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How To Cut Down On Jump Snipers Without Nerfing All Jj Mechs


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#21 Demuder

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Posted 05 June 2013 - 12:58 AM

View PostKiiyor, on 05 June 2013 - 12:02 AM, said:

Brawling against poptarts though? You still have to trudge through a withering amount of pinpoint damage to get in range. And while you're trudging, they can relocate and still ruin your day. They can strike from behind cover anywhere, whilst you have to throw ineffectuall spatterings of missiles and dakka at ghosts. Then, if you do get in range to unleash the fabulous power of your SRM's, they still have perfectly functioning, high damage weapon systems of their own, and are in far better condition to use them.


I would be very happy indeed to meet a poptart like that in the battlefield. The experience I have had with poptarts is that half my team was hiding behind rocks in their 70 ton mechs, waiting for the lonely heavy/assault/light to draw the other enemy poptarts out of cover so they can exercise their l33t sniping skills.

View PostWilliam Mountbank, on 05 June 2013 - 12:06 AM, said:

And how are JJs really useful for manoeuvrability? There are no places JJing gives you any real tactical movement advantage on these maps, not in the TT sense you mean. That only comes from engine size and speed.


The most fun I have had in a mech was in my CTF-3D. Flank the target, unload all lasers on him while running towards him, as he turns to alpha me, launch over him as he turns to face me, turn around in the air so that i face him when I land on the other side of him, dual LB 10-X on his startled a$$, run away behind him while he never really understood how that "jenner" could carry 2 LB10Xs.

#22 William Mountbank

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Posted 05 June 2013 - 01:05 AM

View Postdimstog, on 05 June 2013 - 12:58 AM, said:

Flank the target... launch over him as he turns to face me, turn around in the air so that i face him when I land on the other side of him.


This is certainly skill, and it's definitely fun, but is it tactics? I would say only the flanking part, for which JJs were less useful than engine size.

#23 Demuder

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Posted 05 June 2013 - 01:17 AM

View PostWilliam Mountbank, on 05 June 2013 - 01:05 AM, said:


This is certainly skill, and it's definitely fun, but is it tactics? I would say only the flanking part, for which JJs were less useful than engine size.


Well..... I don't know. I consider myself under the average skilled brawler. As you said, it is definitely fun. I think I would say the tactics in it is that whenever I get to do it, I get one and a half alphas in, without even getting hit if the target is heavy or assault. Mediums usually are nimble enough to land a glancing shot when I am coming down on their opposite side. You have to account for that 320 engine in that 3D as well.

Anyway, I was trying to find a maneuver using JJs, not demonstrate my tactical brilliance :-)

Edited by dimstog, 05 June 2013 - 01:19 AM.


#24 bloodnor

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Posted 05 June 2013 - 01:38 AM

Possible solution

im 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 that way everyone is happy no real sniping as it would not be as effective and there would be no point

#25 Tegiminis

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Posted 05 June 2013 - 01:40 AM

Possible solution: Ignore poptart tears, relish in a victory of good design.

#26 Vyviel

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Posted 05 June 2013 - 01:59 AM

Have any of you guys actually played the TT version of the game? Jumping and shooting at the same time is just not a viable option ever.

JJs are for getting around and give you a movement advantage around the battlefield not for sniping some guy 1km away with perfect accuracy.

I think they should remove the view shake but keep the reticle shake so people dont feel sick but they also cant snipe.

That being said point blank you should still be able to hit somewhere on the enemy mech =P

"JUMPING
Not all BattleMechs can jump. A jump-capable BattleMech
will be listed as having Jumping MP. Jumping allows the most
flexibility in movement, but generates a great deal of heat.
Jumping also makes it harder to fire weapons accurately, but a
jumping BattleMech makes a more difficult target than a running or walking BattleMech. These effects are explained in the
Combat section, p. 19."

All Attacks: Weapons and Physical Modifier

Attacker

Movement (Modifiers are cumulative)

Stationary None
Walked +1
Ran +2
Jumped +3
Prone +2

Edited by Vyviel, 05 June 2013 - 02:07 AM.


#27 MustrumRidcully

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Posted 05 June 2013 - 02:04 AM

I am not sure what the obsession is with jumping and shooting? I mean, that might be a staple for some First Person Shooters, but it's nonexistent in Battletech ,and I'd say even in real world, you won'T see many soldiers jumping up and down and trying to shoot their guns.
Jump Jets are primarily a movement method, a way to reach spots you cannot reach otherwise, and they can also help defensively when used to maneuver.

Maybe they offer not enough movement? I would not mind mechs with JJ be able to jump higher, further and faster.

#28 MustrumRidcully

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Posted 05 June 2013 - 02:13 AM

View PostPEEFsmash, on 04 June 2013 - 11:05 PM, said:

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God damnit....why can't people accept that being good at aiming is not something to be cursed, but is just fine.

But are you really good at aiming if you shoot once every 5 seconds or so?
Or would you really be a good shooter if you fired once every second and still hit every target where you wanted?

The whole deal with convergence and boating is that you can shoot any number of guns for the "price" of one.
If you don't use 6 PPCs but 2 AC/10, 2 PPCs and 4 Medium Lasers, you would have the shoot three times, not once, for delivering the same damage. How likely is it that anyone would actually hit the sam ehit location with the latter weapon configuration?

Is it balanced that the mixed weapon loadout would be harder to be precise with than with the "boat" loadut?

Edited by MustrumRidcully, 05 June 2013 - 02:13 AM.






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