Taking A Deep Breath
#1
Posted 07 July 2014 - 05:31 AM
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.
#2
Posted 07 July 2014 - 05:41 AM
#3
Posted 07 July 2014 - 05:47 AM
Jammerben87, on 07 July 2014 - 05:41 AM, said:
Yes...but that is not my point. I'm a jump jet spider! In a normal match I probably jump 30 or more times. What this patch does to my Mech is turn me into a Raven with less fire power.
#4
Posted 07 July 2014 - 05:48 AM
Your problem however is exactly why this mechanic was included, to tone down jumpsniping by making jumping 'mechs take damage if they don't use their JJs to cushion the fall.
You obviously can't cushion your fall if you use all your thrust to go up so just don't
#5
Posted 07 July 2014 - 05:53 AM
Ironwithin, on 07 July 2014 - 05:48 AM, said:
Your problem however is exactly why this mechanic was included, to tone down jumpsniping by making jumping 'mechs take damage if they don't use their JJs to cushion the fall.
You obviously can't cushion your fall if you use all your thrust to go up so just don't
Ok so basically I have put well over $1,000.00 into this game the last few years. Now they decide to make my main Mech useless? Can u understand how this would upset me?
Ironwithin, on 07 July 2014 - 05:48 AM, said:
Your problem however is exactly why this mechanic was included, to tone down jumpsniping by making jumping 'mechs take damage if they don't use their JJs to cushion the fall.
You obviously can't cushion your fall if you use all your thrust to go up so just don't
Also I would like to point out that I can play most any assault class Mech run around at agonizingly slow speeds and do 2 times the amount of damage for much better stats.
Edited by Countess Crow, 07 July 2014 - 05:52 AM.
#6
Posted 07 July 2014 - 05:57 AM
I thought by supporting the game with the amount of money that I have. They would strive to make the game great. I played this game on Pen and Paper. I played it in Chicago in 1991 in real life simulators. This is not how the game was designed.
Edited by Countess Crow, 07 July 2014 - 06:03 AM.
#7
Posted 07 July 2014 - 05:58 AM
Countess Crow, on 07 July 2014 - 05:53 AM, said:
Ok so basically I have put well over $1,000.00 into this game the last few years. Now they decide to make my main Mech useless? Can u understand how this would upset me?
Don't know what to tell you there ... even without the "BETA" in the logo this game is still in development and far from finished. Even if it was finished, "balancing" will always happen and might break previously viable play-styles.
It is a new system though and you can expect it to change over the course of the next few patches (for better or worse....anybody's guess with PGI).
Your options pretty much are 1) ignore it and break your legs 2)adapt your way of playing or 3) stop playing your JJ-spider and wait for it to change to something you like more.
There are several threads about how,why and when this new fall-mechanic should be fixed...
#8
Posted 07 July 2014 - 06:44 AM
Thank you Oh so much.
Edited because I had been up over 30 hours and my math sucked.
Edited by Countess Crow, 07 July 2014 - 03:23 PM.
#9
Posted 07 July 2014 - 06:45 AM
You need to learn to control your jumps, though I'm fairly sure lights are taking a bit too much damage, you can easily limit the amount of damage you take with a bit of self control. I play a jumping firestarter and don;t have much problems with it as long as I pay attention. The whole point of the patch was to curb jumping with impunity.
Edited by Jammerben87, 07 July 2014 - 06:46 AM.
#10
Posted 07 July 2014 - 06:51 AM
#11
Posted 07 July 2014 - 06:54 AM
Jammerben87, on 07 July 2014 - 06:45 AM, said:
You need to learn to control your jumps, though I'm fairly sure lights are taking a bit too much damage, you can easily limit the amount of damage you take with a bit of self control. I play a jumping firestarter and don;t have much problems with it as long as I pay attention. The whole point of the patch was to curb jumping with impunity.
I don't understand your first statement. Because children have 1K laying around to invest in a game? Years of playing this game with my friend. The ONLY thing spiders can do is have decent speed, ecm, and JUMP. You are comparing a heavier mech with way more fire power to a lighter mech that stays alive by JUMPING.
It's not like I don't have over 3,000 matches to compare things to. It sucks. I now feel like I wasted my money.
Bigbacon, on 07 July 2014 - 06:51 AM, said:
Thank you. That gives me some hope.
#12
Posted 07 July 2014 - 07:21 AM
You will still jump plenty high with 4JJs when you do this (as someone who jumps a lot).
#13
Posted 07 July 2014 - 07:57 AM
You have a legitimate gripe but don't make it about who spent more money. Its childish whining.
As others have said you need to control your fall using the JJ's just now. The firestarter is still a light mech which largely needs it's JJ's to stay alive as well.
#14
Posted 07 July 2014 - 09:12 AM
In other words: you now have to learn to tweak your jet usage a bit, and this has you in a tableflipping rage spiral? Do what?
M'friend, I'm a dedicated Jenner pilot. I jump. All the time. Adapting to the change took all of a few seconds, and I'm still bouncing around quite merrily on jets of hot plasma without much trouble. Honestly, I've got nothing for you if you can't figure out you need to simply save a little JJ juice for your fall.
I can't even begin to understand the AARRGLBARRRGL. Poptarts are now in the realm of skilled play. You need to retrain your reflexes a bit, and that's it. Your playstyle isn't dead - just a teeny (and trust me, it ain't much) bit different.
#15
Posted 07 July 2014 - 01:06 PM
Countess Crow, on 07 July 2014 - 06:44 AM, said:
Your math is off by an order of magnitude. $1,000 buys TWENTY (20) games that cost $50 each, not two-hundred (200). For me it only covers 1.2 car payments (I have a Mercedes SUV), insurance for 3 months (insuring 4 cars including expensive Mercedes SUV will do that), and not even half of my mortgage payment ($850,000 house in California). So um - cry harder? That might make you feel better.
You also mentioned that you've played over 3,000 matches in MWO. Cool! MWO matches last up to 15 minutes and cost you exactly NOTHING - but let's play Devil's Advocate and divide matches across what you've paid: $1,000 for 3,000 matches is 33 cents ($0.33) per match. You claim you used to play in the Tesla pods in Chicago at VWG (cool, so did I, I was a competitive player in regionals and nationals for several years) which cost $10 per match for a 10-minute game. 3,000 matches there would have cost you a WHOPPING $30,000!!! So in the end, you've achieved a savings well beyond an order of magnitude AND you got to play in the comfort of your own home on a better computer and video card than the Tesla pods ever had, with higher-quality graphics, sound and selection than the Tesla pods offered.
#16
Posted 07 July 2014 - 01:47 PM
Nice tantrum bro.
#18
Posted 07 July 2014 - 03:26 PM
Panzerbjorn, on 07 July 2014 - 01:06 PM, said:
Your math is off by an order of magnitude. $1,000 buys TWENTY (20) games that cost $50 each, not two-hundred (200). For me it only covers 1.2 car payments (I have a Mercedes SUV), insurance for 3 months (insuring 4 cars including expensive Mercedes SUV will do that), and not even half of my mortgage payment ($850,000 house in California). So um - cry harder? That might make you feel better.
You also mentioned that you've played over 3,000 matches in MWO. Cool! MWO matches last up to 15 minutes and cost you exactly NOTHING - but let's play Devil's Advocate and divide matches across what you've paid: $1,000 for 3,000 matches is 33 cents ($0.33) per match. You claim you used to play in the Tesla pods in Chicago at VWG (cool, so did I, I was a competitive player in regionals and nationals for several years) which cost $10 per match for a 10-minute game. 3,000 matches there would have cost you a WHOPPING $30,000!!! So in the end, you've achieved a savings well beyond an order of magnitude AND you got to play in the comfort of your own home on a better computer and video card than the Tesla pods ever had, with higher-quality graphics, sound and selection than the Tesla pods offered.
Yes I did play in the Pods in Chicago. It was quite a while ago. I thought it was 15.00 for 10 minutes. I still have a very large stack of printouts with my ratings and play by play how the matches went. Graphics or not it was the most realistic Mech Warrior I ever played!
#19
Posted 07 July 2014 - 03:30 PM
Shimmering Sword, on 07 July 2014 - 01:47 PM, said:
Nice tantrum bro.
Actually it already takes quite a bit of skills to be running from 3 heavies....jump into the air....turn around while flying backwards and start shooting....hit the ground and run a different direction before you get vaporized by their weapons.
#20
Posted 07 July 2014 - 03:36 PM
Countess Crow, on 07 July 2014 - 03:26 PM, said:
It's probably been many years since you played, then. While the pods made for an immersive experience unlike anything you could ever get with MWO, the gameplay was sluggish, riddled with bugs, and the graphics by today's standards were primitive. I still play the Tesla 2 pods in Seattle and the original Tesla pods in Michigan, and I can assure you that neither are as good (in general) as MWO. The pods also limited gameplay to 4v4 or an 8-man Battle Royale, so the fact that MWO allows up to 24 player games right now (and I believe the eventual plan is 32) is a pretty big improvement.
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