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Something Needs To Be Done About Jj'ing Exploiting


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#41 Catra Lanis

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Posted 25 March 2015 - 02:05 PM

View PostSarlic, on 25 March 2015 - 01:47 PM, said:


You are right that this particular game flaw has been since the start of this game.

So when you encounter a invisible wall you gladly make use of it? Is that what i can understand from your post? It's basically the same thing.

Just because if it's not fixed does not mean it's a free letter to use it at your own will.

Sorry i am just gobsmacked by the amount of pilots who even think in the slightest way that this is justified at all.

This is so wrong on many levels, because you are basically talking a unintentional game flaw right with poop on a stick arguments.

It gives you a (unfair) advantage wether PGI have made a statement about this or not doesn't matter.


Save your breath, I can't count the amount of times I have encountered his reasoning in gamimg. If it's doable it is allowed maybe even intended. His type would believe that if you warp through the ground so you look up at the enemy and shoot them but they can't shoot you it is a feature.

#42 stjobe

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Posted 25 March 2015 - 02:38 PM

Russ just posted on Twitter that they've "fixed the TW jump anima [sic] and a few others".

#43 Mirumoto Izanami

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Posted 25 March 2015 - 02:40 PM

View Poststjobe, on 25 March 2015 - 02:38 PM, said:

Russ just posted on Twitter that they've "fixed the TW jump anima [sic] and a few others".



*crosses fingers that the 'fix' is actually a fix and not another jj nerf*

#44 Novakaine

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Posted 25 March 2015 - 02:56 PM

I love to see spiders and mist lynx's sailing through the air.
Just long enough for me to get a target lock and just bombard them with lrm's.
And that three second target decay even after the jump behind cover.
Yummy.

#45 stjobe

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Posted 25 March 2015 - 02:59 PM

View PostNovakaine, on 25 March 2015 - 02:56 PM, said:

I love to see spiders and mist lynx's sailing through the air.
Just long enough for me to get a target lock and just bombard them with lrm's.
And that three second target decay even after the jump behind cover.
Yummy.

If they "jump behind cover" your target decay isn't going to accomplish much else but make your last volley hit cover...

#46 Telmasa

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Posted 25 March 2015 - 03:13 PM

View PostAdiuvo, on 25 March 2015 - 12:44 PM, said:

Not intended to have according to whom? JJ animations have caused issues since closed beta with the Jenner. PGI has been made aware of the issue multiple times, and haven't corrected it. in fact, given that JJ animations differ between mechs, if there's any argument to make it's that it's an intentional mechanic.


I'm with Sarlic, the level you're going to here trying to grasp at straws to defend your precious exploit is absurd. "Well if they haven't fixed it yet, it must be OK - who cares if it breaks the game, they haven't fixed it so it must be legit!"

Stupid.

#47 Adiuvo

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Posted 25 March 2015 - 03:46 PM

View PostSarlic, on 25 March 2015 - 01:47 PM, said:


You are right that this particular game flaw has been since the start of this game.

So when you encounter a invisible wall you gladly make use of it? Is that what i can understand from your post? It's basically the same thing.

Just because if it's not fixed does not mean it's a free letter to use it at your own will.

Sorry i am just gobsmacked by the amount of pilots who even think in the slightest way that this is justified at all.

This is so wrong on many levels, because you are basically talking a unintentional game flaw right with poop on a stick arguments.

It gives you a (unfair) advantage wether PGI have made a statement about this or not doesn't matter.

I'm not going to ignore an invisible wall and pretend it doesn't exist for the sake of immersion or whatever. I'll play around it, while hoping that PGI eventually fixes the issue.

Thing is, it's incredibly stupid to imply that people who do play around such things are cheaters/exploiters. It's a part of the game whether you like it or not, just because it doesn't fit in with your version of MWO doesn't mean that the other player is doing something wrong. Using your reasoning, I can easily say that you're playing the game wrong taking some snowflake build that isn't effective at all in the situations present in MWO, and thus you're not playing to win, thus wrong. Bit dumb.

View PostTelmasa, on 25 March 2015 - 03:13 PM, said:


I'm with Sarlic, the level you're going to here trying to grasp at straws to defend your precious exploit is absurd. "Well if they haven't fixed it yet, it must be OK - who cares if it breaks the game, they haven't fixed it so it must be legit!"

Stupid.

I never said what my position on the subject was, so you can stop baring your little teeth.

#48 JaxRiot

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Posted 25 March 2015 - 04:40 PM

View PostAdiuvo, on 25 March 2015 - 03:46 PM, said:

I'm not going to ignore an invisible wall and pretend it doesn't exist for the sake of immersion or whatever. I'll play around it, while hoping that PGI eventually fixes the issue.

Thing is, it's incredibly stupid to imply that people who do play around such things are cheaters/exploiters. It's a part of the game whether you like it or not, just because it doesn't fit in with your version of MWO doesn't mean that the other player is doing something wrong. Using your reasoning, I can easily say that you're playing the game wrong taking some snowflake build that isn't effective at all in the situations present in MWO, and thus you're not playing to win, thus wrong. Bit dumb.


I never said what my position on the subject was, so you can stop baring your little teeth.


Im terribly sorry but thats not very good reasoning.

Taking a snowflake build into combat is a hinderance, not a help and its definatly not taking advantage of faulty game mechanics to give yourself an unintended advantage.

Cheers

Jax

#49 Aresye

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Posted 25 March 2015 - 04:47 PM

I can't name names, but I've had people admit they have macros set up to basically, "Turn on JJ flutter," in which a separate program repeatedly activates the jump command at rates as high as 100/sec. I don't have any fancy macro programs, but even just by manually smashing the space bar super fast will produce a similar result. From my perspective while doing this, I don't even leave the ground, and I have full control over my aim. From my teammate's perspective however, I'm repeatedly going from on ground, to half way up stutter, to full up, to recovering, to half recovering, to on ground, etc...in an unpredictable fashion (aka bunny hopping).

It doesn't really matter if this truly borks the hitboxes or not. Knowing how finicky HSR can be at times, I can't see this NOT affecting hit boxes. After all, from your perspective you haven't left the ground, and from the enemy's perspective you're cockpit and mech are 1.5x higher than normal walking.

At the very best, it's something that can be easily automated through the use of macros, and gives the player an unfair advantage because they can maneuver and fire completely unaffected by it while giving their opponents an extremely hard to hit target. At the very worst, it potentially affects hitboxes and HSR.

There's simply no need to have this mechanic in game. It's silly, unrealistic, breaks immersion, and can be easily exploited to gain an advantage without any consequences to the person who uses this.

Fix it!

#50 Adiuvo

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Posted 25 March 2015 - 04:50 PM

View PostJaxRiot, on 25 March 2015 - 04:40 PM, said:


Im terribly sorry but thats not very good reasoning.

Taking a snowflake build into combat is a hinderance, not a help and its definatly not taking advantage of faulty game mechanics to give yourself an unintended advantage.

Cheers

Jax

The point is that they both impact other people's games.

#51 nitra

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Posted 25 March 2015 - 04:56 PM

Man i wished i had learned how to use this awesome JJ exploit so i to could have become unkillable.

i look forward to it being fixed though , cause now i will finally be able to get 10 kills a game now !!

#52 Shredhead

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Posted 25 March 2015 - 05:01 PM

View PostAresye, on 25 March 2015 - 04:47 PM, said:

I can't name names, but I've had people admit they have macros set up to basically, "Turn on JJ flutter," in which a separate program repeatedly activates the jump command at rates as high as 100/sec. I don't have any fancy macro programs, but even just by manually smashing the space bar super fast will produce a similar result. From my perspective while doing this, I don't even leave the ground, and I have full control over my aim. From my teammate's perspective however, I'm repeatedly going from on ground, to half way up stutter, to full up, to recovering, to half recovering, to on ground, etc...in an unpredictable fashion (aka bunny hopping).

It doesn't really matter if this truly borks the hitboxes or not. Knowing how finicky HSR can be at times, I can't see this NOT affecting hit boxes. After all, from your perspective you haven't left the ground, and from the enemy's perspective you're cockpit and mech are 1.5x higher than normal walking.

At the very best, it's something that can be easily automated through the use of macros, and gives the player an unfair advantage because they can maneuver and fire completely unaffected by it while giving their opponents an extremely hard to hit target. At the very worst, it potentially affects hitboxes and HSR.

There's simply no need to have this mechanic in game. It's silly, unrealistic, breaks immersion, and can be easily exploited to gain an advantage without any consequences to the person who uses this.

Fix it!

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!

#53 badaa

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Posted 25 March 2015 - 05:19 PM

minimum burn time each press of the button causes the jjs to burn no less than a second

but holding down the button works same as always

#54 JaxRiot

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Posted 25 March 2015 - 05:59 PM

View PostAdiuvo, on 25 March 2015 - 04:50 PM, said:

The point is that they both impact other people's games.


lol Nooooo...

One is simply poor mech design. One is exploiting.

Take care now.. Bye bye

Jax

#55 Zerstorer Stallin

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Posted 25 March 2015 - 06:02 PM

View PostMystere, on 25 March 2015 - 07:53 AM, said:


This. I too want nothing less than a solution to the real problem.



This isn't the PGI way, we'll nerf and buff the meks because you know, they are the easy fix. fixing anything that interferes with you buying new mechs is a NO!

#56 Adiuvo

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Posted 25 March 2015 - 06:10 PM

View PostJaxRiot, on 25 March 2015 - 05:59 PM, said:


lol Nooooo...

One is simply poor mech design. One is exploiting.

Take care now.. Bye bye

Jax

Excellent argument. You have thoroughly convinced the world that if these people weren't dirty exploiters you would perform so much better since you're not a cheater.

"Aha! So it wasnt just my imagination. Here I thought it was just my wonky ping. Good to know."

#57 InRev

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Posted 25 March 2015 - 07:10 PM

TBH the only people you can blame for exploits are the devs who don't patch them out.

Yeah, it's a **** move to abuse broken mechanics, but if the broken mechanic has existed for months without fixing then the blame lies squarely on the devs. It's not realistic to expect players to police themselves when ordinary human beings in real life aren't even capable of policing themselves (and online gaming has much fewer social consequences than real life).

In the case of the JJ animation on the Timby, that shouldn't even have made it out of QA to begin with.

#58 Tylerchu

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Posted 25 March 2015 - 08:04 PM

What is the "exploit" you speak of? There's no error that I know of; exploit brings to mind something along the lines of infinite JJ fuel, no fall damage from absurd heights, and invincibility while in the air.
We do need to fix gravitational acceleration.

#59 Sorbic

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Posted 25 March 2015 - 09:34 PM

View PostGraugger, on 25 March 2015 - 08:14 AM, said:

I wouldn't mind if they boosted the power of jump jets and made it so that your weapons wouldn't fire while jump jetting (or make them ridiculously inaccurate on the level that you're being hit by 10 Clan LRM 20s at once) and for an additional time (2.5 seconds maybe) after landing.

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


heh, sorry but firing your weapons wouldn't knock a gyroscopicly stabilized mech on it's arse. Especially not lasers, gauss rifles and smaller A?C's.

#60 Impyrium

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Posted 25 March 2015 - 10:28 PM

Russ tweeted something about fixing the TW and 'other ones' as well. Hopefully he means animations. Fingers crossed. :P





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