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Pop-Tarting Complaint Issues


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#141 wanderer

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Posted 03 February 2014 - 04:09 AM

View PostMystere, on 02 February 2014 - 03:01 PM, said:



Free-falling objects don't normally experience any shaking. So that kind of explains things.


Someone's never gone skydiving. Mechs are bricks that rely on thrust to even remain a semblance of stable in mid-air in anything short of a "dive" spread-eagle, and sure as heck aren't very stable at all given a vertical position unless compensating with applied thrust.

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What needs to be done is significantly increase leg damage when a Mech hits the ground without adequate JJ thrust. Make the damage directly proportional to the kinetic energy of impact. Of course, using your JJs to control descent should also induce shaking.


This would help too, although I cringe every time I see a light break a leg on terrain just running around.

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Ain't Physics great!


Yep!

#142 JohnnyWayne

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Posted 03 February 2014 - 04:34 AM

View Postwanderer, on 03 February 2014 - 04:09 AM, said:

Mechs are bricks that rely on thrust to even remain a semblance of stable in mid-air in anything short of a "dive" spread-eagle, and sure as heck aren't very stable at all given a vertical position unless compensating with applied thrust.


Thought the same thing. They actually NEED thrust to compensate for any of their movements, to hold a stable position midair (that inculdes their previous JJ movements). If they are out of fuel it goes downwards, unstable with all consequences. That means they land on their face and take damage depending to the cinetic energy they had, all over the mech.

Hello knockdowns, how have you been?

Edit: Btw, we could reintroduce reticle shake in a different way, so noone gets motion sickness: Make them fixed but blend in a circle (the radius the reticle jumped around in) to show that you don't aim pinpoint and make the fire random in that circle.

No don't take that conept over to non jumpjetting mechs, convergency flamers.

Edited by JohnnyWayne, 03 February 2014 - 04:38 AM.


#143 Alistair Winter

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Posted 03 February 2014 - 04:38 AM

Working as intended. Poptarting has been around since forever, and PGI clearly likes the way the game is played right now.

#144 JohnnyWayne

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Posted 03 February 2014 - 04:45 AM

No, it just takes them forever to change things, like always. Except it totally wrecks the game like LRMgeddon.

#145 Mystere

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Posted 03 February 2014 - 11:11 AM

View Postwanderer, on 03 February 2014 - 04:09 AM, said:

Someone's never gone skydiving. Mechs are bricks that rely on thrust to even remain a semblance of stable in mid-air in anything short of a "dive" spread-eagle, and sure as heck aren't very stable at all given a vertical position unless compensating with applied thrust.


Mechs don't poptart from altitudes in the thousands of meters. So the comparison to skydiving is invalid. We're talking about a few (tens of) meters. As such, you're not going to get any significant turbulence (i.e. shaking) at those heights.



View PostJohnnyWayne, on 03 February 2014 - 04:34 AM, said:

Thought the same thing. They actually NEED thrust to compensate for any of their movements, to hold a stable position midair (that inculdes their previous JJ movements). If they are out of fuel it goes downwards, unstable with all consequences. That means they land on their face and take damage depending to the cinetic energy they had, all over the mech.


Well, the higher a Mech goes, the higher is the chance that it will plant its face into the ground. So you're not going to get any argument from me on that point.

Edited by Mystere, 03 February 2014 - 12:15 PM.


#146 Almond Brown

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Posted 03 February 2014 - 11:37 AM

View PostJman5, on 28 January 2014 - 01:29 PM, said:

Are you telling me that there is no balance issue, I'm just not trying hard enough? :unsure:

There is a reason that 12-mans are dominated by jump-snipers.


The reason it is dominated by Jump snipers is those who play that game mode are the least imaginative or resourceful among the Community. We could always change JJ's and or modify how Pin point weapons work but the 12 man crews will just morph that into the next, new and still unimaginative Meta in a mere 2-3 days.

#147 wanderer

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Posted 03 February 2014 - 12:15 PM

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Mech don't poptart from altitudes in the thousands of meters. So the comparison to skydiving is invalid. We're talking about a few (tens of) meters. As such, you're not going to get any significant turbulence (i.e. shaking) at those heights.


Skydivers don't have to generate enough thrust to keep a 30-ton+, highly unstable chunk of metal stable either. Cause that's basically what should happen when you're suspended in midair and attempt to open fire with a bunch of guns capable of opening a tank like a sardine can. You tumble. Never mind how bad impulse should be magnified when you're airborne to boot.

#148 Jman5

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Posted 03 February 2014 - 12:45 PM

View PostAlmond Brown, on 03 February 2014 - 11:37 AM, said:


The reason it is dominated by Jump snipers is those who play that game mode are the least imaginative or resourceful among the Community. We could always change JJ's and or modify how Pin point weapons work but the 12 man crews will just morph that into the next, new and still unimaginative Meta in a mere 2-3 days.

Least imaginative, or just the most efficient? They figured out what works best in the most number of situations and applied that to their builds and strategy. Balancing the game is not irrelevant simply because good players can adapt. You nerf/buff stuff so that the rest of your stuff is more in lined with "the meta". It means that the "creative" players can get away with being creative instead of just being a drain.

I am of the opinion that the game has been balanced for the better over the last year. The problem is that while many of the OP builds have been nerfed correctly, it makes those that remain stick out like a sore thumb. The ability to jumpsnipe needs to be toned down more.





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