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Screen Shake Gone, Poptarts Back?


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#1 TexasGoP

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Posted 10 August 2013 - 04:33 PM

WTH, Last time I played the screen shake made it harder to pop tart..now they are every where again.

Heavy and Assault mech dont need to see as well as lights while jumping...why did they remove it? ...Was it the "I'm getting sick" QQ?

Also...Still 2 ERPPC 1 gauss meta? after 2 month they haven't changed that?

#2 MonkeyCheese

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Posted 10 August 2013 - 05:49 PM

Oh it is still definitely there for mediums, heavies and assaults. I gather more people are just adapting to this silly bandaid fix by shooting while falling.

Also obvious troll is obvious
Day one first post account...

Try harder next time.

#3 Tennex

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Posted 10 August 2013 - 05:51 PM

it was fine before idk why they took so much of it out.

cataphract 3Ds everyweher

#4 MonkeyCheese

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Posted 10 August 2013 - 05:58 PM

View PostTennex, on 10 August 2013 - 05:51 PM, said:

it was fine before idk why they took so much of it out.



They only tweaked down the visual effect, mostly for light mechs, the random aim while jumpjetting is still there for all weight classes when mechs are thrusting upwards, and was never there for when mechs were falling back to the ground, and this is clearly when most people are jumpshooting so people like the OP cant complain about any kind of nerf to the shake mechanic.

#5 Angel of Annihilation

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Posted 10 August 2013 - 06:05 PM

It is called developing skill. Before the changes it was really easy to jump and fire. After it took alot more skill since you have to be much more aware of your timing. Now more and more people have learned the skills to do it effectively.

In any case, it is just a tactic and one that can be pretty easily countered. Honestly it is just as easy (if not more so) to hit the jumper as it is for them to hit you. Additionally Jumping cause you to expose your entire mech for a few seconds effectively "skylining" yourself for every enemy to see. Often as not, the Jumper will take return fire and hits from 3+ enemy mechs when he pops out of cover which is a pretty massive diminishing returns situation.

What this means is poptarting is a very situational tactic you can use occassionally throughout the battle to give you a momentarty advantage now and again. Overuse it or try to pop from the same general location more than once and your definately going to take more damage than you give out.

Edited by Viktor Drake, 10 August 2013 - 06:06 PM.


#6 Novakaine

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Posted 10 August 2013 - 06:10 PM

Yep they nerf it then at the same time told the community how to avoid it.
Why ya might ask?
I'll tell you.
Because they like it - not that pugs would not have figured it out on thier own.
So just to keep the outrage down they did it.
Not to mention all those suddenly crying about nasuea - wow.
Which is odd because everytime you run in a light the screen shakes.
Everytime you get hit the screen shake.
But no complaints until the poptart nerf came about.
Sad.

#7 TexasGoP

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Posted 10 August 2013 - 06:11 PM

Fine...screen shake still there, but I was told it made poptarting pretty hard.Really it's the PPC/Gauss meta that I was really hoping was fixed....and it isn't. Fine jump and shot me with a LL or ERLL.

It has bugged me enough to come and post , so go claim troll some other place...Did some one call you a troll on your first post? I've had an account for 5 months, 3 of them I haven't bothered to play. I've never had to log into the forum section.

Edited by TexasGoP, 10 August 2013 - 06:15 PM.


#8 MonkeyCheese

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Posted 10 August 2013 - 06:11 PM

View PostViktor Drake, on 10 August 2013 - 06:05 PM, said:

Often as not, the Jumper will take return fire and hits from 3+ enemy mechs when he pops out of cover which is a pretty massive diminishing returns situation.


3 enemy mechs shooting the poptart is a understatement now that 12v12 is in.

#9 MonkeyCheese

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Posted 10 August 2013 - 06:20 PM

View PostTexasGoP, on 10 August 2013 - 06:11 PM, said:

Fine...screen shake still there, but I was told it made poptarting pretty hard.Really it's the PPC/Gauss meta that I was really hoping was fixed....and it isn't. Fine jump and shot me with a LL or ERLL.

It has bugged me enough to come and post , so go claim troll some other place...Did some one call you a troll on your first post?


Well I sincerely apologize then, its just there are people here that make new accounts all the time to stir up dust.

Like I said now that 12v12 is out real poptarts are less of a problem, as for the PPC/Gauss it aint going anywhere, and you think its bad now, wait till the arrival of omnimechs and light ppcs and light gauss clantech. It may all be a year or years away from existing ingame but its all in the universe.

I know its been said countless times before but the three simple ways around these ppc/gauss mechs and poptarts is to 1. find an organized team/4man, 2. taking cover, 3. drive faster mechs.

Edited by MonkeyCheese, 10 August 2013 - 06:21 PM.


#10 MERC Mournblade

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Posted 11 August 2013 - 02:21 AM

Lol, I've actually seen the above posters in game. They're poptarters themselves. Probably members of 6th Smoke Jaguars as well (poptarting clan).

#11 Khobai

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Posted 11 August 2013 - 02:41 AM

Quote

I gather more people are just adapting to this silly bandaid fix by shooting while falling.


Thats not silly. Whats silly was adding reticle shake in the first place. It was never a sure fix for poptarts... and certainly didnt fix pinpoint alphas.

#12 GODzillaGSPB

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Posted 11 August 2013 - 02:48 AM

I at least can acknowledge their partial return after my Hunchback was two-shottet by a 4-PPC poptart two days ago. I did not see where the first shot came from. I did not see where the killing shot came from. It was Frozen City (normal map with bad view conditions) at the ridge (where else). Half the enemy team was poptarting, so I guess it was a premade trained for this kind of tactic.

#13 FearTheAmish

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Posted 11 August 2013 - 02:04 PM

yeah poptarting actually takes a decent amount of communications and team work to be effective... But when you get a 4 man all doing it in concert it can be really rough.

#14 Lefteye Falconeer

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Posted 30 August 2013 - 12:54 PM

I don't understand how come people stopped complaining about this. Highlanders (and Cataphracts) are still ridiculosuly effective, even more so if there's a bunch of them, and this is because IT DOES NOT TAKE ANY SKILL to shoot while jumping.

The nerf was good, and after they removed some of the shake things are pretty much where they were. I really don't understand those who say it takes skill now. It really doesn't. Jump, wait a second, shoot while falling. Super easy.

Meh.

#15 I am

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Posted 30 August 2013 - 01:05 PM

View PostLefteye, on 30 August 2013 - 12:54 PM, said:

I don't understand how come people stopped complaining about this. Highlanders (and Cataphracts) are still ridiculosuly effective, even more so if there's a bunch of them, and this is because IT DOES NOT TAKE ANY SKILL to shoot while jumping.

Lights hold the torch atm. Also pointing it out at this point... like yelling at a brick wall.

#16 Royalewithcheese

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Posted 30 August 2013 - 01:14 PM

AFAIK the JJ shake nerf never worked, because good players adjusted their playstyle to firing on the way down. I think the correct solution is to accept that people will jumpsnipe, and balance the game around that.

#17 Lefteye Falconeer

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Posted 30 August 2013 - 01:17 PM

The game would be slightly more balanced if the humpsnipers weren't 90 tons, you know. Given that they are, I really have no idea how could they balance that.

#18 Royalewithcheese

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Posted 30 August 2013 - 01:27 PM

View PostLefteye, on 30 August 2013 - 01:17 PM, said:

The game would be slightly more balanced if the humpsnipers weren't 90 tons, you know. Given that they are, I really have no idea how could they balance that.


1. Balance tonnage.

2. Balance weapons.

Done!

#19 Hexenhammer

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Posted 30 August 2013 - 01:34 PM

Give every weapon its own random weapon shake while jumping so no two weapons are shooting in the same direction.

View PostRoyalewithcheese, on 30 August 2013 - 01:27 PM, said:


1. Balance tonnage.

2. Balance weapons.

Done!



And exactly how will that be done.

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#20 Royalewithcheese

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Posted 30 August 2013 - 02:32 PM

View PostHexenhammer, on 30 August 2013 - 01:34 PM, said:

And exactly how will that be done.


Tonnage balance can be done in two ways: through the matchmaker and eventually tonnage limits on the 12v12 queue (easy) or through actually making weight classes balanced (hard.)

I think the community has given PGI a long, long list of changes to an XML file they could make to improve weapon balance. A good way to start would be trying these things.

The underlying system has to work - stuff like ghost heat, ghost delay, and JJ shake are bandaids, not solutions.

Edited by Royalewithcheese, 30 August 2013 - 02:33 PM.






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