Gowan, on 05 June 2013 - 08:26 AM, said:
I didn't see anything about contributing factors to pop-tart hysteria. I know that my outfit, with 34 players, has almost dropped out of the game completely because there were no effective counters to poptarts aside from other high-alpha builds or wolfpack drops, both of which feel kind of cheap and gimmicky. I personally went from playing three or more nights a week to only playing on patch days, with the odd weekend match if I was feeling particularly masochistic. A few of our most dedicated guys just uninstalled last week with no intention of coming back because, in their words, "The game just isn't fun anymore." When I asked them about it, their two complaints were: 1) Poptart builds being impossible to counter without joining the gimmick arms race, and 2) high-alpha builds, which would admittedly be a lot easier to handle if missile boats could find cover without being popped by a JJ sniper.
Now, probably something needs to be done about PPC heat. It was too high before the change, but now it is clearly too low. Maybe hiking it back up to where it was and giving it an added fire effect (fuzzy hud or something, maybe?) would make it less boatable but still worth using? I don't know.
And while shake should be reduced if it is causing people to feel sick, fire accuracy while jumping should come with some kind of a handicap -- a wide circle reticle or something to ensure that you can't place accurate fire in midair outside of, say, 200m? Obviously, that number came from my butt, but you get the picture -- jump sniping killed my unit, and while there is a little bit of a revenge trip with seeing the system neutered, the game itself is better served if the poptarts just learn to do something that requires a little more skill.
It was here, a page or two back:
Kunae, on 05 June 2013 - 07:22 AM, said:
Pop-tarts only became an issue due to other changes/fixes/nerfs that PGI did. Namely, SRM damage redux/pattern-spread, PPC heat redux, and the 'arm lock' mechanism.
SRM damage/pattern nerf really destroyed the ability for brawlers to have a decisive punch. They are the natural predators of pop-tarters. My brawler DDC's alpha dropped from 75 to 57 with that. Barely stronger than a Highlander pop-tart's, with less pin-point.
PPC heat reduction allowed people to carry more ppc's, and fire them consistantly.
Arm-lock made it so pop-tarters could fuse their arm and torso high-damage alpha weapons into a pin-point accurate BFG.
Edit: My point being that this JJ nerf could have easily been avoided having a reason to exist. At times it almost feels like PGI is setting up "straw-men" or "fall guys" by doing things to drastically alter the meta to favor some behavior, to **** off the community at those who use it, to justify some bizzare nerf/addition, which has the stated purpose of "countering" the meta which they built in the first place.
I have experienced much the same, as you, with regards to unit-losses. But it isn't the 'pop-tarts' which were the problem. The blame can only fall in one place: whomever makes these design choices.
'Pop-tarts' are merely the latest symptom of a larger problem.