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Return Of Poptarts


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#101 Sandpit

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Posted 22 November 2013 - 06:46 PM

View PostFinn McShae, on 22 November 2013 - 06:16 PM, said:

Alright, that's it.

Time to get rid of all the guns/lasers/missiles, add knockdowns back in and we'll all just play bumper mechs.

Its the only way to be sure.

You should really check out the list in the first link of my signature if you haven't. We wouldn't even have that much

#102 kesuga7

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Posted 22 November 2013 - 07:40 PM

im just curious too how many people defending poptarts are poptarters themselfs lol (yea not everyone is)
perhaps konivings suggestion to a non single shot ac 20 would better balance the highest pinpoint damage weapon ingame

Im not so sure about this but sometimes when i do get within 80 meters my 10-20 kph faster mech i have trouble catching said poptarts when they use their jumpjets to get out of the 80 meter range
(and then alpha me and jumpjet away lol but i do catch them on ground)


personally i think recoil would be a cool way to balance ballistics :P

Edited by kesuga7, 22 November 2013 - 07:49 PM.


#103 Feetwet

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Posted 22 November 2013 - 07:45 PM

I hate pop tarts but the ultimate solution is for PGI to get their head out of there azzes.

Fix it so I can charge up the f'n side of the caldera or hill or speed bump instead of crawling my azz up there.

Fix it so when I attempt to flank them around a building my F'N 70 ton mech doesn't get stuck on a GD garden fence.

Fix it so that I can raise these stupid arms of mine so the one story abode in front of me doesn't block all of my GD arm weapons.

Fix it so I can direct LRM, air strike, and artillery with the handy dandy fn map I have. (Limited to 1000 meters).

Ok the last one might be a little much but the ground movement on this fn game needs an overhaul. 'Hold up guys, I've got to go around this statue.' Fixing some of the ground mobility issues would alleviate some of the issue.

My .80 euro.

S

#104 Whatzituyah

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Posted 22 November 2013 - 08:08 PM

What flavor are the poptarts? Blueberry? Rasberry? Wild Berry? I mean they been around for years and its still a breakfast pastery!
Posted Image

Edited by Whatzituyah, 22 November 2013 - 08:08 PM.


#105 Sandpit

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Posted 22 November 2013 - 08:27 PM

View PostFeetwet, on 22 November 2013 - 07:45 PM, said:

I hate pop tarts but the ultimate solution is for PGI to get their head out of there azzes.

Fix it so I can charge up the f'n side of the caldera or hill or speed bump instead of crawling my azz up there.

Fix it so when I attempt to flank them around a building my F'N 70 ton mech doesn't get stuck on a GD garden fence.

Fix it so that I can raise these stupid arms of mine so the one story abode in front of me doesn't block all of my GD arm weapons.

Fix it so I can direct LRM, air strike, and artillery with the handy dandy fn map I have. (Limited to 1000 meters).

Ok the last one might be a little much but the ground movement on this fn game needs an overhaul. 'Hold up guys, I've got to go around this statue.' Fixing some of the ground mobility issues would alleviate some of the issue.

My .80 euro.

S

Forum users take note THIS is how you make suggestions instead of "QQ me no likey so nerf/buff/remove/fix it"

I like all of those suggestions actually except for being able to indirect LoS with the LRMs. I've said for weeks now that it makes no sense to have a handy dandy map that is useless other than putting down icons (which usually get ignored in PUGs anyhow but that's neither here nor there). It would be nice to be able to use that for actual functionality such as dropping arty and air strikes. Even if this was linked to having a command module (which would actually give that one a use also) so that only certain mechs had that advantage.

#106 Clit Beastwood

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Posted 22 November 2013 - 10:52 PM

View PostGladewolf, on 22 November 2013 - 04:58 PM, said:

I don't buy that with equally skilled players, an entirely direct damage build will have an advantage against a build that doesn't even need to expose itself to fire.....especially if that direct damage build is using ppcs.....there IS a reason we also have a missile QQ crowd as well.


Play more 12mans.

#107 Sandpit

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Posted 22 November 2013 - 11:00 PM

View PostFierostetz, on 22 November 2013 - 10:52 PM, said:


Play more 12mans.

why?

That line of thinking is no different than the pugs who jump on here complaining about premades because they dont' want to use TS and jump in a group. Why shoudl anyone else be expected to play the game in a manner they don't want to just because you do? If you don't like the way the 12 mans go, play pugs or 4mans. You have other options available to you

#108 Clit Beastwood

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Posted 22 November 2013 - 11:18 PM

View PostSandpit, on 22 November 2013 - 11:00 PM, said:

why?

That line of thinking is no different than the pugs who jump on here complaining about premades because they dont' want to use TS and jump in a group. Why shoudl anyone else be expected to play the game in a manner they don't want to just because you do? If you don't like the way the 12 mans go, play pugs or 4mans. You have other options available to you


ok, to elaborate - in 12mans, lrms are proving to be unreliable at best because we're encountering teams of ddc's and highlander poptarts. Can't carry enough TAGS to get a lock, so the lrms are wasted tonnage. You *could* ask for clarification before jumping at me.

Edited by Fierostetz, 22 November 2013 - 11:19 PM.


#109 Redshift2k5

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Posted 22 November 2013 - 11:22 PM

View PostKell Commander, on 21 November 2013 - 06:59 PM, said:

So last 2 attempts to fix this they added cockpit shake, then a charge timer to gauss rifles. Now the go to poptart (while still much less effective than 2 PPC gauss but still overly deadly) is the 2 PPC AC 20. Will PGI add a delay to AC 20 now or might they actually put it on the PPC like they should have from the start?

Also gauss should have a minimum range, as much as I love the weapon.


A BULLET that does 0 damage at short range is frankly ridiculous. The charge time mechanic itself that you complain about makes the gauss much more unweildy in close quarters and is, in part meant to represent the gauss' difficulty in being used at close range.

#110 YueFei

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Posted 23 November 2013 - 12:16 AM

View PostDarvaza, on 22 November 2013 - 06:22 PM, said:

pop tarts would have been solved a long time ago if forward thrust would have been added to jump jets. having to be a full speed to get a long jump is dumb. jump jets should give forward thrust and turn you according to which way you are facing.


Eh, that wouldn't solve the "problem". Most good poptarts jump laterally, so they move in a parabolic arc from their target's POV.

Then again, I don't think jump sniping is a "problem" that needs to be fixed by PGI. Rather, it's a puzzle for the players to solve on their own.

Actually, watching some of the videos of jump snipers from the jump sniper's POV, you notice how they're often riding the edge of the heat scale after a few shots? I admit that if I were on the receiving end of those volleys, my instinctive reaction is to duck into cover and relocate. But the more I think about it, the more I realize that the correct response may be to block those volleys with the arms and then charge in.

The trouble is that it's difficult to coordinate a charge with all of your players. If you charge alone against 4 jump snipers, you will lose, but then again, if you charge alone against 4 of anything, you will lose. If the jump snipers are in a loose formation, you can close in on one of them underneath PPC range, but his buddies can still nail you.

Another possible counter to heavy/assault jump snipers, in my mind, is fast moving light and medium snipers. My experience from a game called Subspace Continuum tells me that, given equal weapon projectile speeds, between two opposing fighters, the one with greater speed, acceleration, and smaller profile, can find a sweet spot range where he can hit the larger, slower fighter, but still have enough distance to dodge return fire on reflex. The weakness of a light or medium sniper is, of course, that they would lose against an enemy light or medium mech built for close-combat. But you can perhaps setup a formation of assaults and heavies to provide close support for your light and medium mech snipers. Your light and medium snipers wear down the enemy snipers at range, daring the enemy lights and mediums to close in for close combat. If they do, your own Assault and Heavy brawlers, who have been staying safely behind cover from the enemy snipers, splatter the enemy lights and mediums.

Those are just a couple of back-of-the-envelope ideas I have, I'm sure much smarter players than me can think of other possible solutions to attempt against a team of jump snipers.

P.S.:
I'm reminded of arguments raging on the World of Warcraft forums between Rogue players and Warrior players about the relative balance between those two classes, especially in a 1v1 duel. At the lowest skill levels, Rogues would tend to win. Bad Warriors complained about OP Rogues and screamed for Rogues to be nerfed. But as a player's knowledge improved, Warrior players learned a few basic counters against Rogues, and at the medium skill level, Warriors tended to win. The bad Rogues would cry about it and ask for Warrior nerfs. But smarter Rogues in turn learned some very fancy tricks (one of which I invented, the weapon swap trick to reset weapon swing timer so you had the ability to apply Expose Armor without breaking Blind or Sap), 5-to-8 yard energy kiting, restealth between DoT ticks, etc., and started winning more duels. Warriors upped their game and learned how to counter the kiting game with shouts, when to apply burst damage and when to turtle, to make the most efficient use of their GCDs, etc. And at the highest levels of skill, the 1v1 match-up was pretty much balanced, 50/50, where the difference between winning and losing was primarily influenced by player decisions, rather than class balance.

The evolution of these techniques occurred over a period of months as players tinkered, explored, and experimented with different things. I discovered the weapon swap trick by pure accident, since I played a Warrior, not a Rogue. I had a habit of equipping a shield at all times until I charged into combat, just in case a Rogue got the jump on me. When doing this, just before charging, I'd swap to my two-hander. I noticed when doing this that my first auto-attack would take ~3.5 seconds to come out. That's when I realized that swapping weapons was resetting my weapon swing timer. Then on the forums I came across a discussion where Rogues players were trying to time their Expose Armor ability to occur in between their auto-attack swing timers (for *both* hands), and that they couldn't reliably pull it off, I suggested that they do the weapon swap trick to swap to a pair of slow swords, apply Expose armor, then have plenty of time to turn off their auto-attack. A Rogue player named Unsouled saw my suggestion, tried it out, and featured it in a demonstration video where he kills another Rogue named Ming from 100% health to 0% health with Ming completely unable to respond throughout a stunlock, despite him being naked and not having any benefit from gear.

Edited by YueFei, 23 November 2013 - 12:32 AM.


#111 Sandpit

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Posted 23 November 2013 - 12:30 AM

View PostFierostetz, on 22 November 2013 - 11:18 PM, said:


ok, to elaborate - in 12mans, lrms are proving to be unreliable at best because we're encountering teams of ddc's and highlander poptarts. Can't carry enough TAGS to get a lock, so the lrms are wasted tonnage. You *could* ask for clarification before jumping at me.

I didn't jump at you. I'm pointing out that what your'e saying is no different than when a player jumps on here and claims premades are destroying the game. I'm just pointing out that your comment implied that he would ever have to play a 12man game.
The metas that are popping up in the 12mans aren't affecting the majority of the player population. That means that a small portion of the player base is experiencing what they consider an "imbalance" not because somethign is OP but because 12mans are stacking and coordinating things.

Just because an organized 12man uses 10 arty strikes to near perfection and coordination doesnt' mean arty strikes are OP. That means that 12man is very good at maximizing their potential in a coordinated effort. If 12mans were all runnign around in swaybacks and decimating their opponents then the opponents that were losing to that would be on here calling for that to be stopped.

The simple solution is if you don't want to face that kind of coordination and competition then drop in pugs and 4mans. Just like the simple solution for pugs who claim teamwork is op is to jump on TS and join a team.

There's no anger in what I'm saying here. I'm just pointing out that it's the same exact mentality behind both sides. These things shouldn't be nerfed simply because a player doesn't want to use other options available to them in order to avoid being in what they consider an environment that isn't fun.In this case you can't balance a game because a very small portion of the player population experiences what they consider an imbalance. An imbalance that isn't based on the weapon or strategy itself but the fact that in 12mans that weapon or strategy is used in a very coordinated manner, which is basically what 12mans are supposed to be.

They're supposed to be the upper echelon of competition in the game. That's exactly what you have, but you can't call for nerfs and bumps because they're used at maximum efficiency. If the majority of the player base isn't finding the same problem and it's only an issue in 12mans then you can't make adjustments to cater to that small portion of the player base.

#112 Clit Beastwood

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Posted 23 November 2013 - 12:41 AM

View PostSandpit, on 23 November 2013 - 12:30 AM, said:

I didn't jump at you. I'm pointing out that what your'e saying is no different than when a player jumps on here and claims premades are destroying the game. I'm just pointing out that your comment implied that he would ever have to play a 12man game.
The metas that are popping up in the 12mans aren't affecting the majority of the player population. That means that a small portion of the player base is experiencing what they consider an "imbalance" not because somethign is OP but because 12mans are stacking and coordinating things.

Just because an organized 12man uses 10 arty strikes to near perfection and coordination doesnt' mean arty strikes are OP. That means that 12man is very good at maximizing their potential in a coordinated effort. If 12mans were all runnign around in swaybacks and decimating their opponents then the opponents that were losing to that would be on here calling for that to be stopped.

The simple solution is if you don't want to face that kind of coordination and competition then drop in pugs and 4mans. Just like the simple solution for pugs who claim teamwork is op is to jump on TS and join a team.

There's no anger in what I'm saying here. I'm just pointing out that it's the same exact mentality behind both sides. These things shouldn't be nerfed simply because a player doesn't want to use other options available to them in order to avoid being in what they consider an environment that isn't fun.In this case you can't balance a game because a very small portion of the player population experiences what they consider an imbalance. An imbalance that isn't based on the weapon or strategy itself but the fact that in 12mans that weapon or strategy is used in a very coordinated manner, which is basically what 12mans are supposed to be.

They're supposed to be the upper echelon of competition in the game. That's exactly what you have, but you can't call for nerfs and bumps because they're used at maximum efficiency. If the majority of the player base isn't finding the same problem and it's only an issue in 12mans then you can't make adjustments to cater to that small portion of the player base.


ok - the unabridged version of my comment was
"play more 12mans and you'll see them more" - apologies for brevity.

#113 Corvus Antaka

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Posted 23 November 2013 - 01:28 AM

btech 3025 jumpjets.

problem solved.

(and jets will actually be fun and "jump" over/onto stuff instead of wall scraping/climbing half the time.)

Edited by Colonel Pada Vinson, 23 November 2013 - 01:29 AM.


#114 JohnnyWayne

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Posted 23 November 2013 - 02:23 AM

View PostSandpit, on 22 November 2013 - 11:00 PM, said:

why?

That line of thinking is no different than the pugs who jump on here complaining about premades because they dont' want to use TS and jump in a group. Why shoudl anyone else be expected to play the game in a manner they don't want to just because you do? If you don't like the way the 12 mans go, play pugs or 4mans. You have other options available to you


Hey why don't we just get aimbots for everyone? I mean everyone can use them just like voip! Until today noone could explain the difference between them. Both 3rd person software to get an unfair advantage over other players.

Just give everyone integrated voip and all this QQ will fade away. If people still cry then premade players REALLY have an argument. Premades could also play together with randoms better, but most of these "eliteists" are too above to do something like this.

Poptarts:
Decrease the regain of fuel and give shots fired midair an increased heat generation. 2 PPCs + something else should overheat a Mech midair, 2 LL shouldn't. Falldamage has to be adjusted in genral.

Different maps should cause different jumpjet strenghes.

Reasons: Jumpjets are fueled by atmosphere and heat from the engine. If you use jumpjets your internal heat is therefore way higher (=> worse dissipation overall => higher heat accumulation) and If the atmosphere is thinner then the propelling effect of jumpjets is lower. Fall damage has to be adjusted to the gravity levels of maps.

I don't know about you but I think poptarts to this extent are a sign of a bad design of jumpjets in gerneal and more than one thing has to be rethought.
Sometimes I have matches I see 1-2, but the next time I drop against premades and there are full lances of them. Can't think of anyone calling this "fun".

Btw: I also think that arty strike should be limited to 2 per drop. But I would change the whole mechanic to have an external commander, Bf 2142 like, that can give orders and fun stuff.

Edited by JohnnyWayne, 23 November 2013 - 02:26 AM.


#115 Sharp Spikes

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Posted 23 November 2013 - 02:35 AM

"Return of poptarts"?..
Umm... We weren't gone. Even in the days of the most violent screenshake we were here, with you. And we aren't going anywhere. Deal with it. :P

#116 Sandpit

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Posted 23 November 2013 - 09:58 AM

it looks like i finally did it! I gave a neutral enough thought that it pissed off both sides! Does this make me a grey night now????

#117 Mystere

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Posted 23 November 2013 - 10:59 AM

View PostSandpit, on 23 November 2013 - 09:58 AM, said:

it looks like i finally did it! I gave a neutral enough thought that it pissed off both sides! Does this make me a grey night now????


TRAITOR!!!

#118 Whatzituyah

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Posted 23 November 2013 - 11:49 AM

View PostMystere, on 23 November 2013 - 10:59 AM, said:


TRAITOR!!!


He must be a Warlock to beable to make both sides mad in this situation! I say we burn the warlock on a stake!

To be serious though you just need to know how to deal with poptarts it is possible.

#119 Gladewolf

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Posted 23 November 2013 - 12:11 PM

View PostFierostetz, on 22 November 2013 - 11:18 PM, said:


ok, to elaborate - in 12mans, lrms are proving to be unreliable at best because we're encountering teams of ddc's and highlander poptarts. Can't carry enough TAGS to get a lock, so the lrms are wasted tonnage. You *could* ask for clarification before jumping at me.
Well in this regard the primary problem in 12 mans isn't the poptarts, it the lack of weight balancing....but in any case you only need one tag for a lock, and consider using UAVs....I do understand the "META" argument.....as well as "what the best teams are doing".....and the reason they can continue has more to do with skill than it does with the poptart tactic. Hopefully very soon you won't be seeing 12 mans with 8 assault mech any longer.

#120 Eddrick

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Posted 23 November 2013 - 12:17 PM

Jump Snipping will exist as long as people are able to hit with all of there weapons at long range while using Jump Jets. Both of the OPs ideas would just change the weapon people use for Poptarting. The way to prevent Poptarting is to, make hitting with your weapons at long range, while jumping, not possible. Alternatively, NERF CONVERGENCE!





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