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Jump-Jet Shake Feedback


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#501 lshtaria

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Posted 05 June 2013 - 07:35 PM

View Postblinkin, on 05 June 2013 - 07:15 PM, said:

i came back and started playing again because of the change, from what i have heard i am not the only one.

I think I saw you earlier. Welcome back :)

#502 Seddrik

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Posted 05 June 2013 - 07:36 PM

My Jenner with 6 medium lasers disagrees with Blinkin.

ER PPCs are a BURST fire... lasers are not. You must aim lasers... which is now not possible while JJing.

#503 Inhibition

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Posted 05 June 2013 - 07:38 PM

View Postblinkin, on 05 June 2013 - 07:25 PM, said:

my jenner with it's ERPPC disagrees. no problems hitting targets within 200m.



You obviously are a poor light mech pilot.

Brawling with a light in the first place is idiotic. Lights are most effective for scouting or hit-and-running.
And brawling with an er ppc...high heat, long recycle time, heavy tonnage? give me a break

I'll destroy you on the field, and I'm sure any light running lasers and srm's will too.

#504 Arcturious

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Posted 05 June 2013 - 07:44 PM

View PostFirenze, on 05 June 2013 - 07:20 PM, said:

Just wanna say, Its quite funny to see its mainly the Mary players who are whinging about poptarts x3

Guys, just pick up your bottles, stop throwing your toys out of the pram, and develop some smart tactics and builds to counter things you dont like. Yes, the actual physical screen shake could be toned down, the rest is bloody nailed, as it now takes skill to snipe.

You guys at this point in time are like 5 year olds fighting over a pebble.


Can't stand this sort of outright false argument, yet it is so prevalent.

In the current implementation, a CTF-3D without jump jets is at 800m. Its opponent is another CTF-3D with jump jets. One can hit where it aims. The other has its reticule in exactly the same spot, yet missed. To make it even more obvious. Both mechs have a red CT. One shoots and hits the CT, the other shoots and hits an arm. Both pilots had their reticle over the same point.Both pilots were equally skilled.

Please also dont say that the JJ user will just wait till the fall to take the shot. Technically by having to wait that extra half a second he's already dead, assuming all things were equal.

This is the exact opposite of skill. A random factor, is random. It can't be worked around, it can't be adjusted for. That's the very definition of random.

Not only does the lack of jump jets now allow the first pilot to actually use his skill, but he has better heat efficiency and can move faster. JJ already were balanced as they generate heat, take critical slots and tonnage.

All things being equal - same mech, same pilot skill behind the controls etc, the JJ will actually cause a decrease in performance.

I really don't understand how people can keep trotting out these claims that skill is involved anymore.

Random = Random


Edit: Look, to make this even clearer to stop the inevitable rebuttals. Lets use Jenners as the example. Two Jenners, both with red CT's are 200m away from each other. They both see each other at the same time. One shoots while JJ, the other shoots from the ground. The ground based Jenner hits the CT. The airborne Jenner hits a leg. Both took the same shot. One took skill, the other blind luck. Now before people say they are fixing lights please listen to yourselves. If you acknowledge that it is unfair on lights, then how does that suddenly make it fair for heaves as well? Just because you don't like them? Look in a mirror and be honest with yourselves for all our sakes.

Edited by Arcturious, 05 June 2013 - 07:55 PM.


#505 hoverstorm

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Posted 05 June 2013 - 07:55 PM

View PostArcturious, on 05 June 2013 - 07:44 PM, said:

Can't stand this sort of outright false argument, yet it is so prevalent.

In the current implementation, a CTF-3D without jump jets is at 800m. Its opponent is another CTF-3D with jump jets. One can hit where it aims. The other has its reticule in exactly the same spot, yet missed. To make it even more obvious. Both mechs have a red CT. One shoots and hits the CT, the other shoots and hits an arm. Both pilots had their reticle over the same point.Both pilots were equally skilled.

Please also dont say that the JJ user will just wait till the fall to take the shot. Technically by having to wait that extra half a second he's already dead, assuming all things were equal.

This is the exact opposite of skill. A random factor, is random. It can't be worked around, it can't be adjusted for. That's the very definition of random.

Not only does the lack of jump jets now allow the first pilot to actually use his skill, but he has better heat efficiency and can move faster. JJ already were balanced as they generate heat, take critical slots and tonnage.

All things being equal - same mech, same pilot skill behind the controls etc, the JJ will actually cause a decrease in performance.

I really don't understand how people can keep trotting out these claims that skill is involved anymore.

Random = Random


He is absolutely right. Random == Random. There's no way around it. And please put in a hotfix to rollback all the changes that you have, until such a day, where you have actually found a different approach towards the objective of reducing poptarts. (I called this an objective, because, I do not think poptarts are a problem, as long as you stay behind cover). Let your long range mech's do the fire suppresion, until the gap has been decreased, move in and do some brawling.

And hell, why do you just stand at the same place (if you are in the open) when poptarts are around? There are definitely multiple options to counter poptarts.

*saying that, I do not actually play poptarts. And I do have a 2xAC20 jagermech, with no long range capabilities.

I am just pissed that I get headaches when I play mechs equiped with jump-jets, solely for the purpose of maneuvering. Plus, I pity those spider pilots. Its definitely one of the most challenging mech's to pilot around here with non motion-sickness inducing jumpjets.

Edited by Eirikr Sim, 05 June 2013 - 07:58 PM.


#506 Lindonius

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Posted 05 June 2013 - 08:00 PM

View Postblinkin, on 05 June 2013 - 07:35 PM, said:

a bit of both. i wanted jump jet shake long before any of the jump snipers showed up: http://mwomercs.com/...ost__p__2299986 couldn't find any of the really old ones unfortunately. i never really encountered jump snipers before last weekend because i had mostly quit the game before the highlander showed up. this little touch of realism was enough to draw my attention again.


I wonder what the ratio is of players that are returning vs players that are leaving because of this patch.

View PostSeddrik, on 05 June 2013 - 07:36 PM, said:

You must aim lasers... which is now not possible while JJing.


Utter bobbins.

#507 Lagster

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Posted 05 June 2013 - 08:21 PM

I think the QQ is a little over the top. I haven't had any issue jetting around with my TBT-5J or 7M, other than not being able to JJ-headshot with my lasers anymore. Other than that I can still hit mechs that I'm aiming for while brawling or hit and running. Wasn't the community all up in arms about pinpoint convergence and asking for randomness? Well, here it is in a limited form and now you guys are complaining that you can't hit a barn cause of randomness.

The motion sickness complaint is probably valid, although I'm lucky enough to not be affected by it. Some people just get sick from cars/boats/shake and it's hard for those of us who don't to comprehend how or why they do, so just accept that some people do instead of calling BS just cause you're not one of them.

What I think would be good might be to shake the targeting reticules with minimal cockpit/visual shake, although I'm not sure how that would work for the torso reticule. That way, vision is stable but weapons are off, avoiding the puke issues while keeping the "shake".

#508 Lindonius

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Posted 05 June 2013 - 08:33 PM

View PostInhibition, on 05 June 2013 - 07:38 PM, said:

You obviously are a poor light mech pilot.

Brawling with a light in the first place is idiotic. Lights are most effective for scouting or hit-and-running.
And brawling with an er ppc...high heat, long recycle time, heavy tonnage? give me a break

I'll destroy you on the field, and I'm sure any light running lasers and srm's will too.


My money's on Blinkin.

#509 Carlson

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Posted 05 June 2013 - 08:36 PM

Thank you PGI!!! This change brought the balance back to the game, I can truly enjoy the game once again. Great change, great patch. As for weeping poptarts - suck it up and learn to play!

#510 BR0WN_H0RN3T

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Posted 05 June 2013 - 08:37 PM

At first I mourned the death of my erppc spider D but now that I've switched to lasers I'm doing a lot better. Even so, it still makes me want to remove JJs altogether because it's really not fun. I've got spacebar aversion. Hope the next patch tones things down.

#511 zudukai

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Posted 05 June 2013 - 08:39 PM

It is working but needs to be turned down just a touch for the screen, keep the cross hairs flailing, just turn down the visible screen shake a few notches.

#512 Khompulsive

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Posted 05 June 2013 - 08:40 PM

this patch has brought back my love of this game. our tactics work, we dont drop against 8 highlander/cataphract teams

#513 GeneralGideonX

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Posted 05 June 2013 - 08:41 PM

Take you SO Much!

Thanks to this change I'm finally seeing a larger verity of mechs, more mediums are in play, and all around the game is much better than it has been in over 4 months! Well Done PGI keep up the good Work!

#514 Hoffenstein

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Posted 05 June 2013 - 08:42 PM

I've had a far more enjoyable MWO experience since this last patch due to the re-emergence of non-poptart mechs. I've seen Commandos, Awesomes, Atlas's, even the odd Blackjack being used to scout, skirmish and brawl their way to victories. I have not had a single game that was similar in the last couple nights. Good job, PGI :) !

#515 BR0WN_H0RN3T

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Posted 05 June 2013 - 08:45 PM

View Postzudukai, on 05 June 2013 - 08:39 PM, said:

It is working but needs to be turned down just a touch for the screen, keep the cross hairs flailing, just turn down the visible screen shake a few notches.

or maybe disabling alpha-striking while using JJs would be better too. Doesn't deal with PPC stalker boats but I'm sure something can be done there as well, such as this heat-multiplication thingy pgi mentioned in passing. Alpha-striking should not be as common-place as it is now.

#516 Warhound419

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Posted 05 June 2013 - 08:48 PM

I think it brings balance back into the game: LRMs, better tactical matches, and diversity. I'm enjoying longer matches and hearing an overwhelming majority that this is a good thing. Well done PGI!! :)

#517 Delete F4

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Posted 05 June 2013 - 08:56 PM

View PostWarhound419, on 05 June 2013 - 08:48 PM, said:

I think it brings balance back into the game: LRMs, better tactical matches, and diversity. I'm enjoying longer matches and hearing an overwhelming majority that this is a good thing. Well done PGI!! :)

You Better Do A Recount!
But Wishfull Thinking

#518 Metafox

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Posted 05 June 2013 - 08:58 PM

This patch has made a world of difference in the game. Poptart teams have disappeared and the random instant death sniper poptart gameplay has been mostly replaced by close/medium range engagements. PPC boats could still use a bit of a nerf, but like I said, it's been a world of difference.

#519 Phoenix Branson

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Posted 05 June 2013 - 08:59 PM

I would significantly reduce the screen shake for light mechs.

#520 Metafox

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Posted 05 June 2013 - 09:07 PM

View PostMcDuce, on 05 June 2013 - 08:56 PM, said:

You Better Do A Recount!
But Wishfull Thinking

Warhound, have you been pulling off the hanging chads again?





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