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Jump-Jet Shake Feedback


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#541 blinkin

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Posted 06 June 2013 - 12:08 AM

View PostKyocera, on 05 June 2013 - 11:40 PM, said:

Motion Sickness?

So, tell me "pro-gamer" who sits glued to his 32" LED monitor all day, how do you cope with this so called "motion sickness" in day to day non-gaming life?

most of us who mention this DO NOT want the system to go away. all that we want is for the screen shake effect to go away. if you need to double the aiming penalties to make up for the change then by all means go for it.

View PostEirikr Sim, on 06 June 2013 - 12:02 AM, said:

I think what we are saying it is absolutely alright to have the fire goes all over to curb poptarts the place, but its not fine when the whole terrain is shaking violently from left to right.

this is what sucks about being somewhere in the middle. i get both sides arguing against me whether i actually disagree with their specific points or not.

#542 hoverstorm

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Posted 06 June 2013 - 12:16 AM

View Postblinkin, on 06 June 2013 - 12:08 AM, said:

most of us who mention this DO NOT want the system to go away. all that we want is for the screen shake effect to go away. if you need to double the aiming penalties to make up for the change then by all means go for it.


this is what sucks about being somewhere in the middle. i get both sides arguing against me whether i actually disagree with their specific points or not.


Hahahaha.....

The summary is:
As you have well put it, PGI, should at least give players (when using jump jets) a point of focus. That would probably reduce the undesirable motion sickness. A point of focus, can either be the terrain / reticle. Choose either one to disrupt but not both of them.

Plus, you need to fix the bug, when the screen continues to shake, if one is killed when jumpjetting. It makes it very hard to continue to view the game through your own teammates.

#543 Nebelfeuer

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Posted 06 June 2013 - 12:18 AM

View PostJSparrowist, on 05 June 2013 - 06:19 PM, said:

This patch and nerf on poptarders has been wonderful! Matches have improved dramatically and the fun is back!

Yupp - the ammount of notjumping PPC and LL boats followed by a LRM boat or two and a daring AC boat makes one wonder how we ever were able to bear the game without such tactical deepness. Seems the the next FOV meta s not decided yet. personally i ´d bet on the (u)ac5 boat.
Let´s see 1 stupid build + 1 stupid build + 1stupid build +1 stupid build = ???- wait they are all stupid builds so it must be BALANCE, right? Wonder why poptarts did not fit into that stupid build requirement though...??
Oh nevermind, must have taken the wrong pills trying to cure the headace from using JJ in my spider yesterday.

Edited by Nebelfeuer, 06 June 2013 - 12:20 AM.


#544 sarkun

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Posted 06 June 2013 - 12:39 AM

I only have JJs on my HGN-733C so this opinion is based solely on assault mech dynamics.

I do not jump-snipe - my Highlander has 2 Large Lasers and an AC20.

The shake continues for half a second after I stop blasting JJs, so by the time it stabilizes I'm already falling down, usually meaning I don't get enough time on target for a full laser duration. So no JJ + LL for me - I'm OK with that, but that means that Gauss & PPCs will still be better.

For close range jump punches with the AC20 - it's still possible, but the amount of shake is too excessive - sometime I have trouble even telling if I hit a mech or not.

As to the graphical implementation - this is definitely too much. I do believe that most of the 'motion sickness' crowd are jump snipers trying to get their old toys back, but I must admit that the reticule shake combined with cockpit shake makes the view... unpleasant. Maybe it's because they jitter at different speeds? I'd love a shaky cockpit but stable crosshair.

I know that after a couple of games after patch I actually started dreading moments when I'd have to use JJs - I have to force myself to do it.

Sum it up: Keep the inaccuracy, reduce the shake please.

#545 sarkun

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Posted 06 June 2013 - 12:46 AM

View PostRip Snorgan, on 05 June 2013 - 11:47 PM, said:

The problem that so many of us are having is the visual stimuli saying "shaking" while the physical stimuli says "not shaking". This is a fairly common affliction, and is the reason so many people have trouble with movies using hand-held camera (Blair Witch Project being a classic example).

The real world examples you cite above don't actually pose any sort of problem, because the stimuli matches and the inner ear can compensate. I would probably not get any sort of motion sickness from piloting an actual Spider and using my jump jets (I'm fortunate in this regard, as there are many who would have this issue), and yet the recent change to my virtual Spider renders it unplayable.


OMFG! I have this - I don't get "sick" as in "wanting to throw up" but I find the shaky camera in Blair Witch or Cloverfield very VERY unpleasant - eyes hurt, head hurts after a while. Yet I can drive a car or get in a roller coaster and have absolutely zero problems. I never thought it's actually a thing other people have :)

#546 B0oN

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Posted 06 June 2013 - 12:48 AM

View PostZodGoat, on 05 June 2013 - 09:42 AM, said:

This patch killing skill jumpers, say hello to hamsters configs.

I personally do not think that way as I saw more diversity in the games the last two days playing then in the whole last 2 months, but that is just my opinion.

#547 Hydrophobia

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Posted 06 June 2013 - 01:03 AM

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


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.



I was going to write a comment about skill, but this one is already too good :)
Please revert the jump jet changes.

#548 ChallengerCC

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Posted 06 June 2013 - 01:38 AM

I like the shake realy mutch, but its to hard you cant hit a **** with that.
And jumping and shooting is even hardcore on low ranges.

#549 blinkin

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Posted 06 June 2013 - 01:39 AM

View PostHydrophobia, on 06 June 2013 - 01:03 AM, said:

I was going to write a comment about skill, but this one is already too good :)
Please revert the jump jet changes.

yes point and click adventures require lots of skill.

#550 bloodnor

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Posted 06 June 2013 - 02:03 AM

keep the ANTI-POPTART to a maximum but remove the cockpit shake please

when i was younger i had an eye condition called "Strabismus" i had it fixed with surgery and i now need to wear corrective lenses for life i have focusing issues whenever i use my JJ now my eyes are constantly trying to re-focus and when it stops it takes about 5-7 seconds for my eyes to re-focus on the game this also make me a little nauseated enough to make me look away from the screen while jumping that is what i have started to do so i fly blind. I already have motion blur off and i don't sit to close to the monitor

Keep the shake if you want but please tone down/soften the violent shaking i understand mechs are not aerodynamic but all mech torso have giro-stabilization a technology we have already mastered in this day and age let alone hundreds of year in the future.

Possible solution

I'm sure that using jump jets use a tremendous amount of power. A big drain on the engine of the mech how about while in flight the mech will allow you to fire ONE weapon because of power requirements but no PPC, Large Lasers no high heat wepons. you would think that a mech would have been built some sort of last ditch defensive capability like firing 1/2 med lasers while in flight in the off chance you could live with that lucky shot

if i was an engineer i would had build that it

Edited by bloodnor, 06 June 2013 - 02:03 AM.


#551 Hydrophobia

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Posted 06 June 2013 - 02:03 AM

View Postblinkin, on 06 June 2013 - 01:39 AM, said:

yes point and click adventures require lots of skill.


Maybe they do? I thought we were talking about MWO here.

#552 atzilla

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Posted 06 June 2013 - 02:06 AM

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


Did it ever strike you that this is just working as intended? This isn't only a game about skill. Its about decisions. Better do not decide to trade while using jumpjets now. Your argument is like saying: OMG he hit me in the back, i couldnt shoot him = random... (BTW in CBT jumping adds +3 malus to you gunner roll, so indeed with the same skill, the not jumping mech should hit more often)

#553 Mantle

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Posted 06 June 2013 - 02:25 AM

Better than cockpit and reticle shake might be gravity actually applying to projectiles. It isn't like pop sniping is easy or something imo, but if you want realism then gravity should affect shots fired. Then people who can plan and execute shots while moving horizontily and vertically will have one more variable to deal with. If after that no shooting whiners still have an issue then whatever. You are going to cry any way.

#554 DarklightCA

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Posted 06 June 2013 - 02:29 AM

View PostMetafox, on 05 June 2013 - 08:58 PM, said:

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.


Why don't we just remove snipers all together for you then? I mean this game is based on what you want obviously, screw all those players who enjoy to snipe and like accurate weapons right? Who needs those guys. Getting rid of poptarts is NOT a good thing. No matter how much you hate them, no matter how much they kill you. They bring variaty to this game, this game should not be just about brawling. If that was the case all you will get is everybody running in D-DC's again. Teams full of D-DC's rushing towards each other. What joy that was when ECM was added and PPC's were to hot to shoot /endsarcasm.

The game use to be just about who had the biggest mech with the most firepower and best alpha damage, large mechs bumping into each other brawling with little mechs and mediums just trying to go for back shots. The same old gameplay over and over and over again. When PPC's were given better heat management and jump snipers were out and about. The gameplay changed, no more did you see brawlers just walking half across the map, sometimes in the open like some virutal walking sim only to get into a 2 minute brawl engangement that decides the victory of the game. Anybody that attempted that was easily destroyed by the things you guys are here to complain about. Matches were longer and more drawn out, people attempted to flank more and used cover more like they did in closed beta when LRM's would almost one shot atlas's. The game got a whole lot more tactical.

Games had variaty, you had the same old brawling going on but at the same time you had sniper warfare. Brawlers had to pick there fights wisely and work together more with different varaties of mechs. Teams needed sniper support to counter other snipers and brawlers needed to work with them and support them. Games got a whole lot more interesting. Those who were not smart enough to adapt to sniper warfare and try to learn how to counter them of course resorted to coming on the MWO forums and complaining about how rigged they are. Thus Jump-Jet Shake was born. The kicker is that it won't stop you all from continueing getting blast to peices by snipers. Let the continued QQing begin when players start figuring that out. I'll start it off. BAN PPC STALKERS!!

#555 z3a1ot

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Posted 06 June 2013 - 02:47 AM

All i can say is thank god those days are gone when 3-4 highlanders and 1 or 2 cataprachts would park behind the boat in lake on Forest Colony and hop their brains out all match dealing 35-45 pinpoint damage every time they hit. Often they would not even move from there the entire match. Same thing on Frozen Colony on the ridge.

Now im sure PGI will make changes one way or another but it is crucial when they do to keep the penalties that are present now. I use JJ capable mechs and i welcome this change. From what i could se from some 20 matches since the patch is much more variety, a very welcome change for me.

#556 SgtMaster

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Posted 06 June 2013 - 03:08 AM

View PostMellifluer, on 05 June 2013 - 08:24 AM, said:

well what can i say. I have always believed that every each build is valid in some way in the right team with the right balance. I do not agree with unbalanced/loaded or abusive teams, there is no reason that half the enemy team should be comprised solely of highlander poptarts, srm splatta cats ecm 3L,s and so on and so fourth, balance of their team relative to my team as a whole is what makes the battle fun and interesting. failing the matchmaker simply dealing your team the bad hand, tactics win the day i have seen it countless times. no one mech or one team loadout is best, even if it is "trick of the month", balance and tactics will always win the battle.

It is this balance of the teams is what makes games always seem one sided and polar, stock trials fighting tricked out c-bill wonder weapons. as many have pointed out before and i agree, trial mechs under normal circumstances should be pitted only against other trial mechs, at least for newcomers.

and i think that is what people are getting angry with. I agree completely that its unrealistic to fight back against a stacked team even if your team not too shabby yourselves, the polar nature of mech battle is why battles always seem so one sided. however the poptart or jumpbrawling/sniping champion, like any mech build should not be being targeted specificely if i may quote a previous post

"Glad jumpsniping is dead. not glad that lights got the shaft" Colonel Pada Vinson

this exemplifies exactly what i am talking about. It already seems preagreed upon that poptarting for anything but a light is bad and that no banhammer is big enough to fix the problem. while everyone also agrees that most JJ lights will not really be "helped" from the "evils" of poptart snipers with this "adjustment"/nerf as they already are just grinding meat for all the ecm variants....... maybe you should look at that PGI, the relative uselessness of so many mech variants. before you go nerfing half of your lineup.....

we admit that lights need to be able to jump brawl and jump snipe, but on the same hand its horrible for a mech that is simply heavier to try that build.

knock it off please. that is a childish argument and circular at that. really how is one supposed to intelligently address this argument. heres one for you

if you find that you think that poptarts, splatta cats, ecm warrior, or any other build that is abused, are somehow "unfair" "evil" or "unfit" then you are playing the wrong game. plain and simple

mechwarrior is all about customization and experimentation. just because you fail to realize with every strength comes weakness, and further so, the greater your strengths also similarly the greater your weakness. If you find yourself outgunned and pinned down, its not the enemies pilots fault, they are trying to win the war they are doing their job pinning your team down and using tactics to win.

the matchmaker needs fixing, not JJ or any weapons.

because it strikes me as odd that ALL mechs with JJ got this "feature", physics would dictate larger mechs the more stable platform, because they have more mass, IE they do not have the thrust to weight ratio that a small mech has, small mechs have a fairly high thrust to weight ratio, large mechs typically have a much a smaller ratio.

smaller mechs would rocket around the map like a butterfly with a scramjet strapped to its back side. large heavy mechs would slowly, but gracefully jump then fall hard. which is another thing, light mechs should survive higher falls with almost no damage, because they are light and spry, heavy mechs should have their knees broken and fall on their face causing massive damage because they are so heavy they cannot catch their weight in a fall and crush themselves.

Im just saying don't go and say this is some "realism" or "fix" for poptarts. because as many have pointed out before, mechwarrior is advanced technology, yet in game they apparently regressed from even our time in such things as radar technology and thermal/infrared, missile guide, and so forth. but hey there were many dark ages in battle tech, so i guess we are in the dark ages of gyroscopes again too now?

maybe instead you could have simply give all variants ecm and JJ in fact that would be amazing, i could breath life into so many of my mediums :). poptarts wouldn't be of much use against a whole lance of JJ ecm mechs now would they ;)? i mean why keep nerfing builds, why don't you mech all the other mechs viable by giving them more advantages so people might want to use them in competitive play? otherwise we are regressing to back before beta when ecm was god and there was no counter past ecm stacking your team. again a matchmaker problem.

as for.. all those lights jump jetters i love to play can no longer brawl, snipe or make a meaningful contribution to my team in terms of damage. i can be a distraction but now as a light my ability to actually scout and engage the enemy is seriously nerfed, i cant just peek over a hill i have to peak in the air, and of course we all know what happens to a light that cant shoot back.....

no i dont own just one poptart i have 3 out of 34 mechs. but about half of all my mechs have JJ yet only 3 are jump snipers, they are the heavy metal, spider 5D and my Cat-C1 that one that i dreamed up as a kinda "experiment" i haven't really seen anyone rocking but me and i kinda liked that one, specifically because it was unique and i had to play allot of games to really work out its balance out. btw it only has 2 errppc they are both in the torso and yes you have to be able to aim/lead and know where and how to move to be able to use it. it was and is a beautiful machine of balance, it is fast, agile, powerful, and it doesn't overheat easy, it didn't need anything cheesy like "cool shot" or "seismic sensor". it was just a beast of raw balance and piloting skill.

stop getting angry at and nerfing everything, do start making the matchmaker force balance teams so that people stop getting cheesed by 4 mechs of the same build on a team, rather than blaming the latest trick of the month. how are we going to make progress when people cry foul over every new tactic? as others have said, adapt your tactics, change to the situation as it demands only then you will find victory. learn to read the battlefield and become a competent commander. this is mechwarrior, strategy and battlefield advantage are king, start thinking strategically and maybe you wont find yourself cornered and alone and outgunned.

and yes the learning curve on this game is still ridiculous, even more reason that newcomers should have a nice genile newcomer arena where they can fight other newcomers/trial mechs and learn the game at their own pace and stop getting blasted to bits by all the pros in tricked out wonder mechs. that is the real problem and it continues to be so.


I approve of this post,

i just wish more intelligent and moderate people like yourself would be working for PGI...

#557 James Warren

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Posted 06 June 2013 - 03:14 AM

I'm glad the long-range jump sniping is gone. It was really frustrating playing a non-sniping mech on a team full of them. Your only options were to sit patiently behind cover until they were done or go in alone (which typically didn't end well). I do think poptarting should be an option for players but in its previous incarnation it was unbalanced.

That said, I really dislike the shake on the spider. As a light and nimble mech incapable of jump sniping (unless you count the 1x ER ppc spiders but they aren't exactly game breaking) I feel like it shouldn't shake at all. Half the fun in playing it was being able to glide around. It just 'felt' good.

I can't stand it now - putting my hand up with the others for motion sickness. I can't comfortably play anything with jump jets so I'm not in a position to really comment on how much the shake has damaged my accuracy.

#558 SiDheBRX

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Posted 06 June 2013 - 03:28 AM

View PostHydrophobia, on 06 June 2013 - 01:03 AM, said:



I was going to write a comment about skill, but this one is already too good :)
Please revert the jump jet changes.



It is a good argument, but only for 1vs1, and thus misses the point. The problem which many believe has been sorted out with the shake is not at the level of 1vs1, it is the kind of gameplay experience that poptarting generated.

In 4 mans, even more so in the 8mans, you would see many, if not most, teams relying heavily on poptarting. 4 highlanders was not rare for 8mans. Many, including myself, do believe that the resulting viable tactics were too narrow, that matches ended up being too similar, and that the viable loadout options and thus the individual gaming experience were too limited.

We should respect health concerns arising, and a good compromise could be to reduce cockpit but retain (or even increase) crosshair shake.

As this vid (http://mwomercs.com/...f-poptart-film/) shows, poptarting is still possible if you have the skill.

But all in all, like many others here on forums and in my unit, I feel that the fun factor has dramatically increased!

#559 pantherzero

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Posted 06 June 2013 - 03:44 AM

hovering the idea out there but what if we removed the current screen shake and change to:
the first shot you make with any ballistic weapon while in mid air is pin point
then all other recoil weapons fired while in mid air are cone of fire
(read lucking to hit barn door past 400 meters)
the cone would persist until the jjs have been fully refuelled but will only apply when airborne
ie if you jump shoot one ppc land all your other weapons can now be fire pin point
however if you jump fire then jump again before jj is fully refuelled then you still be under the cone of fire effect for recoil weapons.
In my opinion you can leave hitscan / laser weapons off the cone of fire system.
this will mean that you have removed the issue of massive down range 'instant/burst' fire power
but still allow for viable sniper shots, remove the headache inducing chaos that spiders get
and leave most brawling/scouting jj builds viable.
im not sure how to post my mech played list like others have but I do not own any highlanders
and my 3d I levelled with an ac20 an lbx10 and a medium laser for surprisingly effective lols.
It is my opinion that all that play poptart mechs were ruining the games fun.
im very glad that there is a massive reduction in popers but am sad that my spider
is no longer a viable option for me to play.
sorry for wall of texts enter doesn't seem to work ? =S

Edited by pantherzero, 06 June 2013 - 03:57 AM.


#560 Syllogy

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Posted 06 June 2013 - 04:06 AM

ERMAHGERD! Poptarting isn't easy-mode anymore! ERMAHGERD! I have to use a strategic mind and teamwork!

This nerf is obviously directly related to the missile buff to make them more powerful because they are OP and do not require aiming....

Pro tip: If you actually get sick, either use Dramamine, or don't pack JJ's.

...ERMAHGERD!

Edited by Syllogy, 06 June 2013 - 04:10 AM.






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