So...eta On The Timberwolf Bunny Hop Fix?
#21
Posted 22 February 2015 - 11:21 PM
When torso twisted to the side it'd warp your Atlas hitboxes something fierce. Maybe even duck under a shot.
It's just that the Atlas can't do it on-demand cuz it ain't got the jumpjets, see?
Maybe they should allow ALL mechs to do these spaz-outs, even the ones without jump jets. Tap spacebar with no jump jets equipped? No problem, your mech will just do its fall animation.
#22
Posted 22 February 2015 - 11:37 PM
YueFei, on 22 February 2015 - 11:21 PM, said:
When torso twisted to the side it'd warp your Atlas hitboxes something fierce. Maybe even duck under a shot.
It's just that the Atlas can't do it on-demand cuz it ain't got the jumpjets, see?
Maybe they should allow ALL mechs to do these spaz-outs, even the ones without jump jets. Tap spacebar with no jump jets equipped? No problem, your mech will just do its fall animation.
The fall animation isn't the problem with most of these mechs though, it is the crazy vertical jump after pressing the JJs for about 0.5 seconds that is the problem. The fall is only steep with bunny hops because of the rapid vertical you gain in the first place and not many mechs bow quite as bad as the Atlas when landing either.
#23
Posted 22 February 2015 - 11:39 PM
WM Quicksilver, on 22 February 2015 - 11:37 PM, said:
It applies to all jumpers not just Timbers.
#24
Posted 22 February 2015 - 11:39 PM
Wingbreaker, on 22 February 2015 - 11:21 PM, said:
Uh, feathering wasn't changed by the JJ changes. If anything, it made feathering more prominent in play.
>Crutch
>3/4ths of deck doesn't have JJs.
Exactly, if they had fixed this much earlier there really never would have been a need for Any of the JJ nerfs.
JJ mechs would actually be able to jump, instead of barely getting off the ground, reinforcing the only benefit left for JJ's, which is the hop exploit.
But people kept exploiting it, and PGI apparently refused to acknowledge or fix it, so here we are.
And when they finally did put their sights on it, they went every direction except straight at the cause.
#25
Posted 22 February 2015 - 11:42 PM
Mister D, on 22 February 2015 - 11:39 PM, said:
Exactly, if they had fixed this much earlier there really never would have been a need for Any of the JJ nerfs.
JJ mechs would actually be able to jump, instead of barely getting off the ground, reinforcing the only benefit left for JJ's, which is the hop exploit.
But people kept exploiting it, and PGI apparently refused to acknowledge or fix it, so here we are.
And when they finally did put their sights on it, they went every direction except straight at the cause.
Its likely a leftover from when jump jets actually y'know jumpped. The animation isn't in sync with what is happening on the server.
Edited by Yokaiko, 22 February 2015 - 11:42 PM.
#27
Posted 22 February 2015 - 11:43 PM
Mister D, on 22 February 2015 - 11:39 PM, said:
Exactly, if they had fixed this much earlier there really never would have been a need for Any of the JJ nerfs.
JJ mechs would actually be able to jump, instead of barely getting off the ground, reinforcing the only benefit left for JJ's, which is the hop exploit.
But people kept exploiting it, and PGI apparently refused to acknowledge or fix it, so here we are.
And when they finally did put their sights on it, they went every direction except straight at the cause.
Conc jumping in TFC.
Bunnyhopping in quake.
Sometimes 'flaws' when openly available actually add a level of depth to the game, and shouldn't be removed.
#28
Posted 22 February 2015 - 11:44 PM
WM Quicksilver, on 22 February 2015 - 11:43 PM, said:
But there are two pages of whining about Timberwolves.
Oh and title.
No one was crying about Blackjacks or Novas
Edited by Yokaiko, 22 February 2015 - 11:45 PM.
#29
Posted 22 February 2015 - 11:46 PM
Yokaiko, on 22 February 2015 - 11:42 PM, said:
Its likely a leftover from when jump jets actually y'know jumpped. The animation isn't in sync with what is happening on the server.
If you can replicate this animation within the testing grounds, the animation has nothing to do with server->client communcation. You can also F9 to double check by keeping an eye on the last digit jumping a significant amount or climbing a small amount as that should definitely tell you whether it is an animation problem or a positional one.
As for being a left over, I'd have to check but did MW4 have such an exploit, if not then it isn't necessary for jump jets to actually jump?
Yokaiko, on 22 February 2015 - 11:44 PM, said:
Oh and title.
No one was crying about Blackjacks or Novas
Aresye, on 22 February 2015 - 10:23 PM, said:
It helps to read the OP fully before you go assuming things, also my first post within the thread clearly stated that I believe all broken JJ animations should be fixed, but hey.
Edited by WM Quicksilver, 22 February 2015 - 11:56 PM.
#30
Posted 22 February 2015 - 11:47 PM
Golden Vulf, on 22 February 2015 - 11:03 PM, said:
It is very relevant. Most Timberwolves that have jumpjets only have 2 of them because they just want the extra hard points in the S side torso that happens to have 2 locked jumpjets.
If they weren't locked, most people would find something better to do with those 2 crit spaces and 2 tons.
IS complaints about Timberwolves led to these evasive jet jukes. Something that is possible on every mech that has jump jets, by the by.
People would remove 1 JJ then and have a single JJ so they could still keep abusing the hitbox breaking JJ flutter.
And no, not ever mech with JJs can do that. The Raven is a good example of a mech that does not jerk noticeably when you use the JJs
Edited by Fate 6, 22 February 2015 - 11:47 PM.
#31
Posted 22 February 2015 - 11:51 PM
Fate 6, on 22 February 2015 - 11:47 PM, said:
And no, not ever mech with JJs can do that. The Raven is a good example of a mech that does not jerk noticeably when you use the JJs
So...why then does virtually every Huginn I've run into feather its jets to take advantage of it?
#33
Posted 23 February 2015 - 12:03 AM
Wingbreaker, on 22 February 2015 - 11:05 PM, said:
You've been around a while... surely you have seen a tournament or two? Heavy championships come down to two timberwolves feathering because it makes their hitboxes glitch. Then they leg one another, and the first to finish the other leg off, wins.
That's sooooo mechwarrior.
Kill these jump jet animation glitches, kill them with fire. It is a sad exploit that players use to warp hitboxes, and it ruins gameplay.
It needs to be fixed on ALL mechs, not just the Timby. It is just the worst offender, as it's jump animation negates incredible amounts of damage, even when players are "hitting" the mech for double the damage it should be able to take.
#34
Posted 23 February 2015 - 12:03 AM
And besides, they're easy to leg.
Ravens, Firestarters, Spiders, Shadowhawks, Griffin aren't the worst culprits of the exploit, but yeah it still happens.
Hitreg is bad enough on its own, then toss teleporting on top of it? forget it.
Edited by Mister D, 23 February 2015 - 12:23 AM.
#35
Posted 23 February 2015 - 12:06 AM
Wingbreaker, on 22 February 2015 - 11:51 PM, said:
It benefits most mechs to an extent, not just the Timby. The Timby is worse however, much worse. A simple fix to this problem would be to limit JJ flashing to once every few seconds. Still useful for clearing obstacles, but not hitbox breaking.
#36
Posted 23 February 2015 - 12:12 AM
Greenjulius, on 23 February 2015 - 12:03 AM, said:
That's sooooo mechwarrior.
Kill these jump jet animation glitches, kill them with fire. It is a sad exploit that players use to warp hitboxes, and it ruins gameplay.
It needs to be fixed on ALL mechs, not just the Timby. It is just the worst offender, as it's jump animation negates incredible amounts of damage, even when players are "hitting" the mech for double the damage it should be able to take.
If you mean the PGI elements,'Tournaments' are literally just time-zerg to get the most amount of games. Play enough games at a high level and you'll eventually get your monsters in to win the series.
If you mean RHOD, etc, that's... not the case, really. Heavies are generally primary focus, and timbys are quickly put down. Most games that don't snowball turn into light fights at the end.
#37
Posted 23 February 2015 - 12:12 AM
Brody319, on 22 February 2015 - 10:45 PM, said:
They were considered a nerf when they got locked.
Some will, most will leave 1 in. 1 ton for the ability to break your hitboxes and tank like a champ is a good deal.
The animation needs to be fixed.
#38
Posted 23 February 2015 - 12:18 AM
Greenjulius, on 23 February 2015 - 12:03 AM, said:
That's sooooo mechwarrior.
That has been every jumping mech since closed beta...
#39
Posted 23 February 2015 - 12:23 AM
Wingbreaker, on 23 February 2015 - 12:12 AM, said:
If you mean RHOD, etc, that's... not the case, really. Heavies are generally primary focus, and timbys are quickly put down. Most games that don't snowball turn into light fights at the end.
No, not PGI tournaments. Those don't have much bearing on this. I'm talking about the many 1v1 championships. In the heavy class, it is usually a couple Timberwolves against each other, attempting to get the first leg. It is rather lame to watch.
Using a broken game mechanic shouldn't be something people have to learn to use. If it goes away, gameplay will improve because hitreg will be more predictable.
#40
Posted 23 February 2015 - 12:25 AM
Greenjulius, on 23 February 2015 - 12:23 AM, said:
Using a broken game mechanic shouldn't be something people have to learn to use. If it goes away, gameplay will improve because hitreg will be more predictable.
No, I don't generally watch 1v1s because I believe dueling to be completely impractical and easily exploited.
/Says the clanner.
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