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Jump-Jet Shake Feedback


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#801 Ripper X

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Posted 08 June 2013 - 02:49 PM

Get rid of the massive screen shake and the random shots but keep the shaking target reticle. That way it will actually take real skill to make a shot while jump jetting.

#802 Krivvan

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Posted 08 June 2013 - 03:06 PM

View PostRipper X, on 08 June 2013 - 02:49 PM, said:

Get rid of the massive screen shake and the random shots but keep the shaking target reticle. That way it will actually take real skill to make a shot while jump jetting.




Is there actually any screen shake? I'm asking seriously, because I only perceive the reticule and a bit of the cockpit frame shaking. Nothing in the actual view seems to move much.

Edited by Krivvan, 08 June 2013 - 03:10 PM.


#803 Col Jaime Wolf

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Posted 08 June 2013 - 03:53 PM

View PostKrivvan, on 08 June 2013 - 03:06 PM, said:




Is there actually any screen shake? I'm asking seriously, because I only perceive the reticule and a bit of the cockpit frame shaking. Nothing in the actual view seems to move much.


watched it, nice bunny hopping. however like many others you don't actually USE JJ to fly, just scoot hover and short bunny hop, just get over small objects. this is like missing the point on purpose. this style of play does not apply to Spiders or even other Jenner pilots, there are players who want to be able to do more then just bunny hop and hover scoot around, but it seems that there is simply a divide amongst players and JJ, so why force anyone to play with or without nerfed JJ? why not allow all the players that don't like JJ to play with like minded players, and let the JJ users actually have fun without those that would seek to ruin it in the name of "balance" or restoring "skill" to jump sniping or some carp like that. this patch doesn't do any of that. it simply makes JJ as a whole, not really worth it in so many builds, physically makes them not a sound choice if you want to win. drastically changes what load-outs are competitive. now lasers are the only truly accurate weapon for on the fly jump shooting, why?
not why are they the only ones that shoot even kinda straight, why are lasers being forced as the JJ mech weapon of choice? what about that spider with 4 machine guns, what is he supposed to do? or the JJ raven?

all im pointing out is that this patch and the JJ shake is actually quite stupid, because it appears to be pandering only to the interests of those that want to abuse the meta of alpha strike blob tactics. basically what im seeing in the matchmaker since the patch.... walk up a hill oh hello everyone, why are there 4 jaguar mechs and why do they all have dual ac20's or dual ultra 5's or that macro mech? why are they all cheese builds?...... this is not tactics or fun gameplay because its extremely limited tactics and the experience is dry and repetitive, shoot at CT overheat, the 3 cheeseballs next to me all shoot at same guy..... fiery explosions......rinse repeat, just make sure to fire first and that your buddy is smart enough to follow up quickly and you will just run over all the nubs. but we already knew this from early beta........ this feels like we are taking 3 steps backwards, and it is too because its 3 random effects and the results are exactly that, random=no skill only luck. that is the words of PGI "random" I don't see how people can defend this punishing players who seek to us JJ for more then just hover scooting, you only need 1 JJ to hover scoot so again why are there any mechs that would need anything more then 1? what purpose do all those mechs with more then 4 JJ serve? are JJ mechs even a good investment? compared to a build with higher alpha and better heat?

Edited by Mellifluer, 08 June 2013 - 04:05 PM.


#804 bonapartist1

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Posted 08 June 2013 - 03:58 PM

JJ changes have all been for the worst since I started playing last December. The game has gotten consistently worse in many regards.

#805 Krivvan

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Posted 08 June 2013 - 03:59 PM

View PostMellifluer, on 08 June 2013 - 03:53 PM, said:

you only need 1 JJ to hover scoot so again why are there any mechs by that would need anything more then 1? what purpose do all those mechs with more then 4 JJ serve? are JJ mechs even a good investment? compared to a build with higher alpha and better heat?


I use 5 JJs. Any less than 3 and I can't do the things you see in that video.

JJ from the beginning and at every point of the game were terrible for flying. Jump jets are pretty much for those small hops over terrain, quick maneuvering adjustments (quick turning and spinning), dodging lasers/missiles, and getting good angles on larger mechs. Even Spiders aren't supposed to go flying high in the sky with jump jets, that just gets you killed instantaneously.

View Postbonapartist1, on 08 June 2013 - 03:58 PM, said:

JJ changes have all been for the worst since I started playing last December. The game has gotten consistently worse in many regards.


Shortly before the Spider was introduced, 5 jump jets would not even be enough to jump over a mech in height. Before then jump jets were overpowered since you only needed 1 jump jet to do amazingly ridiculous things.

The way 5 jump jets work now is the same way 1 jump jet worked in the closed beta, which is just how it should be.

#806 Gremlich Johns

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Posted 08 June 2013 - 04:22 PM

View PostMalsumis, on 04 June 2013 - 05:13 PM, said:

I would like to have cross-hair shake added to mechs that are in motion.


Something called a stabilization system keeps a modern tank's sights on a target with no dicernable shake at speeds. reticle shake is bad at low speeds and gets better at higher speeds.

While I say no to your suggestion, I believe some amelioration of the shake should be implemented.

FWIW, I believe JJs can provide you with a tactical advantage, not a gunnery advantage. use them for survivability instead.

Edited by Gremlich Johns, 08 June 2013 - 04:24 PM.


#807 DeaconW

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Posted 08 June 2013 - 07:03 PM

View PostEugenics, on 08 June 2013 - 11:02 AM, said:

Look at how unbalanced the teams are now... no one uses jump jets and lights. I rarely even see a medium.


Interesting...are we playing the same game or are you trolling? I continue to see lights, with JJ and without, a LOT more mediums than before the change, and I even see the occasional poptarting highlander. My matches are MUCH more balanced than before the change.

#808 Commodore Perspicuous

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Posted 08 June 2013 - 07:12 PM

As a player who uses almost entirely JJ-capable mechs, I love the direction taken with the JJ shake. I do, however, back the idea that it should be scaled to the mech/weight/# Jets/etc.

#809 Grimmnyr

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Posted 08 June 2013 - 07:40 PM

Although I was never one of the best jump snipers, I can attest the the JJ nerf, does make jump sniping more difficult. Since the nerf my K/D has gone down a bit. In Battletech, Jump Jets were meant to allow ease of movement over difficult, or impossible (by land) terrain and also for death from above. So now that jump sniping has been greatly reduced, please improve jump jets to give them more horizontal movement and reintroduce collisions, so that Death From Above is effective.

#810 Ronin Cahill

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Posted 08 June 2013 - 09:38 PM

question, if mechs have inertial dampeners so pilots dont get turned into pudding from the kinetic shock of the massive wpns hitting their mechs, would that also compensate for shake?

just a bit of physics there :lol:

#811 sweetsedation

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Posted 08 June 2013 - 09:41 PM

perhaps it would be better if the reticle does not move while engaging jumpjets (as per pre patch)
Instead, a certain degree of randomness is introduced upon firing weapons whilst using jumpjets. i.e projectiles/lasers do not travel to where the reticle is currently pointed at when you're hitting that spacebar.
imo this addresses the 'issue/outcry/rage' of poptarts to a certain degree, while not affecting non-poptart players.

Edited by sweetsedation, 08 June 2013 - 09:42 PM.


#812 UlricKessler

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Posted 08 June 2013 - 10:16 PM

View PostDeaconW, on 04 June 2013 - 06:07 PM, said:


THIS^^^

Indeed! They implemented a fix that actually adds to the SIMULATOR experience. I mean..this is a mech sim game right? Or it's supposed to be? Hmm..

#813 Wintersdark

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Posted 08 June 2013 - 10:37 PM

View Postbonapartist1, on 08 June 2013 - 03:58 PM, said:

JJ changes have all been for the worst since I started playing last December. The game has gotten consistently worse in many regards.


Wow, there's some seriously rose coloured glasses happening there.

Lagshields made anything moving 100kph+ extremely difficult for anyone at 250ms+ ping to hit, bordering on impossible if the target was also at a moderate or higher ping.

The lack of HSR further exaggerated the above, and made it difficult for high ping players to hit anything, despite the game showing perfectly good hits.

Weapon balance, while still not perfect, is far better than it was then. The difference between strong and weak weapons is far, far smaller.

The PPC was mediocre at best, the ERPPC and ERLL were so absurdly hot as to be entirely unusable.

AC5, LBX, MG, Flamer, all have seen substantial buffs. The later 3 remain sub-standard, but they're not nearly as bad as they were.

The AC20 would break given the slightest nudge, and the Gauss Rifle was surprisingly difficult to destroy.

ECM. In December, ECM was *terrible*. People don't realise how many ways ECM was tweaked in the early months. It removed the red and blue FF indicators entirely on screen, so you couldn't tell if the mech standing in front of you was a friend or enemy until it fired at you (and given the ECM cloud, it may have still been a friend).

There's 3 more awesome maps (4, technically, but nobody thinks RCN is awesome).

You couldn't paint hero mechs, and you had to buy your colours anew every time you wanted to change your mechs' paint or camouflage.

Jump Jets lifted your mech off the ground so painfully slowly they were largely worthless.

SRM's did absurd damage due to the splash damage bug, leading to a mechs' brawling strength being entirely determined by how many SRM's it could pack. Sure, they're a bit weak now, but they were downright silly in December. Each 3 ton SRM6 hit like a gauss rifle in stats, but as discovery into the splash bug showed, single missiles could do upwards of 12 damage to some mechs. Hence splatcats pulling 1k+ matches effortlessly.

A lack of Elo meant matches were far, far less balanced than they are now. People look at todays matches and cry, but they've forgotten just how bad it used to be.

We had far fewer mechs to choose from.

The end of round and start of round screens were far less helpful. It's so awesome to see what mechs you're dropping with right there!

We didn't have lances and lance command or the onscreen lance status report

The mechlab didn't even show basic weapon information like damage and heat.

You couldn't test builds by adding FF/ES/upgrades without actually committing cash; or even know exactly what tonnage they'd cost/save without buying them.



There's more too, of course, but I figure this is enough of a list for now.

But yeah, damn, this game just keeps getting worse.


Edit: Oh, of course, I have to add, also all present in December:

Yellow screen bug.
HUD bugs.
5FPS bug.

Edited by Wintersdark, 08 June 2013 - 10:39 PM.


#814 Wintersdark

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Posted 08 June 2013 - 10:42 PM

View PostDeaconW, on 08 June 2013 - 07:03 PM, said:


Interesting...are we playing the same game or are you trolling? I continue to see lights, with JJ and without, a LOT more mediums than before the change, and I even see the occasional poptarting highlander. My matches are MUCH more balanced than before the change.


Yup. I'm finding LOTS more Hunchies, Centurions, Jenners, Spiders and Ravens than I did previously.

Most matches where loaded to bear with 3D's, HGN's, and assorted other Heavies and Assaults. Precious few lights or mediums, as neither were particularly effective vs. the poptarts that could cut them in half with single volleys from safety.

If you were going to poptart, it was fairly pointless to do it in a light or medium (though some did, and effectively) when you could do it with heavy/assault armor and weapons and still be a beast in a brawl.

The game is playing out MUCH more balanced now than it did during the poptart craze.

#815 Turboferret

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Posted 08 June 2013 - 11:13 PM

For people who are complaining about being sick:

Wasn't aware that JJs were required (or even available) on the vast majority of mechs.

#816 MonkeyCheese

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Posted 09 June 2013 - 01:16 AM

View PostAzrael1911, on 08 June 2013 - 11:13 PM, said:

For people who are complaining about being sick:

Wasn't aware that JJs were required (or even available) on the vast majority of mechs.


I had to choose between taking a spider with the screenshaking nausea aka "no jumpjets in my situation" or just dont drive my spider at all.

I took the 2nd option because the third option of driving a spider without jumpjets is just stupid.... at least the commandos get more weapon slots.

So yeah my last week in a sad nutshell.

#817 Waylander40K

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Posted 09 June 2013 - 03:53 AM

For me these changes to JJ's put me off using them alltogether, because the screen is unpleasant to look at when using them. The main culprit being the eyebleeding shaking target reticle.

Simple remove the shaking effect on the target reticle and replace it with e.g. a colour change (e.g Orange/Yellow) (and perhaps enlarge it as well), to mark the random shot affect.

I am angered by the unpleassantness as I paid out for the Heavy Metal and now find myself disinclined to use it (as I bought it to use JJ's with). If you cannot make JJ's confortable to use, please refund me on this mech.

Edited by Waylander40K, 09 June 2013 - 04:04 AM.


#818 P e n u m b r a

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Posted 09 June 2013 - 07:44 AM

i think the outer cockpit shake is not needed and the reticule strays to far from the center the randomness is not needed ither, there is also a pretty annoying delay when you release the jets it does not stable out that quickly. I think you should be able to counteract the shake with your own mouse and release of the JJ key and land a skill shot rather than it be pretty much impossible. jump jets just seem to heavy for what they do under these new rules.

Edited by Le0yo, 09 June 2013 - 07:46 AM.


#819 sgt scout

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Posted 09 June 2013 - 08:30 AM

so many that say jj's make em feel ill yet no hot fix ????

I have 3 highlanders, 3 jenners, 1 spider, 1 treb, 3 cats. The only mech i can play in at the moment is my founders cat C1 as its a LRM boat and i dont need to look at any thing when im Jump jetting. I just stair into space and dont focus on any thing whilst my jjs are on. All the other mechs are ither poptarts, scouts or brawlers and i need to see what im doing whilst my jjs are on.

Feels like half my mechs ( i paid for my founders jenner, Cat C1, and my Heavy Metal ) are unplayable to me due to jjs making me feel sick. Games getting dam borring real quick and im kinda pissed i payed for heavy metal if i cant play with the thing

#820 HarmAssassin

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Posted 09 June 2013 - 10:04 AM

You can still play the mechs, you just can't continue to use the game-breaking meta (poptarting).

LOVE the screen shake, and if you are one of the RARE individuals that gets motion sickness from a certain playstyle, choose another playstyle.





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