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Cockpit Shake Is Waayyy Up


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#1 Bartholomew bartholomew

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Posted 21 January 2014 - 01:28 PM

Ran my griffon after this patch. And noticed getting hit by AC2's and AC5's is shaking my 55TON
mech like I was hit by mike tyson.

It was an immediate difference from before and after and makes the mech all but unplayable now.

Even worse it was not in the patch notes. Is this a new bug or did we think it was a good idea to shake the mech to the point it looks and feel like i have doubled over when hit by a round...

#2 DEMAX51

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Posted 21 January 2014 - 01:31 PM

I think they said in the patch notes that they added shake for when a component is destroyed, but maybe this is just a bug that worked its way in?

#3 Galenit

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Posted 21 January 2014 - 01:43 PM

For me, it feels like its more shake now too.

#4 Ryvucz

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Posted 21 January 2014 - 02:10 PM

View PostBartholomew bartholomew, on 21 January 2014 - 01:28 PM, said:

Ran my griffon after this patch. And noticed getting hit by AC2's and AC5's is shaking my 55TON
mech like I was hit by mike tyson.

It was an immediate difference from before and after and makes the mech all but unplayable now.

Even worse it was not in the patch notes. Is this a new bug or did we think it was a good idea to shake the mech to the point it looks and feel like i have doubled over when hit by a round...


I would be more worried about Mike Tyson being able to shake your 55 ton Mech more than anything. :lol:

But the shake seems as much as usual, either that or I'm just too focused on looking at my glass than noticing anything else.

#5 Mark of Caine

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Posted 21 January 2014 - 02:42 PM

I lost a machine gun on my locust just a few minutes ago and the cockpit shook so hard that I was actually disoriented for a few seconds. I had no idea which way I was facing, and by the time I regained control, I was destroyed. The panning camera showed my mech had ran into a wall, cuz my mech was smoking right next to one.

I honestly have mixed feelings on whether your mech should shake that much from losing a component.

#6 Lucky Moniker

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Posted 21 January 2014 - 02:58 PM

I think a locust should shake that bad everytime it gets hit by any projectile but that's just me

#7 Gralzeim

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Posted 21 January 2014 - 06:30 PM

Yeah, it's much worse this patch. In conjunction with the distracting cockpit glass effect, ugh.

#8 LastPaladin

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Posted 21 January 2014 - 06:58 PM

View PostLucky Moniker, on 21 January 2014 - 02:58 PM, said:

I think a locust should shake that bad everytime it gets hit by any projectile but that's just me


I am just imagining a Locust getting hit with an AC20 and the inertia of the shell making the Locust fly back about 300 meters :)

#9 Sudden Reversal

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Posted 21 January 2014 - 09:09 PM

They had to find a reason for people to use the Gyro module.

Well here it is. Enjoy!

#10 Corvus Antaka

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Posted 21 January 2014 - 10:16 PM

WOOHOOO

IMMERSION

I thought we wanted a mech sim here?

why the qq?

I'm enjoying it so far. Unsure if it's too much or not. Seems fine for now.

#11 Gralzeim

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Posted 22 January 2014 - 12:38 AM

Immersion would be if the shaking was at all realistic (it's not). What we have instead is "You get hit from any angle with any amount of force and the screen shakes the exact same way every time; like a front-loading washing machine". This ends up being disorienting for some folks when the shake is particularly intense, because the shake doesn't correspond with the hit taken (and it's the same motion over and over).

People "QQ" because it can be disorienting (and in some cases headache or nausea inducing). As in, it can cause real world discomfort. Most games with screen shake have an option to turn it off. I still think MWO needs such an option (as with any other graphical effect).

I'd be more accepting of screenshake if it corresponded properly with the angle and intensity of the hit. I.e. hit from the front, view jerks up a bit then back down as it stabilizes. Hit from side, view jerks to the opposite side, etc.

But instead of that, we have "Your cockpit is mounted on bouncy pistons that artificially rotate the cockpit whenever you're struck". Which some people obviously don't mind, but others do. For various reasons.

Edited by Gralzeim, 22 January 2014 - 12:45 AM.


#12 Jam the Bam

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Posted 22 January 2014 - 01:13 AM

I definitely noticed an increase, some is good, you really know when you've been hit by an AC20, but I came up against and AC5, 2 x AC2 victor, it should have been a fair fight but I was absolutely helpless because no matter which way I faced I was completely blind when he fired on me. Which is a bit ridiculous, there should be no weapon combination that makes the person on the receiving end unable to respond.

#13 Lucky Moniker

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Posted 22 January 2014 - 10:01 AM

And they were worried about flamer stun lock, which takes a full minute to shut someone down with haha





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