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Jump-Jet Shake Feedback


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#841 Aggressor666

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Posted 10 June 2013 - 09:56 AM

View PostDexter Herbivore, on 09 June 2013 - 09:37 PM, said:

Without having read every post in this thread...

I have an intermittent error where if I am jumping at the point of death, the JJ shake continues while I am spectating. Now that IS headache inducing. When it happens I just minimise the screen and wait out the match.

I actually this last night and I wasnt even the one that died while using JJ, I was just flipping thru teamates and noticed this one guy shaking in a comando and as I continued to flip everyone seemed to be shaking

#842 Matta

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Posted 10 June 2013 - 12:32 PM

I don't know if you have noticed but the amount of light Mechs in one round is usually none, one or in best case two.
No point in running light at the moment , everybody's trying to bring out deadly stuff. And now, with JJ shake, one of the last enjoyments of running light is severly ruined.
I also kindly ask you, PGI, to reconsider the effect of JJ shake on light Mechs.

Edited by Matta, 10 June 2013 - 12:32 PM.


#843 Kunae

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Posted 10 June 2013 - 12:38 PM

@PGI: How 'bout we just remove this and go "back to the drawing board" for a "fix" for the minimal problem of "pop-tarting"?

#844 DeaconW

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Posted 10 June 2013 - 12:51 PM

View PostMatta, on 10 June 2013 - 12:32 PM, said:

I don't know if you have noticed but the amount of light Mechs in one round is usually none, one or in best case two.
No point in running light at the moment , everybody's trying to bring out deadly stuff. And now, with JJ shake, one of the last enjoyments of running light is severly ruined.
I also kindly ask you, PGI, to reconsider the effect of JJ shake on light Mechs.


1 or 2 lights is about right for an 8 man team if the game is balanced. But I agree...the effect on lights should be minimal.

#845 Cest7

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Posted 10 June 2013 - 03:20 PM

I dig it. Takes a little too long for everything to centre again after releasing space, but it works. Screen shake combined with cross hair shake also seems a bit much. If the cross hair and screen shook together I think it would look a little nicer.

#846 Col Jaime Wolf

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Posted 10 June 2013 - 04:07 PM

View PostKrivvan, on 09 June 2013 - 12:39 PM, said:


Jumping over mechs and jumping high to get good angles is not hovering.
Jumping up onto higher cliffs and platforms is not hovering.
Jumping over a laser or ballistic shot is not hovering.
Jumping up and above a target chasing you so that you can fire on it when it can't fire on you is not hovering.
Jumping while chasing a Dragon to get a shot on its front CT from behind is not hovering.
Taking shortcuts across Tourmaline, Forest Colony, and Canyon network by jumping into Out of Bounds areas is not hovering.

What you don't do is go jumping up in the middle of nowhere just for the sake of jumping high. That is a stupid idea in every Mechwarrior. You try to only jump as high as you need to.


you are absolutely correct that all of these are valid uses for JJ. The problem is even if you fully load your mech with JJ, you cant really hope to accomplish much more then getting over terrain and a little jump brawling, depending on what mech you use and how many JJ..... with lights being the only mech class that can really pull off what your describing.

that's kinda the problem. not all mechs are equal at jetting sure, that's fair and normal, but the disparity between using few JJ and many, or even just going up a weight class (which as i have pointed out, a heavier mech would mean a more stable and less violent platform, simply because its more lumbering, its mass and much more powerful gyro dampens vibrations much better then a small mechs chassis, thrust/weight) is well beyond reasonable. and now its pretty painful to even try. because its simply too disorienting/random and out of place. also, using fewer JJ would mean much less shake, yes much less JJ ability, but more JJ would mean more shake, because you now have several more rockets oscillating on their own frequencies, unless they cancel each other out (not likely) they would just cumulatively shake your mech more. just food for thought. thrust/weight, really go inform yourself.

quote from battletech wiki "
Jump jets work in a similar, albeit more limited, fashion to the fusion rockets installed on Aerospace Fighters. Inside a magnetically shielded reaction chamber buried deep inside the 'Mech, an electron beam superheats a reaction mass and expels the expanding gases through nozzles located on the back of the 'Mech or in its legs. Reaction mass is commonly provided in the form of air forced into the reaction chamber by a system of turbo-compressors, but most 'Mechs have a small amount of alternate reaction mass, usually in the form of hydrogen, water or mercury, in order to facilitate operation in a vacuum and to reduce the wear on the jets from superheated oxygen when in an atmosphere that contains it[2]. The reaction mass provided by an atmosphere is effectively infinite, but the supplementary reaction mass carried on-board is limited by the number of thruster assemblies installed unless additional tankage is added to the 'Mech[3].
Because of the heat produced by jump jet activation and limited on-board fuel, jump jets can only maintain thrust for a few seconds. A far cry from flight, jump jets nevertheless allow a 'Mech to make short leaps sufficient enough to outmaneuver 'Mechs not similarly equipped or bypass obstacles and unfavorable terrain[2][1]. Care must be taken when jumping, however, as jumping causes heat buildup with even the shortest jump generating more heat than running, and damage to a 'Mech's gyro or leg actuators and joints can cause a 'Mech to fumble upon landing[4]. Owing to the inability of liquids to be compressed, submerged jump jets cannot be used lest the extreme pressure rupture the jet's casing[2][4]."

see in this game, to leap far, you have to JJ almost the whole time and do this gliding thing... sure you can jump with an arc, but you get much farther by running up an incline then jetting with a short burst jump up about 10m then gliding with JJ to just slow your fall a little. like hover-gliding, which is what everyone's you tube video seems to show. mechs actually have a short burst of JJ then shoots them far, there is no need to use JJ to "glide" in tabletop at all, only to control your landing and velocity. the JJ in this game do not resemble JJ at all, they are hoover jets that you just glide violently along with. in 90% of the mechs JJ are a sordid affair, the other 10% really isn't much better, even if you can jet farther/higher/faster.

your suddenly fast stable agile light mech, now feels like the Saturn 5 rocket. which in of itself is a bad comparison because mechs Jump Jets are nothing like a 110M tall orbital launcher meant to carry a payload only a few tons up 120 miles above the surface, at some 17,000 MPH. JJ simply boost a mech around, so they dont really give as much force as an orbital launcher, which has to reach orbital velocity. adding more JJ helps kinda, but it doesn't fill the gap that its supposed to, which is bogus as %%&&#, because its limited and not tactical. its like a pretty fake flower, sure it looks nice and we can talk all day about how it will never die or need water, but at the end of the day it doesn't change the fact that its a fake flower, and some people enjoy real flowers.

Light mechs are SUPPOSED to jump really far, in excess of 150M with the most prolific jumpers, that doesn't happen without a trajectory, how is that reflected at all by JJ in this game? can a jenner move 3 times faster then an atlas with JJ? it can just running but not while jetting. JJ in tabletop could allow a small mech to actually get around faster by just jumping the distance, which was a tactic. large mechs where nowhere near as good jumpers without significantly more JJ power, but that has nothing to do with screen and reticule shake or random firing arcs, only how high and far a mech can jump.

but baring all the really good arguments as to why JJ should be an effective peice of equipment, i quote again "Jump jets work in a similar, albeit more limited, fashion to the fusion rockets installed on Aerospace Fighters" do aerospace fighters, with their more powerful (less limited) fusion rockets shake themselves to pieces then?

Edited by Mellifluer, 10 June 2013 - 04:20 PM.


#847 Milt

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Posted 10 June 2013 - 05:06 PM

worst poptart offenders assault>hvy>med>light
punished by jj nerf light>med>hvy>assault.

simple enough, fix it

#848 ArchMage Sparrowhawk

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Posted 10 June 2013 - 08:42 PM

View PostMellifluer, on 10 June 2013 - 04:07 PM, said:

the JJ in this game do not resemble JJ at all, they are hoover jets that you just glide violently along with. in 90% of the mechs JJ are a sordid affair, the other 10% really isn't much better, even if you can jet farther/higher/faster.


quoted because it's true. They just need to go back and fix these broken hoverboard things. They said there is no further plan to change jumpjets but I think we need to come back to this issue, because ignoring it isn't making the game any better.

Edited by ArchMage Sparrowhawk, 10 June 2013 - 08:43 PM.


#849 AssaultHatori

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Posted 10 June 2013 - 11:00 PM

As a general player of both Groundbound and JJ type units, Here's my honest opinion of the whole issue.


Just ended 4 matches with my RVN-4X and HGN 733P and I have to say I'm kind of nauseous after jumping and firing with them. However, I think that two things ought to be removed from the JJ shake or reduced with some tinkering.

Namely, the Cockpit shake, and the Reticule shake.

Personally, I think this is rather lazy of PGI to simply "fix" a meta issue this way. And it's not exactly helping those who suddenly realize they can't cope with the change due to various health reasons..


Disclaimer: I'm not prone to motion sickness, and here's a list of the units i play.
Posted Image


As you can see, I play a mix of units, with the K-2 being used the most often. Pop tarting isn;t exactly difficult, but it's also completely beatable without having a handicap given to them. It's not every day you can find a hotshot sniping assault who can headshot you with 4 er ppcs.

As a Sniper light/med user on a RVN-4X and BJ-1/3, here's my take:

-Cockpit shake and Reticule shake should be reduced by degrees, with differing values on different units, with differing loadouts.
Why?: As a whole, JJ shake gives a new feel to the use of JJ's as an offensive tool. However, the Cockpit shake and Reticule shake should be reduced by varying degrees based on the units played, rather than a "one-size fits all" slapdash patch that PGI's given us to solve the cries of the QQers against poptarting. Light/Medium units should have lessened Cockpit/Recticule shake based on the number/location of JJs on their chassis.


-Jumpjet shake should be reduced with JJ locations balanced out, and emphasized on when not OR be based on the number of JJs added, INCLUDING the location nerf.
Why?: ton for ton, we're giving up engine speed, armor and possibly weaponry just to be able to gain additional movement capability. The JJ shake should stabilize the way you pack your JJ's into your mech. Eg. 4 JJs balanced out properly over the parts of the mech should aid in stabilizing the mech's aim, not mess it up.




And to the anti-poptarting group:

Poptarting is not just limited to Jumping units:
I use my CT-K2 more than any unit, with 4 ER PPcs. I can assure you, poptarting can be done on the ground, with maximum effect. All you need is to hide behind a structure. Having a "Praise the <insert deity>" moment because you can't handle hiding behind structures properly when facing poptarts, makes you guys as bad as the QQers who want poptarting.

Edited by AssaultHatori, 10 June 2013 - 11:06 PM.


#850 Strisk

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Posted 11 June 2013 - 12:47 AM

It has been brought from one extreme to the other, I'd prefer something in the middle personally...

#851 MonkeyCheese

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Posted 11 June 2013 - 01:04 AM

I would like PGI to man up and undo this bandaid fix already and work on the real problem of the high heat/alpha overheat builds.

I want my spider back to its full potential, my life is incomplete without this little suicidal mech. </3

If you sort out ppcs and srms then there is no need to nerf poptarts or jumpjets.

Seriously it has been a week, I dont think I can keep my hopes up any longer.

Edited by MonkeyCheese, 11 June 2013 - 01:08 AM.


#852 Zeus X

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Posted 11 June 2013 - 03:57 AM

View PostNiko Snow, on 04 June 2013 - 04:27 PM, said:

Tell us what you think of the new Jump-Jet Shake gameplay tweaks!

Spoiler


----
Just a quick FYI for everyone. We will investigate the reduction of screen shake to help those experiencing motion sickness and will try to reduce it to bearable levels. The targeting shake however will remain the same for the foreseeable future.

-Paul


Quote bump to grab a response.

Are we ever going to get some info on what is going to happen with this shake?

And I don't want to hear, "it's being fixed", give us some details please.

#853 MonkeyCheese

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Posted 11 June 2013 - 04:30 AM

View PostDCM Zeus, on 11 June 2013 - 03:57 AM, said:


Quote bump to grab a response.

Are we ever going to get some info on what is going to happen with this shake?

And I don't want to hear, "it's being fixed", give us some details please.


I put my money on another bandaid fix to fix this bandaid fix, im gonna say its a anti shake module, you know so they dont actually have to fix the problem they made....


Almost out of hope here.

Edited by MonkeyCheese, 11 June 2013 - 04:40 AM.


#854 General Kefka

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Posted 11 June 2013 - 08:38 AM

The screen shake is bearable, its the Crosshair shake that give me a headache to focus on and aim. I have stripped all my highlanders of JJs and refuse to use them.

The motion sickness is like putting a fat guy on the ouside seat of a tilt-a-whirl.

All i hear is Betty: "Incoming Projectile Vomits!"

#855 Zarash

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Posted 11 June 2013 - 09:20 AM

I am of the opinion if you just raise the heat a bit on JJ's then it should help balance things out. You would not be able to jump up as much because of overheating. I have never used the pop tart method like some have, but why take it away from people if they are skilled doing it?

If a heavier mech jumps then make it use more heat. That would fix things for lights and heavies because lights would not take as much heat and heavier mechs would take more and not be able to pop tart as much. The option is there still for them to do it, but they could not do it as often.

Edited by Zarash, 11 June 2013 - 09:22 AM.


#856 Kunae

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Posted 11 June 2013 - 09:34 AM

View PostZarash, on 11 June 2013 - 09:20 AM, said:

I am of the opinion if you just raise the heat a bit on JJ's then it should help balance things out. You would not be able to jump up as much because of overheating. I have never used the pop tart method like some have, but why take it away from people if they are skilled doing it?

If a heavier mech jumps then make it use more heat. That would fix things for lights and heavies because lights would not take as much heat and heavier mechs would take more and not be able to pop tart as much. The option is there still for them to do it, but they could not do it as often.

Please no.

Jump-jets aren't the issue, and any change you make to them punishes mechs/players who don't "pop-tart", especially lights.

Address the 500m+ convergence issues, PPC heat issues, and the specific offending mech chassis themselves. Please don't encourage PGI to make, yet another, sweeping change to a system to address one issue, that has far reaching effects across the spectrum.

#857 Zarash

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Posted 11 June 2013 - 10:48 AM

Kunae, how would no heat affecting lights affect them? I think you need to reread my second paragraph. I stated that if a heavier mech jumps make it use more heat. Lights would have no effect. I guess I did not word it properly. That is what I meant. It would make more since anyways as it would take more heat to get a heavier mech off the ground.

No sweeping change to lighter mechs just heavier mechs jumping. If someone is skilled at doing something why nerf it so skilled players can't do it any longer? I don't understand that logic. Let them be able to do it just not as much.

If someone likes a play style and can be skilled at doing it then why take it away from them all together?

#858 Milt

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Posted 11 June 2013 - 11:07 AM

looks like another week of not playing. starting to not care anymore.

#859 Kunae

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Posted 11 June 2013 - 11:46 AM

View PostZarash, on 11 June 2013 - 10:48 AM, said:

Kunae, how would no heat affecting lights affect them? I think you need to reread my second paragraph. I stated that if a heavier mech jumps make it use more heat. Lights would have no effect. I guess I did not word it properly. That is what I meant. It would make more since anyways as it would take more heat to get a heavier mech off the ground.

No sweeping change to lighter mechs just heavier mechs jumping.


Your statement read to the effect of that your changes would add heat to lights, just not as much as it would add to heavies+. Thus that reply.

View PostZarash, on 11 June 2013 - 10:48 AM, said:

If someone is skilled at doing something why nerf it so skilled players can't do it any longer? I don't understand that logic. Let them be able to do it just not as much.

If someone likes a play style and can be skilled at doing it then why take it away from them all together?

Dunno, but PGI is skilled at doing that very thing. Jenners have been systematically nerfed by every "fix" and addition patch to address some "issue" with another mech, since just before OB started. I am f'n sick of it.

Personally I have no problem with "pop-tarts". They wouldn't be a problem for most other people, but PGI chose to nerf SRMs, which were the primary counter for pop-tarting, to allegedly "fix" them, from a "problem" which they, themselves created with the pathing changes.

My goal, through all of this idiocy, is to try to get them to actually consider the effects on Jenners, before they make yet another back-handed nerf to them.

#860 TheStrider

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Posted 11 June 2013 - 11:54 AM

View PostNiko Snow, on 04 June 2013 - 04:27 PM, said:

Tell us what you think of the new Jump-Jet Shake gameplay tweaks!

Spoiler


----
Just a quick FYI for everyone. We will investigate the reduction of screen shake to help those experiencing motion sickness and will try to reduce it to bearable levels. The targeting shake however will remain the same for the foreseeable future.

-Paul



Paul, I think this is a better option. Shake the weapons rather than the cockpit. As a flying brawler I think that would be a better answer.





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