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Jump-Jet Shake Feedback
#521
Posted 05 June 2013 - 09:09 PM
MechWarrior is a tactically diverse game, and always has been. With so many chassis, modes of play, and weapons, it was a sad, sad statement on the state of the game that so many people felt compelled to pick (almost exclusively) the same one or two 'mechs (Cataphract or Highlander), strap on jump jets, strap on identical weapons loadouts (2x or 3x PPC + Gauss), and then... hide... and jump... and hide. MechWarrior turning into some ugly version of a cover-based shooter was a shame - a crying shame.
Reduce the cockpit shake for 'sensitive' people if you must, but ensure that the change is COSMETIC only, and in no way affects the excellent balancing that has ended the ridiculous, game-wrecking, mono-dimensional era of the pop-tart.
#522
Posted 05 June 2013 - 09:11 PM
HUH!
"I'm sure the amount of returning players over this change outweigh those who are going to potentially leave because of some phantom motion sickness"
Good, Fxxxing job PGI, GFJ.
#523
Posted 05 June 2013 - 09:16 PM
#524
Posted 05 June 2013 - 09:51 PM
#525
Posted 05 June 2013 - 09:51 PM
Seddrik, on 05 June 2013 - 07:36 PM, said:
ER PPCs are a BURST fire... lasers are not. You must aim lasers... which is now not possible while JJing.
a single solid hit that has travel time is easier? damn the air force has been screwing it up all of these years. they should have been mounting large single shot cannons instead of the rapid fire guns they use for dog fighting.
Inhibition, on 05 June 2013 - 07:38 PM, said:
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.
i am a poor light pilot because i am not complaining about reticle shake? last i checked something like an ERPPC that fires a single solid hit is better for bombing runs. HE said brawling i didn't, but i do stick to close range combat (which shares some similarities) with my jenner and the small amount of reticle jitter hasn't ruined my accuracy.
edit: by "close range combat" i mean specifically that i do not waste heat on shots that are likely to miss and most of my attacks happen within 100m.
i find it interesting that people think that insulting my skill somehow helps their argument when i say that i have no issues with a little bit of reticle shake when they do.
Edited by blinkin, 05 June 2013 - 09:53 PM.
#526
Posted 05 June 2013 - 10:30 PM
#527
Posted 05 June 2013 - 10:36 PM
#528
Posted 05 June 2013 - 10:45 PM
#529
Posted 05 June 2013 - 10:49 PM
Sagamore, on 05 June 2013 - 10:30 PM, said:
And poptarts will return?
*I am not actually worried about poptarts, I am more worried about the imbalances it will bring to the game because of the introduction of 3PV.
It will certainly make the game less "challenging" and will look like any other rpg game out there.
Edited by Eirikr Sim, 05 June 2013 - 10:52 PM.
#530
Posted 05 June 2013 - 10:58 PM
What I wanna know is why does the screen not shake now for people who are walking and shooting???????????? All you have done is shifted it to something else...now the 4 5 and 6 ppc stalkers/atlas's and such are doing the same thing....
What bothers me most is, you build a game, people get good at something and you nerf it because of all the cry babies...yes CRY BABIES....if you dn't like the poptarters, there are tactics to defeat them....you can also learn to do it yourself and beat them at their own game.... Seems like this team goes all out to protect the noobs but craps all over the loyal base that has been around long enough to get good at something....It disgusts me....and oh btw, it takes a bit of skill to poptart to start with so don't let the babies fool you and cry about it because they have no skill....Yes, it takes a bit more skill now with the shake, but honestly, I can still shoot 600-900 damage games with the shake....its the thoughtless crap of feeling screwed because I took the time to get good at something that burns me, not the actuall shaking...
On that note.....IF I stay playing this game...I will # 1 spend no further money on it and #2, I will poptart more and work harder at getting better at it so I can make the cry even louder...BABIES.....
Most likely tho...I will prolly just not play anymore.....screwed over one to many times....
#531
Posted 05 June 2013 - 11:02 PM
#532
Posted 05 June 2013 - 11:03 PM
Why?
Well, for a start LOLrms are almost balanced at last, side for perhaps a slight drop on their speed. Then, when it comes to maps where JJ's have any sort of use, THEY ONLY BECOME USED WHEN IT IS NECESSARY FOR A MOBILITY ADVANTAGE.
Tell me, When should JJ's be used eh? Tell me, how should a movement advantage ever be used as part of a firing advantage, eh?
I tell you what shitcakes. I have had the best ******* time in at least 3-4 months since this last patch. I AM ******* LOVING THIS GAME RIGHT NOW BECAUSE IT IS FULL OF PLAYERS AND NOT EXPLOITERS, REGARDLESS OF IF I WIN OR LOSE.
#533
Posted 05 June 2013 - 11:03 PM
Reticule shake and some accuracy reduction takes care of much of the sniper poptart issue. Shake does not, and really should not be that much; it should not be enough to really interfere significantly with close quarters combat.
Cockpit shake is something else entirely. It's an interesting concept, but in practice, it's not what's responsible for stopping poptart sniping, but does lead to that queasy feeling in the stomache after too much use. This is particularly bad for fast, light mechs, like Jenners and Spiders. Jenners and Spiders and the like have never been considered problematic for jumping and firing. I'd recommend taking out cockpit shake from JJs, possibly entirely; or rework how it is applied, like maybe do a slight motion blur filter or something.
Also, side issue on balancing jumpjets and whether they're exploitable: jumpjets are not balanced between mechs of different weights and speeds. I should be able to JJ into the air far faster with my Spider than my Highlander. The tonnage / weapon system cost opportunity on the spider is proportionally far higher than on the highlander. On the ground, my spider moves over twice as fast and weighs a third of the highlander, so why are they much less different once in the air?
#536
Posted 05 June 2013 - 11:40 PM
Eirikr Sim, on 05 June 2013 - 11:36 PM, said:
At least for the people who experience motion sickness from all the JJs shake.
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?
#537
Posted 05 June 2013 - 11:47 PM
Kyocera, on 05 June 2013 - 11:40 PM, said:
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?
I, and a few others have tried to illustrate how exactly this particular type of motion sickness works, and how it effects myself and many others. If you missed it the first few times around, I'm more than happy to repost it again.
Quoting myself from earlier in the thread...
"There have been a few of you who, upon having this distinction pointed out, have been rather understanding, (DeaconW has been pretty good about this for example), so I'll add another clarification in the hopes that it reaches a few more sets of eyes.
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.
I hope you can understand why I'd find this frustrating, and why so many of us are here voicing our dismay.
Thanks,
Rip"
*edited to fix that odd formatting mistake...hehe.
Edited by Rip Snorgan, 05 June 2013 - 11:48 PM.
#538
Posted 05 June 2013 - 11:57 PM
Mantle, on 05 June 2013 - 11:02 PM, said:
last i checked you could still fire your weapons while you were using your jump jets. to the best of my knowledge none of the weapons stop working while you are in the air. they added a little challenge. you can still pop up and snipe, but now you must put a little effort into it.
they made a change that adds a little immersion. it is not their fault that you are far too pathetic to overcome a little bit of reticle shake that ONLY happens while you are applying thrust with your jump jets.
i agree they should do what they believe makes this game good and ignore whiners like you.
#539
Posted 06 June 2013 - 12:02 AM
I would hope that then, armed with factual information, that perhaps some of the accusations flying back and forth could cease. This is a real frustration here for many people, and these types of accusations do very little to help the debate.
I have seen many on here, some even on both sides of the aisle, who have mentioned possible solutions as feedback.
Also, please understand that many of us who are struggling with motion sickness in reaction to the jump jet changes recognize the problem that poptarting was causing, and are really only seeking a solution that can address poptarting without taking away our ability to play the mechs that we have invested hours/c-bills/MC into playing, and have enjoyed thoroughly up until the patch.
Perhaps pointing the "debate" in this direction could offer beneficial and real solutions that could be mutually agreed upon, if we just put aside some of the negative assumptions?
Thanks,
Rip
#540
Posted 06 June 2013 - 12:02 AM
Edited by Eirikr Sim, 06 June 2013 - 04:11 PM.
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