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Screen Shake


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#1 Colby Boucher

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Posted 21 November 2012 - 01:19 PM

Earlier today, I my atlas was owned by a bunch of small autocannons. why? because they make the screen shake so much, I couldn't see a thing! a projectile of that mass should not curb the inertia of an atlas enough to shake it that much. It was completely debilitating.

#2 John Norad

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Posted 21 November 2012 - 01:28 PM

Many players will say it's ok the way it is.

I do however agree that the shake is too much. It should be a side effect instead of one of the main reasons to pick a particular weapon. And it shouldn't be irritating up to the point of being obnoxious.

Throw the assaults a bone and give them stabilizers to mitigate most of the shake. At least the heavyweights should be impervious to those side effects.
Hard hitting guns like the ac20 or gauss are something different, though. Even an Atlas should register that impact.

#3 Taryys

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Posted 21 November 2012 - 01:29 PM

they are going to adjust this

#4 kragmoor

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Posted 21 November 2012 - 01:32 PM

It is good to hear that they are adjusting the shake, It kind of brings me out of the immersion when the tiny 30 mm cannon slug is shaking me more than a guass round

#5 LionOne

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Posted 21 November 2012 - 01:33 PM

They've adjusted before. This just appears to be an area that will take a little tweaking to get right. There are valid opinions on both sides of this.

I'd like to see the physics of the way it is modeled make more sense.

#6 John Norad

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Posted 21 November 2012 - 02:39 PM

View PostLionOne, on 21 November 2012 - 01:33 PM, said:

I'd like to see the physics of the way it is modeled make more sense.

What exactly do you mean by physics? The way the target moves? Or the way the amount of shake is 'calculated'?

Ragarding the latter, I'd say:
- More damage (more kinetic impact) -> more shake
- More target weight (sturdiness) -> less shake

Makes enough sense to me, is quite intuitive and simple.

#7 MahKraah

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Posted 21 November 2012 - 02:49 PM

wait untill you have a 6x streakcat chainfiring at you.... full paralysation untill your core goes down the bin , you cant even see who or what is hitting you while he is hitting 90%centertorso only.

#8 Fencer

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Posted 21 November 2012 - 02:50 PM

Bottom line is this is a game and getting constant rock to where you can not see or control is no fun. Players hate loss of control, stun locks, sleep etc. They already have a factor assigned for rock, they just need to make it meet a minimum before it effects the mech. IE, fire 1 A/C 2 in chain and its a hammer tapping, no rock. Fire 4 together and its a sledgehammer and rocks you. The rock is currently too high on A/C 2,5 and ultras.
Physics or not, if the players absolutely hate being hit by it and the effect is so persistant, it needs to go. Its not like the heavy weapons that only hit every 3 or 4 sec. This is 4 times per sec.

#9 MadMurphy

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Posted 21 November 2012 - 02:54 PM

Last night when I played by 3D and used the thrusters for the first time, the thing went up real slow and came down like a 3 story building would. I was actually impressed by the physics. Just saying:)

#10 Cache

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Posted 21 November 2012 - 03:17 PM

View PostJohn Norad, on 21 November 2012 - 02:39 PM, said:

What exactly do you mean by physics? The way the target moves? Or the way the amount of shake is 'calculated'?

Ragarding the latter, I'd say:
- More damage (more kinetic impact) -> more shake
- More target weight (sturdiness) -> less shake

Makes enough sense to me, is quite intuitive and simple.


That would make great sense if it were your Mech that was shaking. But it isn't. You (the MechWarrior) are shaking. That is why the crosshairs don't move off target. I don't claim to know the reason for this but if I had to hazard a guess I would say it is to represent the damage a MechWarrior takes from head-shots and such.

#11 Grayzzur

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Posted 21 November 2012 - 03:22 PM

I find that I can stop the rocking by moving into cover. Plus, I like pelting the enemy with triple AC/2's from a Dragon. It makes a great suppression weapon, forcing multiple enemies to keep their heads down. I'd like it to stay that way.

Edited by Grayzzur, 21 November 2012 - 03:23 PM.


#12 Agent 0 Fortune

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Posted 21 November 2012 - 03:30 PM

If you think it is bad getting hit by 13kg AC2 shell in a 100t mech, you should see what happens to commandos. I saw an AC2 knock one all the way across the cauldera in Caustic Valley, he took more falling damage than AC2 damage.

#13 Texonater

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Posted 21 November 2012 - 03:33 PM

Personally, I think the shaking is great. Call it Suppressing fire. Its crowd control. I think it could have a great impact in organized team play.

#14 Hakkukakt

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Posted 21 November 2012 - 03:37 PM

yeps ... that's right .. .it's a suppressing fire on a opponent (but perhaps that's right that need a little correction on the quantity of effect)

actualy, i use it, depend on the target

1. light => mass shoot for killing them on minimum time possible

2. medium/heavy/assault => chaining fire, for suppressing the abilty to target my friend or me => so my team can kill them

#15 Dagnome

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Posted 21 November 2012 - 03:42 PM

Dakka Dakka Dakka!
Quad AC2 for the win!

#16 Tuku

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Posted 21 November 2012 - 03:45 PM

Autocannons should rock you back and fourth....But well here is how I see it

The rock should scale depending on the mass of the mech being hit by the rounds....100 ton atlas should not rock like it is being hit by an AC20 round(After they make the AC20 actually bounce you) when being hit by AC2

#17 OpCentar

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Posted 21 November 2012 - 03:50 PM

View PostMahKraah, on 21 November 2012 - 02:49 PM, said:

wait untill you have a 6x streakcat chainfiring at you.... full paralysation untill your core goes down the bin , you cant even see who or what is hitting you while he is hitting 90%centertorso only.


Exactly, I wrote about that a while ago.

It's permastun (absolutely nukes the framerate) and now with quad AC Cataphracts it got even worse.

It needs to be fixed in one way or another.

#18 Tarball

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Posted 21 November 2012 - 04:10 PM

The shake is stupid and makes no sense. It's like a bradley fighting vehicle rocking an M1A2 Abrams 70 ton battle tank back and forth with the bradley's 25mm M242 Bushmaster chain gun. It's just not going to happen. Since this is supposed to be a mech simulator they really should adjust the shake to the physics as sugested by the above poster Tuku. Let the smaller ac2's do some rocking on the light mechs, mabey even mediums, ut heavy's and assaults screens shoudn't shake unless mabey a headshot. Let it scale based on round fired and weight of mech hit.

#19 Warlord Kentax

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Posted 23 November 2012 - 02:57 PM

I am very frustrated with how much screen shake there is in this game. In MWLL the bane of everyone's existence is the MadDog/Vulture B that has 2 Dual SSRM 4 and 2 Dual SSRM 6. Chain-firing that stuff is brutal. It renders any mech that is shot at completely helpless as they cannot aim at all. The Vulture B has been nicknamed 'the cheese wheel' because of how stupid it is. In this game it is absolutely true for SSRM 2s as well. A Catapult with 6 SSRM 2s and even some of the light mechs with SSRM 2 like some of the Ravens, Jenners, and Commandos can manage this with just 2 or 3 SSRM 2s. Either way, they cant be hit. Its bad enough that they blink all over the place and that you have to lag-lead your targets instead of just normal leading means that they are freaking hard to hit even without screen shake. I'm getting very close to making my first MC purchase (for XP conversion and additional mech bays) please don't make me quit this game before I spend my money. You want my money.

#20 SpiralRazor

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Posted 23 November 2012 - 03:04 PM

View PostMahKraah, on 21 November 2012 - 02:49 PM, said:

wait untill you have a 6x streakcat chainfiring at you.... full paralysation untill your core goes down the bin , you cant even see who or what is hitting you while he is hitting 90%centertorso only.



Your specs must be low, because Ive always been able to return fire, assuming my cockpit isnt black from the oil.





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