

Jump-Jet Shake Feedback
#241
Posted 05 June 2013 - 04:14 AM
JJ shake is fine. BUT>
Why isnt it more shake per JJ duration? 1 second burst light shake that increases over the time of the burn?
Thats an immersive, tactical change....
#242
Posted 05 June 2013 - 04:45 AM
Rip Snorgan, on 05 June 2013 - 01:21 AM, said:
Hope your computer can handle really critically high temps, since you'll of course be playing the game to simulate the actual heat of a mech cockpit right?

HA that will make you watch your heat more. Then you will have to sit at your computer in real Mechwarrior combat gear, armoured combat boots, shorts and cooling vest! I would than totally stop playing this game because I can't handle heat/I hate heat

Edited by PPO Kuro, 05 June 2013 - 04:46 AM.
#243
Posted 05 June 2013 - 04:47 AM
#244
Posted 05 June 2013 - 05:04 AM
#245
Posted 05 June 2013 - 05:17 AM
i find the JJ fix just fine.. as for the motion sickness complains, yes some people do get motion sickness and a tweak on the shake may be needed..and im sure it will come...as for the poptarts using the sickness excuse to get their easy mode back, well not much i can say on that...
#246
Posted 05 June 2013 - 05:18 AM
Yes, the screen jitter needs to be toned down. Its worse than getting hit by a constant stream of AC20 rounds in Closed Beta.
* Suggestion: halve it at the next patch and see if thats enough.
Reticule shake is a bit too much at the moment; centred on an immobile target at <100; missed. Shots at point blank should still have a high change of hitting.
* Suggestion: lower it by 10%.
#247
Posted 05 June 2013 - 05:23 AM

Seriously though, do what needs to be done to help people with genuine health issues.
Otherwise it is great to see the game beginning to drift into more variable game play and satisfying a wider spectrum of player and tech choices following the JJ changes. So even if early days after the patch and there is a potential need to reduce the apparent "visual" feedback the applied use of this mechanic is certainly very beneficial to the game imho.
Edited by Noesis, 05 June 2013 - 05:24 AM.
#248
Posted 05 June 2013 - 05:28 AM
VagGR, on 05 June 2013 - 05:17 AM, said:
Oh, you mean just like the brawlers used the poptarting excuse to get their easy mode back? See the irony?
The screen shake needs to go. It is enough to widen the crosshair like was suggested in page 1, which is the way every other game solves the issue. Just look at world of tanks, they have it right. With decreased accuracy and all.
#249
Posted 05 June 2013 - 05:32 AM
#250
Posted 05 June 2013 - 05:35 AM

#251
Posted 05 June 2013 - 05:36 AM
No7, on 05 June 2013 - 05:28 AM, said:
Oh, you mean just like the brawlers used the poptarting excuse to get their easy mode back? See the irony?
The screen shake needs to go. It is enough to widen the crosshair like was suggested in page 1, which is the way every other game solves the issue. Just look at world of tanks, they have it right. With decreased accuracy and all.
if you want to quote me then quote the whole thing...as i said a tweak on the shake maybe needed and it will probably come but you cant deny the fact that a lot of the sickness complains are coming from people who are not actually sick...and to be completelly honest it wasnt just poptarting that annoyed brawlers it was poptarting in combination with high alpha builds. this too needs to be addressed but this thread is not about this. as for me i still dream of a MWO that will promote balanced builds as mechwarrior should be. yes snipers and brawlers both need to have a place in the game but not being the dominant race...
#252
Posted 05 June 2013 - 05:41 AM
All of those in here that are loving the poptart's tears, try to remember they've been feasting on yours for quite awhile now, and when they figure out away around the current implementation (which will take about a week most likely) you'll be right back biting the old pillow at night.
If people were really concerned about the Poptardapocolypse, you'd be discussing more options to help curtail the issue (such as removing vision modes while in flight, having JJs not allow heat to reduce while active, etc...).
But you're approving a knee-jerk over reaction approach to fixing issues, which is interesting considering all the time we complain about it when they do it in other areas (weapons balance for instance).
Be consistent, it makes their job easier.
And for PGI:

Edited by Kaemon, 05 June 2013 - 05:42 AM.
#253
Posted 05 June 2013 - 05:42 AM
Why must they continue to break system after system, only to put in a knee-jerk "solution" which itself needs to be "fixed" a month later?
#254
Posted 05 June 2013 - 05:43 AM
Now you have a very tangible problem with over-accurate shots and feel the need to add violent optical annoyances because it must be the pilot who misses, not, god forbid, the weapon wiggling on its chain of mountings and actuators.
Edited by pesco, 05 June 2013 - 05:45 AM.
#255
Posted 05 June 2013 - 05:43 AM
Kunae, on 05 June 2013 - 05:42 AM, said:
Why must they continue to break system after system, only to put in a knee-jerk "solution" which itself needs to be "fixed" a month later?
Ha! I just said that.
#257
Posted 05 June 2013 - 05:49 AM
Serapth, on 05 June 2013 - 05:46 AM, said:
SRMs were the natural counter to poptarts... however poptarting and 6xPPC boating would have never been a problem in the first place if they hadnt uber buffed PPCs.
Agreed.
Balancing "for the moment" is not the proper way to make this game.
It will never be the 'e-sport' they're dreaming of, because they don't comprehend that any competitive system needs to be unchanging.
#258
Posted 05 June 2013 - 05:50 AM
Look. My eyes are going badly enough as it is playing these video games at odd hours of the day and night, so at least in that respect, try to be gentle? I like a gritty war experience as much as the next guy, but I value my eyes. If you need to incorporate some subtle accuracy nerf to try to counteract the jumping pop tarts, do it.
But can we not have the violently bouncing eye attracting thing having a siezure in the middle of my screen? Thank you. Please. Thank you.
edit:
i spend lots of my time zoomed in, I find it difficult to even see the ********* robots otherwise...
Edited by ArchMage Sparrowhawk, 05 June 2013 - 05:51 AM.
#259
Posted 05 June 2013 - 05:51 AM
Correct me if I'm wrong, but along with this change, other mass-momentum related physics have been switched on as well, no? I'm noticing a lot more kinetic effects, e.g. get hit by AC/20 in arm knocks my HGN's torso to the side a bit. Liking it!
Not liking the degree of shake in the JJ though. It seems a bit unnatural, like it's on the wrong side of an uncanny valley of simulation physics.
Finally, I noticed that the shake seems to apply while you're in the air, not just while you're firing JJ - my reticule was shaking a whole lot while free-falling.
I'd like a chat with the so-called 'Mech Tech servicing my vehicles! He must've bought gyro parts from house Marik
#260
Posted 05 June 2013 - 05:53 AM
mekabuser, on 05 June 2013 - 04:14 AM, said:
JJ shake is fine. BUT>
Why isnt it more shake per JJ duration? 1 second burst light shake that increases over the time of the burn?
Thats an immersive, tactical change....
It is actually MORE shake per JJ thrust duration.
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