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Post Jj Nerf Poptart Film


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#21 Hammerfinn

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Posted 06 June 2013 - 12:53 AM

Hell, I even do fine in my MPLas spiders flying circles around biggies. Thanks, Soy. Been tired of all the QQ. Hope people watch and learn.

#22 Demuder

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Posted 06 June 2013 - 01:09 AM

You are JJ and shooting in the 200-400 meter range, while not popping out of cover most of the time. That never was a problem in the first place. In fact, I don't think this was ever classified as "poptarting".

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 pow pow

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Posted 06 June 2013 - 01:39 AM

you can do the old awp trick with the dot in the center of your screen if the shake really messes with your brain... just remember not to fire when jj's are engaged because you also get some recoil....

good video though, i enjoyed it!

#24 Vercinaigh

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Posted 06 June 2013 - 01:48 AM

People see it infront of their face, post made about it, and replied by OP, and people are still too ignorant to understand, I seriously should give up on humanity, doomed to stupidity....maybe they'll not breed....

#25 Tor6

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Posted 06 June 2013 - 01:50 AM

The real (unintended) victims of this change were people who used them for laser brawling at ~150-300 meters. 1 second duration means you better start DAMN high in the air if you wanna actually land any damage when you let the jets off. Sure you might be able to hit -something- with the jets on, but you'll vomit damage all over the mech if you do that and it's basically wasted heat. It'll work if you're point blank, but that's not really a scenario worth considering since anything can hit accurately at that range. And no, the lasers actually don't shoot straight at the crosshair when you're jetting, so blutac on screen is a bad idea.

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 blinkin

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Posted 06 June 2013 - 01:58 AM

View PostTor6, on 06 June 2013 - 01:50 AM, said:

The real (unintended) victims of this change were people who used them for laser brawling at ~150-300 meters. 1 second duration means you better start DAMN high in the air if you wanna actually land any damage when you let the jets off. Sure you might be able to hit -something- with the jets on, but you'll vomit damage all over the mech if you do that and it's basically wasted heat. It'll work if you're point blank, but that's not really a scenario worth considering since anything can hit accurately at that range. And no, the lasers actually don't shoot straight at the crosshair when you're jetting, so blutac on screen is a bad idea.

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 Sable Dove

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Posted 06 June 2013 - 03:08 AM

View PostHammertrial, 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 Soy

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Posted 06 June 2013 - 03:22 AM

Walking into the patch, my thought process was to just add arm lock into the combo. So really where before it was jump, release, and fire (unless going for 2 shots then the first one is taken during ascent)........ now it's jump, release, arm lock, and fire. There's another step added into the equation, which combined with the extra second of firing delay makes PPC poptarting/alphaing have more risk vs reward... previously, the risk for doing such stuff in game was outweighed by the rewards. This is why it was so prevelent in the meta.

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 Cybermech

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Posted 06 June 2013 - 03:34 AM

Nice video, skipped the start :)

still its some nice skilled game play there and shows the level of difficulty needed to use weapons while JJ.

#30 Soy

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Posted 06 June 2013 - 04:54 AM

View PostCybermech, on 06 June 2013 - 03:34 AM, said:

Nice video, skipped the start :)


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 BootHands

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Posted 06 June 2013 - 06:07 AM

View PostSable Dove, on 05 June 2013 - 05:10 PM, said:

Except that mechs that usually fire while using jumpjets, like the Jenner or Spider, are affected, while poptarts are not. Just evidence that they nerfed the wrong mechs.


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 Skunk Wolf

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Posted 06 June 2013 - 06:27 AM

If they slowed down the cockpit shake and kept the reticle shaking I think I'd be fine.

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
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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

Posted Image

#33 NRP

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Posted 06 June 2013 - 06:55 AM

Nah, lights need this too. They're already nearly impossible to hit due to their speed. Having them JJ all over the place while firing accurately is problematic for ever other mech.

#34 General Taskeen

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Posted 06 June 2013 - 07:05 AM

You certainly jump a lot when its not necessary... Good ol MWO hover jets.

#35 Bobdolemite

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Posted 06 June 2013 - 08:30 AM

Those are some very nice kills (and the only video I have seen despite NUMEROUS claims about gameplay) all of the QQ aside though I think I understand at least part of the problem regarding why some people are experiencing more severe issues with screenshake than others

*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 w0rm

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Posted 06 June 2013 - 08:35 AM

Well played Soy.

#37 Punkass

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Posted 06 June 2013 - 08:42 AM

While I completely hate poptarts and have spent the past couple of days quenching my thirst with their tears, i have to say: I tip my hat to you Soy. Well done.

#38 Fut

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Posted 06 June 2013 - 09:33 AM

View Postmerz, on 05 June 2013 - 07:45 PM, said:

With Koreanese having apparently quit, the player you're seeing in this video is one of the more talented from what the community has to offer in its present state. So the degree of accuracy and performance you can expect from an average player using such tactics is considerably, uh, less..


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 Hammertrial

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Posted 06 June 2013 - 09:44 AM

View PostSable Dove, on 06 June 2013 - 03:08 AM, said:

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.


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 PEEFsmash

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Posted 06 June 2013 - 09:50 AM

View PostHammertrial, 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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