TT had a random aspect to this and so does real life. WRT PPC be OP, nerfing the PPC without addressing the convergence issue will just move another long range weapon into the PPC slot. I don't believe we can know if the PPC needs any changes until they fix perfect convergence. The good thing is, they already have the mechanic built to fix convergence...it is the random feature of the JJ shake patch. They just need to reduce the amount a lot in normal use.

*Edited for clarity.

Edited by DeaconW, 02 July 2013 - 04:35 AM.


#1179 DeaconW

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Posted 02 July 2013 - 04:18 AM

View PostLastPaladin, on 01 July 2013 - 05:57 PM, said:

The more you restrict flexibility, the more you make only a few mechs or variants the only real choices for serious players who want to play effectively in the current franken-meta you created.


So, am i understanding you correctly? You believe the game was *more* flexible and had *more* viable mech variants before the poptart nerf?

#1180 Milt

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Posted 02 July 2013 - 04:32 AM

View PostDeaconW, on 02 July 2013 - 04:18 AM, said:


So, am i understanding you correctly? You believe the game was *more* flexible and had *more* viable mech variants before the poptart nerf?

yes and no, there were more available tactics but one tactic clearly outperformed others. weapon, heat, and convergence balance should have been, could have been used to balance the tactics. the more viable means to play this game means more ways for ppl to have fun playing this game. the jj nerf simply removed one of our options.





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