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Post Jj Nerf Poptart Film
#21
Posted 06 June 2013 - 12:53 AM
#22
Posted 06 June 2013 - 01:09 AM
It's hard to believe that a Jenner has bigger problems than your 3D doing the same, so kudos for disproving "lights got nerfed" theory as well.
Nice video btw.
#23
Posted 06 June 2013 - 01:39 AM
good video though, i enjoyed it!
#24
Posted 06 June 2013 - 01:48 AM
#25
Posted 06 June 2013 - 01:50 AM
Fighting people on hills/slopes (like on alpine) in a catapult has now become extraordinarily irksome thanks to all torso mounted energy hardpoints and the inability to aim with any real precision while hovering (to actually bring enemies above/below you within your torsos limited elevation/depression range). NERF HILLS >:C
#26
Posted 06 June 2013 - 01:58 AM
Tor6, on 06 June 2013 - 01:50 AM, said:
Fighting people on hills/slopes (like on alpine) in a catapult has now become extraordinarily irksome thanks to all torso mounted energy hardpoints and the inability to aim with any real precision while hovering (to actually bring enemies above/below you within your torsos limited elevation/depression range). NERF HILLS >:C
watch his video. most of what he does is brawling. i have been aiming just fine with the weapons on my jenner (JR7-F ERPPC and 5 small lasers with 5 jump jets). i was also able to hit just fine with the SRM launchers on my catapult C4, but they do crap for damage right now.
as far as the hill thing with catapults, that is something that has always been around.
#27
Posted 06 June 2013 - 03:08 AM
Hammertrial, on 05 June 2013 - 05:28 PM, said:
Except it hasn't effected Jenners at all because within 270m if you miss you're just terrible at aiming.
I've had ZERO issues with new JJs
The difference between putting 15-30 damage exactly where I need it, and putting it on 2-3 different components due to random spread and reticle shake is a big deal; especially for mechs like the Spider, that just don't have much firepower available to them.
The fact that you use 270m as your limit shows that you're already not using the mechs to their fullest potential. Unless you're already on the verge of overheating, even out to ~400m is acceptable for MLs as long as they're not faster than you.
#28
Posted 06 June 2013 - 03:22 AM
Now that it is more difficult to do, the players who were only bandwagoning the tactic will move on to other flavors, because they weren't real poptarters or snipers to begin with, they were only using whatever power gave them the least amount of risk. Now there's more risk, so these players either step their game up or move on. I suspect most move on, whether or not humbly doesn't really matter, we'll see what becomes the next popular flavor soon enough...
...thanks for all the comments, made the 20 or so hours put into this worth it. Keep JJing and poptarting if you enjoy it, if you ar having trouble just practice and hope they reduce the shake about 20%, otherwise look at this as an opportunity to try and develop skill in another aspect of the game.
ps - yes not a lot of 500m+ sniper killshots, or tarting behind a ridge, simply cuz a lot of time you'll work someone down and then they get LoS before the killshot at that range... then it'll take another 90 secs to chase them down or something and finish them off, and it ends up being not even a sniper kill at that point... bah! ^^
Edited by Soy, 06 June 2013 - 03:28 AM.
#29
Posted 06 June 2013 - 03:34 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
still its some nice skilled game play there and shows the level of difficulty needed to use weapons while JJ.
#30
Posted 06 June 2013 - 04:54 AM
Cybermech, on 06 June 2013 - 03:34 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
Yeah in retrospect, I probably should've seperated the clips, but things got out of hand... obviously...
Originally, it was just going to be fan fiction about Victor, including some MWO footage, but then the patch happened and I figured what the hell, why not make at least one serious statement after the random scenes and all this crazy forum QQ.
Next time I make something like this I'll try and be a lil bit sharper with direction, while still maintaining a message that is abstract but yet serious.
ps - Cattra Kell spoof happens @ 6:30! also the poptart gymnast is actually from the video for the song used, Elektrobank
Edited by Soy, 06 June 2013 - 05:10 AM.
#31
Posted 06 June 2013 - 06:07 AM
Sable Dove, on 05 June 2013 - 05:10 PM, said:
This is so true it hurts. All the people going "herp derp u r still pretty accurate less than 300m out!" aren't thinking this through critically. There is a huge difference between getting a laser shot directly into the part of an enemy mech you are aiming at, and scribbling a laser randomly all over an enemy due to recticle shake.
This was a bigger nerf to lights than to poptarts, making it a punch in the {Richard Cameron} to an entire class of mech that did not need to be punched in the {Richard Cameron}.
Hopefully, in the next patch, they'll adjust the recticle shake by weight class, with lights having little/no shake and heavy poptart boats simulating what it's like to aim in a tornado while riding an unstable rocket.
#32
Posted 06 June 2013 - 06:27 AM
This nerf stopped the; Jump, shoot 4 ERPPCs at mech 1K away, shutdown for 20 seconds, Jump, shoot 4 ERPPC's at mech 700m Away, kill mech, shut down for 20 seconds, game mechanic that bothered me.
Most of those shots were at short range, which was pretty cool.
Pissed off royally by this post though. I guess that Niko thinks that people playing Piranha's product and becoming physically sick is funny somehow.
Niko Snow
<p class="author_info">
Community Manager
Posted 04 June 2013 - 05:37 PM
None of our internal testers reported this issue, but we will be monitoring this thread as it ruminates.
Possible Workarounds:
A ) Turn on lights.
B ) Sit further from your monitor.
C ) Take a 10 minute break whenever you start to feel ill.
D ) Ginger capsules or other anti-nauseants can be effective. Consult your field medic.
E ) Don't press Space.
F ) Un-equip Jump Jets
#33
Posted 06 June 2013 - 06:55 AM
#34
Posted 06 June 2013 - 07:05 AM
#35
Posted 06 June 2013 - 08:30 AM
*note: due to FPS or possibly latency my screen doesnt stop shaking till I hit the ground or even after sometimes depending on FT)
I think it boils down to your computer. I generally run with an FPS between 11-30 but it drags down to 3-8 when I use jumpjets due to the violent shaking. I understand my computer is **** and thats not PGI's fault but I am sure that I am not the only bottom of the barrel PC guy playing this game (hence the large number of people complaining)
Your video is extremely smooth so I can guess its a very nice computer, on the other hand I tried to run Bandicam the other day and got 5 FPS consistently, so I cant even record video without destroying my gameplay =/ I should run a match with it on that way you can see what 3 FPS feels like (almost impossible to hit anything with warping)
(Working on getting a new PC BTW - so you can scratch that off your possible suggestion list)
Edited by Bobdolemite, 06 June 2013 - 08:32 AM.
#36
Posted 06 June 2013 - 08:35 AM
#37
Posted 06 June 2013 - 08:42 AM
#38
Posted 06 June 2013 - 09:33 AM
merz, on 05 June 2013 - 07:45 PM, said:
Isn't that the point?
That an average playing using an "advanced" tactic/skill would be kind of ******?
It should take time and considerable effort to perfect the ability to launch a massive robot into the air, and still be able to shoot accurately.
It's just life, Man.
Not everybody should be good at everything. It takes time, it takes practice.
#39
Posted 06 June 2013 - 09:44 AM
Sable Dove, on 06 June 2013 - 03:08 AM, said:
The fact that you use 270m as your limit shows that you're already not using the mechs to their fullest potential. Unless you're already on the verge of overheating, even out to ~400m is acceptable for MLs as long as they're not faster than you.
Why would you be at an optimum position for their weapons (PPCs with convergance) and not at the optimum position for your weapons (SRM can't hit + ML minimal damage) instead of being at your strength and their weakness (convergence issues and SRM + optimal ML damage)?
#40
Posted 06 June 2013 - 09:50 AM
Hammertrial, on 05 June 2013 - 05:28 PM, said:
Except it hasn't effected Jenners at all because within 270m if you miss you're just terrible at aiming.
I've had ZERO issues with new JJs
What a foolish post. There is built-in randomness in the shot, and jumpjetting on the ascent and hitting certain components from 270 is no longer feasible, not only because of the built in randomness, but because of the shake you can't even tell what you hit.
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