xe N on, on 19 July 2014 - 11:11 AM, said:
What is the reason for poptarting? Simple. It minimizes the exposure time to enemy's fire during the own attack.
What is the solution? Simple. Increasing the expose time to enemy's fire during jump.
How is that done? Simple. By drastically increasing the jump thrust und jump height while removing the ability to stop the jump process by releasing the spacebar.
This, in fact is the solution...partially
MWLL's JJ feature worked similarly, you could ,however, control how much JJ to apply allowing mobility...it morphed over time from charge direction with movement keys to torso twist facing, regardless JJ gave you great mobility to scale verticle objects...
Pop tarting did happen BUT! Was limited by the fact you could NOT control the rate of fall....you only used "fuel" when ascending and only recharged on the ground...there was also a second "pause" in the air at the top of your ascent (however much you wanted that to be) AND the rapid speed at which you jumped made it difficult to fine tune...
This made them remarkably useful movement tools, it did also allow you to pop tart....the rapid ascent and pause at the top allowed the pop tarter to jump from behind great distances knowing he could use his full allotment of juice and then fall safely to earth...it also allowed easy acquisition of targets as you paused...
"But yalk? How did this keep pop tarting down???"
1. They were a little more difficult to use finely tuned to only expose your guns to fire before falling behind cover, pop tarting as we see it in MWO did happen, but it took a fair amount more skill to pull it off and take NO return fire...even the best could be shot back
2. The pause at the top allowed ample time for the pop tart to fire but also allowed ample time for the victim to blow his legs/arm/head clean off...
3. There was a minimum amount you would rise with a tap, this procluded small hops over cover, without destroying mobility
4. There was also slight momentum upward (trying to remember correctly)
The whole idea of pop tarting is to limit return fire, MWLL solution was to not prevent it ever occurring, but to take away the defining ideal result (damage to enemy and not yourself) and increase it's skill cap to a point that even the best could still take return fire...
The result was that pop tarting worked it's best when no one was looking, you'd take a shot and fall back, they would search for the shooter and not seeing a mech standing on a ridge go back to the fight....if you were located your next jump would see you taking enough damage to make it not worth it...and if you over shot your jump you found yourself hanging peacefully in full view of the entire enemy team, from which you'd be torn to ribbons...
So. Did pop tarting still happen? Yep, did I personally still rage at them? Sometimes, if they were good enough...most times you traded shots till one of you was crippled or dead, like any other fight....the only time it sucked was if you had lots of short range DOT weapons, and he had pin point burst....if you were in range you couldn't do enough to kill him...but that's more a burst damage>DPS in mechwarrior ....
PGI will never fix a problem by changing the result of an action to a less desiable outcome, they will always focus on the action itself and thus I've wasted time writing this...
Edited by yalk, 20 July 2014 - 06:28 AM.