Ballistic Shake
#1
Posted 15 November 2013 - 04:58 PM
#2
Posted 15 November 2013 - 05:31 PM
omegaorgun, on 15 November 2013 - 04:58 PM, said:
*Before reading the message body*
DEAL WITH IT
*After reading the message body*
DEAL WITH IT
...
and also, yes, I agree, gauss should hit even harder than the ac/2. Raise the amount that you get shaken by a gauss hit DRAMATICALLY, and keep ac/2 impulse where it is.
#3
Posted 15 November 2013 - 06:09 PM
but.. the shake still doesn't affect the actual aim. Which imho is weaksauce. A good player will just not panic and move their tosro when shook and still score a hit on whatever target is under the shaken hud np. Most players will assume the reticule position is shook too and compensate.... and then come out of shake way off target.
So in my world i'd love the shake to actually shake, instead of some superficial UI mechanic.
Edited by sokitumi, 15 November 2013 - 06:11 PM.
#4
Posted 15 November 2013 - 06:21 PM
#6
Posted 15 November 2013 - 08:59 PM
#7
Posted 15 November 2013 - 09:21 PM
Then chain fire ghost heat could be removed from AC2 so you can actually chain fire it properly for maximum shake.
#8
Posted 15 November 2013 - 09:59 PM
#11
Posted 15 November 2013 - 11:20 PM
#12
Posted 16 November 2013 - 02:14 AM
#13
Posted 16 November 2013 - 08:44 AM
kuangmk11, on 15 November 2013 - 09:59 PM, said:
I'd also like shake to consider mech weight and relative velocity, with shake being proportional to he resultant vector.
Also, I would greatly appreciate a dual gauss shot to a spider in mid flight being able to boost their jump height. There an unofficial game mode / sporting event opportunity here.
#14
Posted 16 November 2013 - 09:39 AM
Quote
Agreed.
As part of giving each weight class unique skills, Heavies/Assaults should lose Anchor Turn in their skill tree and get Shake Reduction instead.
Assaults should also lose Speed Tweak and get a skill that gives them Damage Reduction instead.
Heavies/Assaults should be more about stability and armor than agility and speed.
#15
Posted 16 November 2013 - 12:28 PM
#16
Posted 16 November 2013 - 11:54 PM
I like it a lot, people always run although they don't need to if they stay strong together, but in practicality I can keep 3 mechs back down by hammering them with 2 AC-2's in my heavy metal.
Again they don't need to, they could also just push together against me, but everyone seems so afraid to get hit in a shooter these days.
I would also argue that if I change my loadout to twin AC-5's than they should shake more than AC-2's.
But seriously, scree shake is something you have to get used to, we have lots of Dakka mechs running around, if it's not AC-2's that shakes you're cockpit apart, than it's AC-5's; UAC-5's, …
I hope they balance those small inconsistent things for the weapons.
Also;
If I put my 3 large pulse lasers with an alpha in a Jenner, he is not gonna run around in front of me thinking he's invincible any more.
But a spider seems to be smiling and can run several circles around me, and although I hit as reliably as said Jenner, the spider can soke it all up for some reason.
Edited by Peter2k, 16 November 2013 - 11:55 PM.
#17
Posted 17 November 2013 - 01:03 AM
Devilsfury, on 16 November 2013 - 12:28 PM, said:
I wanna fight the people you play against. Seriously, I play against some damned good players, but I also play with people that make me wonder how they manage to play while wearing mittens and bicycle helmets. And yet they can still manage to not run and hide, and somehow shoot back effectively, even when being pummeled with AC2's.
Peter2k, on 16 November 2013 - 11:54 PM, said:
The module is supposed to reduce screen shake. Screen shake is what you get when you're being hit with projectiles, and when jumping, to some extent. But screen shake doesn't move your targeting reticle, so if you can manage to ignore the visual effect, you can still shoot just fine. Reticle shake is something you get only when jumping, and it moves your targeting reticle all around where it should be in a random pattern. You can try to ignore it, but you can't really tell where your shot will go, besides a general direction, so any kind of precision aiming is impossible, forcing pop-tarts (jump snipers) to line up a target and take the shot only after releasing their JJ's.
From the description, the module will have no appreciable effect on jump sniping.
#18
Posted 17 November 2013 - 03:10 AM
OneEyed Jack, on 17 November 2013 - 01:03 AM, said:
The module is supposed to reduce screen shake. Screen shake is what you get when you're being hit with projectiles, and when jumping, to some extent. But screen shake doesn't move your targeting reticle, so if you can manage to ignore the visual effect, you can still shoot just fine. Reticle shake is something you get only when jumping, and it moves your targeting reticle all around where it should be in a random pattern. You can try to ignore it, but you can't really tell where your shot will go, besides a general direction, so any kind of precision aiming is impossible, forcing pop-tarts (jump snipers) to line up a target and take the shot only after releasing their JJ's.
From the description, the module will have no appreciable effect on jump sniping.
So I gues I was right :-)
There is a module coming for all those being afraid of Dakka
#19
Posted 17 November 2013 - 04:37 AM
#20
Posted 17 November 2013 - 04:42 AM
Khobai, on 16 November 2013 - 09:39 AM, said:
Agreed.
As part of giving each weight class unique skills, Heavies/Assaults should lose Anchor Turn in their skill tree and get Shake Reduction instead.
Assaults should also lose Speed Tweak and get a skill that gives them Damage Reduction instead.
Heavies/Assaults should be more about stability and armor than agility and speed.
You've played assaults I assume? And you want to nerf their *ahem* agility and speed to make them tougher? Are you high or something?
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