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Something Needs To Be Done About Jj'ing Exploiting


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#121 Catra Lanis

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Posted 26 March 2015 - 01:03 PM

View PostSpr1ggan, on 26 March 2015 - 03:38 AM, said:


It's not an unfair advantage when anyone with JJ's can do it. The fact of the matter is that guys like you refuse to learn how to bunny hop properly or just outright don't do it. Then when you get beaten by someone that does, you throw your toys out of the pram and cry about it.

If I see an enemy in a TBR or Griffin for example and they aren't using their jj's to throw my aim then they are just bad.


Never seen this on the loading screen "Gametip. If you repeatedly tap your jumpkey your hitboxes have a chance of going out of sync with what your opponent sees on his screen thus making you harder to hit.

#122 Aresye

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Posted 26 March 2015 - 01:09 PM

View PostShredhead, on 25 March 2015 - 05:01 PM, said:

And here is where I call bullshit. No, sorry, I call BULLSHEEEEEEEEEEEEEEEEEET!
You can tap those JJs 100 times per second all you want, the animation has a duration cycle (jump -> hang in the air -> land). Now I didn't run tests with a stop clock, but this duration is about 2 seconds. You tap during the cycle, all you achieve is to burn JJ fuel, it adds nothing to the animation and it can not activate another animation cycle as long as it is caught in the current one!


Okay, you can call BS because I have not personally broken down the specific cycle of the animation, so I was mostly going off the way it looks in-game when someone else is doing it on top of moving up/down terrain, twisting their torso, etc.

Doesn't change the fact that it still produces a near seizure inducing cycle of spastic movement that's incredibly hard to hit.

At least with other FPS games when you bunny hop you at least have to compensate with your own crosshair. In MWO you do not. You can get all the benefits of bunny hopping without it even appearing to you that you've left the ground. That's an exploit my friend.

#123 Adiuvo

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Posted 26 March 2015 - 01:20 PM

View PostSarlic, on 26 March 2015 - 12:21 PM, said:

snip

The basic axiom here that you're missing is that you do not get to determine if a section of the game is unfair and from that an exploit. Your entire argument is fallacious because you are beginning from a flawed premise.

There is a difference between disliking a mechanic and determining it to be a cheat. You do not get to decide the latter, you fully get to decide the former.

Personally, I think bunnyhopping is stupid. It does nothing to enhance the fun or competitiveness of MWO, and instead serves as a source of annoyance. It however, is not a cheat, despite it giving an advantage when used on certain mechs. You do not need a third party tool to bunny hop. It is not segregated to a specific portion of the playerbase. You are not breaking the underlying mechanics in any way - you are not glitching through the map, making your mech invulnerable or directly taking less damage, etc.. What is does is make it harder for an opponent to hit you by randomizing your movement. Literally that is it. If someone has god tier aim then bunnyhopping would have no effect. However nobody has god tier aim.

Seriously, just read this. Specifically the bugs section and after that read this.

Edited by Adiuvo, 26 March 2015 - 01:26 PM.


#124 Kmieciu

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Posted 26 March 2015 - 11:28 PM

View PostAdiuvo, on 26 March 2015 - 01:20 PM, said:

Personally, I think bunnyhopping is stupid. It does nothing to enhance the fun or competitiveness of MWO, and instead serves as a source of annoyance. It however, is not a cheat.

http://en.wikipedia....video_gaming%29

Whether exploiting bugs is a form of cheating is debatable. Bottom line is, it's up to the developer to decide.

My guess is, Russ wouldn't ban people who forked over $210 for Madcat collection just because they are repeatedly tapping spacebar.

But I'm thankful that it's going to be finally fixed, because it breaks immersion, just like mechs getting stuck on twigs and little rocks on a swamp map.

Edited by Kmieciu, 26 March 2015 - 11:34 PM.


#125 S3dition

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Posted 26 March 2015 - 11:33 PM

They just need to add in the rest of the jump jet features:

Pass piloting test to land on your feet or you land on your face
Get hit in the air and it becomes very hard to pass the test - making you land on your face.

Put this up on the board next to light mechs and skid tests.

When only half the components are implemented, balance issues always arise.

#126 Kjudoon

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Posted 27 March 2015 - 01:17 AM

View PostS3dition, on 26 March 2015 - 11:33 PM, said:

They just need to add in the rest of the jump jet features:

Pass piloting test to land on your feet or you land on your face
Get hit in the air and it becomes very hard to pass the test - making you land on your face.

Put this up on the board next to light mechs and skid tests.

When only half the components are implemented, balance issues always arise.

But but but... shooter! Always perfect footing, jumps and landings! Always!

#127 Almond Brown

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Posted 27 March 2015 - 06:36 AM

Has anyone "actually" gone into a Private Match (if only 2 could go to Test area) and "Tested" this de-sync and its apparent effect on hitting a "Bunny Jumper"?

A test would be simple to achieve and would be definitive. One stands 250 meters out, the other runs (fast walk) past in the open twisted Full Face on, record damage done to model (%based) using a ML and an AC5 (PP), then that same Mech (assume a TW) "Bunny Hops" past at the same distance, twisted Full Face on, and gets shot again by same weapon(s). Record damage again. Compare %'s. Repeat taking turns.

If after 5 attempts the % of change does not exceed 5-10%, then it is merely a "myth", like so many others we read about on these Forums (LRM's OP LOL!) and can be attributed to many other factors that appear to be the "Bunny Hop" effect in action.

If this has been done, please post results.

P.S. Moving over rough terrain should provide similar results right? A quick, altough small, change in elevation is still a quick change in elevation right? ;)

Edited by Almond Brown, 27 March 2015 - 06:44 AM.


#128 Widowmaker1981

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Posted 27 March 2015 - 06:51 AM

View PostAlmond Brown, on 27 March 2015 - 06:36 AM, said:

Has anyone "actually" gone into a Private Match (if only 2 could go to Test area) and "Tested" this de-sync and its apparent effect on hitting a "Bunny Jumper"?

A test would be simple to achieve and would be definitive. One stands 250 meters out, the other runs (fast walk) past in the open twisted Full Face on, record damage done to model (%based) using a ML and an AC5 (PP), then that same Mech (assume a TW) "Bunny Hops" past at the same distance, twisted Full Face on, and gets shot again by same weapon(s). Record damage again. Compare %'s. Repeat taking turns.

If after 5 attempts the % of change does not exceed 5-10%, then it is merely a "myth", like so many others we read about on these Forums (LRM's OP LOL!) and can be attributed to many other factors that appear to be the "Bunny Hop" effect in action.

If this has been done, please post results.

P.S. Moving over rough terrain should provide similar results right? A quick change in elevation is a quick chnage in elevation right? ;)


How on earth would this test account for the testers missing legitimately due to the really hard to track animation?

I haven't really noticed immunity from dmg on TBRs i shoot when they hop, just that keeping a beam on target while they do it is nearly impossible due to the crazy jerky animation (Which i am very happy to hear PGI is working on fixing)

#129 Adiuvo

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Posted 27 March 2015 - 08:20 AM

View PostWidowmaker1981, on 27 March 2015 - 06:51 AM, said:


How on earth would this test account for the testers missing legitimately due to the really hard to track animation?

I haven't really noticed immunity from dmg on TBRs i shoot when they hop, just that keeping a beam on target while they do it is nearly impossible due to the crazy jerky animation (Which i am very happy to hear PGI is working on fixing)

You shoot at a part of the mech that has something in target even during the animation.

For a Timberwolf this is the arm when viewed from the side. You'll either hit arm or leg. This was tested awhile back when clans first came out and the damage dealt didn't change, it just got spread everywhere.

#130 LordBraxton

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Posted 27 March 2015 - 08:23 AM

Doesnt matter whether it's an exploit or not

It's terrible game design and PGI needs to fix it

they wont though

#131 Adiuvo

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Posted 27 March 2015 - 08:24 AM

View PostLordBraxton, on 27 March 2015 - 08:23 AM, said:

Doesnt matter whether it's an exploit or not

It's terrible game design and PGI needs to fix it

they wont though

They're already fixing it for the Timberwolf and other unnamed mechs.

#132 TVMA Doc

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Posted 27 March 2015 - 10:40 AM

View PostSarlic, on 25 March 2015 - 09:56 AM, said:

It messes with hitboxes in the air while tapping repeatly. So it's definatly a exploit.
Only fools considers this not as a exploit.Problem PGI is carrying pink glasses. Otherwise it would have been fixed already. But it seems they either dont care or can't locate the problem.

Yeah, but perhaps it is seen as a lesser priority because JJ mechs cannot do this indefinitely. Eventually they will run out of boost and need to land. I usually just wait for that to happen, then give them a couple of AC20s to the face and chest.

I think that my crab kills more lights than any other class just for this reason. Somehow these light pilots think that they are immune or invisible. They forget that the jj agility buff is on a timer?





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