Taking A Deep Breath
#21
Posted 07 July 2014 - 03:37 PM
#22
Posted 07 July 2014 - 04:39 PM
The purpose of the change is to make using jumpjets without saving some for the fall a hazard. Otherwise the jumpjets have no drawbacks.
#23
Posted 07 July 2014 - 05:27 PM
Countess Crow, on 07 July 2014 - 03:37 PM, said:
You could have raged in one of the many similar posts about the broken fall/collision damage..
Meanwhile let wait and see for the adjustments they mentioned on the 15th July patch.
#24
Posted 07 July 2014 - 05:49 PM
Countess Crow, on 07 July 2014 - 05:31 AM, said:
WRONG!!! On a practice map I jump repeatedly at full charged jump jets. I believe I have 4. Straight up and drop. Each time I take 2 percent damage. After 9 jumps one of my legs blow out.
SERIOUSLY? As a spider I do an average of 300 damage a match. A LOT of that is damage I do when I am jumping....turn around....and shoot someone. Every single other player in the game aims for a light mechs legs. So your telling me maybe I can jump 4 or 5 times before I die?
I want to point out these numbers are WITH the module that decreases jump damage. You know the one that USED to be 80 percent and is now 35. WOW what a waste of 6 million.
My take on this.
"Hey PGI i have been exploiting the **** out of the Bad hitboxes, HSR, networking, speed lag that are Lights for the past 2 years, Now you are forcing me to use just a litle skill in feathering my JJs, I wont have it, ive paid 1k so make lights indestructible"
Seems legit.
Edited by N0MAD, 07 July 2014 - 05:49 PM.
#25
Posted 07 July 2014 - 05:54 PM
1. Don't expend all your JJ fuel on the way up
2. Feather your jets on the way down
3. Those bumps and hills your used to walk off with impunity now require you to find a safe way down from.
You can still ignore all those and pay the penalty in damaged legs.
Remember when they added movement factor on hill climbs? It's that kind of change...
#26
Posted 07 July 2014 - 06:52 PM
The original Mechwarrior game, MPBT EGA 3025 (using MW1 combat engine) and MPBT Solaris (do not remember if MPBT 3025 did though) all had fall damage if you landed without using jump jets. iirc the mechs would also fall down if JJ were not used.
From my viewpoint, PGI wants to players to quit treating MWO like other FPS. I do wonder if the Cryengine has the ability to simulate slides with a mech going too fast when turning or if they will reintroduce fall damage, or just keep it to the legs.
#27
Posted 08 July 2014 - 05:04 AM
https://twitter.com/...982841566535681
#28
Posted 08 July 2014 - 05:20 AM
1. You are VERY easy to shoot when you're flying, you're on a set motion which can be tracked and fired at by even mediocre pilots.
2. Hit reg is so awful that if you're in the air and take a shot, as much as half your damage output may disappear or spread. even if you track perfectly.
You're best taking shots while on the floor and your legs are set in one direction, just use your torso to track your shots, and then tap on your jumpjets occasionally to change direction and throw off people's aim. Never do big jumps if you can avoid it.
Edited by Veranova, 08 July 2014 - 05:22 AM.
#29
Posted 08 July 2014 - 05:42 AM
Veranova, on 08 July 2014 - 05:20 AM, said:
This is the main reason for jump shooting, hit reg may suck for the jumper but its worse for the people trying to hit the jumper.
#30
Posted 08 July 2014 - 10:55 AM
Xeno Phalcon, on 08 July 2014 - 05:42 AM, said:
This is the main reason for jump shooting, hit reg may suck for the jumper but its worse for the people trying to hit the jumper.
No it's not.
Jump snipers fire just after the point of being stationary in mid air and use pin-point weapons, so don't get hit-reg issues really.
And that's when you aim to land your shot if you're smart too.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users



















