

Something Needs To Be Done About Jj'ing Exploiting
#1
Posted 25 March 2015 - 07:43 AM
#2
Posted 25 March 2015 - 07:45 AM
#3
Posted 25 March 2015 - 07:47 AM
Buuuuuuut.....if they do half arsed, I'd rather leave the 'exploit' in game than suffer another nerf to JJs.
Edited by Mirumoto Izanami, 25 March 2015 - 07:57 AM.
#4
Posted 25 March 2015 - 07:49 AM
#5
Posted 25 March 2015 - 07:53 AM
Mirumoto Izanami, on 25 March 2015 - 07:47 AM, said:
Buuuuuuut.....if they do half arsed, I'd rather leave the 'exploit' in game than suffer another nerf to JJs.
This. I too want nothing less than a solution to the real problem.
Edited by Mystere, 25 March 2015 - 07:54 AM.
#6
Posted 25 March 2015 - 08:14 AM
In all sense firing while in the air from a mech which is supposed to be firing while it's planted on the ground should knock you on your back. You'd think there'd be a safety mechanism that wouldn't let you knock yourself on your *** or blow your own leg off cause your mech's flapping its arms like a chicken saying "Look at me I'm flying!" -.- Ravens
#7
Posted 25 March 2015 - 08:19 AM
Graugger, on 25 March 2015 - 08:14 AM, said:
In all sense firing while in the air from a mech which is supposed to be firing while it's planted on the ground should knock you on your back. You'd think there'd be a safety mechanism that wouldn't let you knock yourself on your *** or blow your own leg off cause your mech's flapping its arms like a chicken saying "Look at me I'm flying!" -.- Ravens
Dude, this is not about jump firing, because that's not a thing anymore for a freaking long time now.
This whole thread is ridiculous again. The jump jets are no problem, they need better mechanics, not nerfs! What you're talking about is the freaking jump initiating animation on a very few mechs. There's no "technical issue", they need to redo these animations on these specific mechs!
And btw, as long as there's no bug, there's no freaking exploit!
Edited by Shredhead, 25 March 2015 - 08:20 AM.
#8
Posted 25 March 2015 - 08:19 AM
Graugger, on 25 March 2015 - 08:14 AM, said:
In all sense firing while in the air from a mech which is supposed to be firing while it's planted on the ground should knock you on your back. You'd think there'd be a safety mechanism that wouldn't let you knock yourself on your *** or blow your own leg off cause your mech's flapping its arms like a chicken saying "Look at me I'm flying!" -.- Ravens
Its totally true, firing in the air would knock these mechs back with any of the heavy weapons. I hope this is added, if for nothing else than for the SIM.
Edited by Johnny Z, 25 March 2015 - 08:22 AM.
#9
Posted 25 March 2015 - 08:34 AM
#11
Posted 25 March 2015 - 09:00 AM
Shredhead, on 25 March 2015 - 08:19 AM, said:
This whole thread is ridiculous again. The jump jets are no problem, they need better mechanics, not nerfs! What you're talking about is the freaking jump initiating animation on a very few mechs. There's no "technical issue", they need to redo these animations on these specific mechs!
And btw, as long as there's no bug, there's no freaking exploit!
So its not a technical issue when an animation is creating a desnych between visual and actual hitboxes? and on top this is actively used by people to make them harder/impossible to hit accurately.
Now tell me more pelase.
#12
Posted 25 March 2015 - 09:00 AM
Darian DelFord, on 25 March 2015 - 07:43 AM, said:
Im not sure what the JJ exploit is. I think I read some where that pumping the JJs give some kind of damage avoidance but I honestly dont really know,
Would you please explain what this exploit is supposed to be?
#14
Posted 25 March 2015 - 09:19 AM
Lily from animove, on 25 March 2015 - 09:00 AM, said:
So its not a technical issue when an animation is creating a desnych between visual and actual hitboxes?
It doesn't cause anything like this.
Quote
No bug, no exploit.
Quote
pelase pelase pelase
#15
Posted 25 March 2015 - 09:21 AM
Lily from animove, on 25 March 2015 - 09:00 AM, said:
So its not a technical issue when an animation is creating a desnych between visual and actual hitboxes? and on top this is actively used by people to make them harder/impossible to hit accurately.
Now tell me more pelase.
It doesn't cause a desync between the hitboxes and the model. It still lines up fine. It just makes it incredibly harder to hit the hitbox since the way they pop isn't consistent.
#16
Posted 25 March 2015 - 09:25 AM
Adiuvo, on 25 March 2015 - 09:21 AM, said:
well it does, at the point enough latency is in place between two people it is causing this, similar to the hitreg thing caused by what you see and where to shoot. And when you tap the JJ you basically create something where hitreg even can not properly recalculate the status with the other guy trying to shoot at you.
#17
Posted 25 March 2015 - 09:27 AM
Lily from animove, on 25 March 2015 - 09:25 AM, said:
well it does, at the point enough latency is in place between two people it is causing this, similar to the hitreg thing caused by what you see and where to shoot. And when you tap the JJ you basically create something where hitreg even can not properly recalculate the status with the other guy trying to shoot at you.
Have you done tests on this? Or are you just going off of what you feel?
I have done tests on it. The hitboxes are not affected much, if at all, by tapping JJs. This game doesn't have nearly the amount of hit registration problems people think it does.
#18
Posted 25 March 2015 - 09:30 AM
I’d like to see jump jets to generate enough thrust to make up for the weight of the mech, and then lift off.
The cause for this is to allow time for the animation to cycle properly, where the mech (if in the middle of a walking animation) will still continue to take the step forward, as the weight is being lifted, and then I’d like to see the mech torso begin to lift, and the legs droop as the mech is lifted into the air.
Currently:
While feathering the jump jets with the raven, the walking animation becomes desynced with the speed once you use jumpjets.
The raven will also sometimes float forward, with no walking animation, as though it were standing still.
Then the walking animation begins as if it’s walking as slow as possible.
Then the mech falls to the ground, and walking animation matches speed.
The animation depot really needs to look at it. And the jump jet mechanics need to change to favour smoother animations.
The sudden jump into the doesn’t help either. I’d really like Jumpjets to take a bit before the mech flies off into the air.
I’d also be OK if they increased the amount of fuel we had, and the progressive amount of thrust they have.
Edited by MoonUnitBeta, 25 March 2015 - 09:30 AM.
#19
Posted 25 March 2015 - 09:46 AM
Shredhead, on 25 March 2015 - 08:19 AM, said:
This whole thread is ridiculous again. The jump jets are no problem, they need better mechanics, not nerfs! What you're talking about is the freaking jump initiating animation on a very few mechs. There's no "technical issue", they need to redo these animations on these specific mechs!
And btw, as long as there's no bug, there's no freaking exploit!
It's a exploit of game mechanics...
#20
Posted 25 March 2015 - 09:53 AM
Nerf jj, that'll teach em to use em!
...
Um, put down the Flamers please, I only got shs... oh hell...
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