Diablobo, on 24 May 2014 - 04:29 PM, said:
I thank you all for the honest answers. It has been a very enlightening thread. I learn by asking questions, and you guys have done great.
It seems to me that poptarting is the main problem with the meta.
Since they added the shake, players just wait until the burn ends to shoot, so I like the idea of continuing to shake a short time after the burn. Actually, why not make the mech shake throughout the entire time it is in the air? Jumping in TT was not for poptarting, it was for movement. It also is supposed to give a substantial to-hit penalty, which the shake would model.
Also, the issue of leg damage needs looking at too. When a mech gets to max height and just plops down, it should take some pretty substantial damage to the legs. As it is now, the damage is negligible. Raising falling damage would make the risk/reward equation balance better.
Another idea is to lower the mech tonnage for 2 ton jumpjets to 80 tons and above.
Bam! No more poptarts. If they can still tryhard with these things, then they deserve to win.
well, the only reason I would not continue the shake all the way to the ground (aside from physics.... I might see a CoF being involved after the shake subsided, but not really reticle shake all the way down) is because while I find the tactic used repetitively to be boring, I do feel jump sniping IS a legitimate tactic.
The problem is not jumpsniping in and of itself, it's how easy it is to do it, and how high the risk/reward ratio is in favor of the Jumpsniper. (I usually reserve Poptart for the tryhards who just find a ridge and stand in place. Even if I feel it is a problem tactic, I feel the guys who perform it while on the move as part of a larger plan, can be very skilled). So I don't want to actually remove a legit and viable tactic, IMO, the goal should be to reduce the supremacy of said tactic, so that the meta gap is reduced.
There will always be meta builds, and there will always be (situationally, at least) dominant builds, but to close the gap without totally removing a part of the game is (again, IMO) better. I feel if one had the residual shake as the down jump started (which is also realistic, as sympathetic vibrations do not disappear instantaneously) it increase the risk, considerably, and steepens the skill cap, as you are now having to jump higher and expose more of your mech, while still timing a firing window on the way down.
In lower Elo, it would virtually disappear. In higher Elo and Comp, it would still be viable, but it would not be the clear cut "go to" it is now.
At least, in theory.
*edit* Leg damage should indeed increase exponentially based on elevation and mass. Light Mechs are unfairly penalized, when they actually would have LESS stress on their legs from minor drops and impacts.
Combining the two features would allow the tactic to exist and be legit, but punish the lazy player and increase the skill level required. All good things.
Edited by Bishop Steiner, 24 May 2014 - 04:44 PM.