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Lrms Cause No Effects/shake When You Get Hit

v1.0.142

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Poll: Cockpit Shake? (156 member(s) have cast votes)

Do you prefer cockpit shake?

  1. Yes! (82 votes [52.56%])

    Percentage of vote: 52.56%

  2. No! (6 votes [3.85%])

    Percentage of vote: 3.85%

  3. Would be ok, IF it wasn't extreme like before (68 votes [43.59%])

    Percentage of vote: 43.59%

  4. Other (Please post and explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

Vote

#101 xHeero

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Posted 09 November 2012 - 07:05 AM

I had a terrible time the first few matches after they removed the shake. Simply had no idea I was taking damage since I was so used to the old hit effects. I do think that needs to be shake, but it should be kept at a low amount so that it is obvious you are being hit with missles, but you can still aim and operate your mech effectively.

#102 BorgT6

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Posted 09 November 2012 - 07:08 AM

this Computer Voice would be awesome!!! Cant wait, i loved it in previous Mechwarrior titles so much because it adds so much atmosphere to the game

#103 EnigmaNL

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Posted 09 November 2012 - 07:08 AM

Bring back the shake! Maybe tune it down a little bit from what it was but definitely bring it back.

Yesterday I randomly exploded only to find out I was being bombarded with LRM.

#104 Dr Leech

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Posted 09 November 2012 - 07:14 AM

View PostHansh0tfirst, on 09 November 2012 - 06:27 AM, said:

But the shaking was purely cosmetic; it had zero impact on your targeting reticle(s). People who complained it threw off their aim were probably lousy shots to begin with.


Hi Hansh0tfirst,

your right thats shaking doesnt have an impact on your reticular. But if you are a moving source of dmg and you have a moving target, then it is much harder for you to hit all the time with a laserbeam over the duration on a zone. (Especialy on light mechs with low profile ;-) )

But i agree some shaking will be nice and makes much more thats i feel ingame.

View PostFurniture, on 09 November 2012 - 05:32 AM, said:

They took out missile shake in response to the community's QQing about the pretty lame Streak Cat builds, where the most common tactic was to chain fire the 6 Streaks to cause constant shaking that prevented any effective return fire. If the option is between you guys not noticing that you are getting targeted by LRMs despite the massive "Incoming Missiles" message, and Streak Cats getting a second life as a cheese build... I say that it's better off without the shake.


Yes the shaking terror of the streakcats are impressive, and should be lowered. But completly removing this will not help you at all, because then its the real danger if the enemy is behind you. Streak cats are fast (85kph with elite skill posible) and you didnt notice it or sometime too late. So a reduce of impulse to 0.25 will be a nice idea.

wish you all well

#105 Marvyra

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Posted 09 November 2012 - 07:26 AM

They should add it back in because now the game isn't as immersive as it used to be. Just reduce the shaking, especially on the AC2 because that one shakes you like a freaking train.

#106 Aratan Aenor

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Posted 09 November 2012 - 03:42 PM

An AC/2 or AC/5 shakes my screen to the point that my mech seems like it is falling over, while Gauss Rifles, AC/20s or a swarm of 80 LRMs don't shake it very much.

I'm not sure if this is a bug or a feature, but I don't think the tiny AC/2 rounds going "ping ping ping" against my torso from 1000 meters away should be knocking my mech around more than the massive AC/20 going "BAM BAM BAM" from 200 meters away.

#107 Karyu

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Posted 09 November 2012 - 03:47 PM

This is an intended mechanic. One of the few times I've seen developers actually hard-code trolling into their game...

#108 StandingCow

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Posted 09 November 2012 - 05:06 PM

bump

#109 SciCat

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Posted 09 November 2012 - 05:09 PM

As a fairly new player who has experienced both shakes and no shakes I can say that I'd like some small shakes to show me the damage. Suicide scouting with the CDA-3M would be very fun if we got the shakes back.

#110 BR0WN_H0RN3T

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Posted 09 November 2012 - 05:09 PM

I never thought to say it, but now AC2s and AC5s are OP. No, not really. I think they put this feature in to encourage their use. Who knows.

#111 Corvus Antaka

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Posted 09 November 2012 - 07:16 PM

View PostFurniture, on 09 November 2012 - 05:32 AM, said:

They took out missile shake in response to the community's QQing about the pretty lame Streak Cat builds, where the most common tactic was to chain fire the 6 Streaks to cause constant shaking that prevented any effective return fire. If the option is between you guys not noticing that you are getting targeted by LRMs despite the massive "Incoming Missiles" message, and Streak Cats getting a second life as a cheese build... I say that it's better off without the shake.


streak shake should go... to some degree...again we are back to Damage amount factor = shake..so 2 ssrm 2's dont hardly shake you, but firing 6 ssrm 2's at once gives some heavier shake..etc.

#112 PlasmoidPixel

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Posted 10 November 2012 - 12:25 AM

Agreed. Just a tad more shake would be great.

#113 Ashnod

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Posted 10 November 2012 - 03:54 AM

Please readd the shake!!!

bump for great justice!

#114 FelixBlucher

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Posted 10 November 2012 - 04:32 AM

I think that the amount of shake should be directly proportional to the amount of missles hitting you. So if just one or two streaks hit you, then it will be fairly light shaking. But if you have a Streak cat hit you will all of the streaks in their mech, then you can expect a decent shaking from all of the hits.
The same should happen for LRMs, in fact, in many cases they should cause more shaking than most cases of streaks. I do not think that shaking should be removed for any of the weapons that use physical ammo. That is part of what makes them so useful, the fact that their hitting actually comes with physical force.

All of that said, I think that we do not have enough shaking events. Someone above mentioned that your aim is not thrown off. In the past your aim was thrown off by bot hits and firing physical weapons. So firing a massive amount of missles should cause your aim to go off a fair amount, or firing an AC 20. Make the force of the aim going off equal to the strength of the weapon. So an AC 2 will not have as much kick as an AC 20. Equally, the ammo hitting the enemy will cause shaking for them.
With the right balance, this would make it about as hard for the attacker to keep a target lock as it is for the defender to return fire.

I also want to mention that rocking while your mech is walking owuld be welcome. Those who have played the past mechwarrior games know what I mean. It wasn't a horrible rocking, but just something that gives you a feeling of movement. This may be hard to do in the game, but it would add to the other imersion elements mentioned above.
I know these things may be considered annoying by some, but they are part of what I think will help you immerse into the battles, otherwise this wouldn't be a very good simulation.

#115 StandingCow

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Posted 10 November 2012 - 07:23 AM

Agreed. LRM20s should shake you pretty badly, while LRM 5s shouldn't much at all.

#116 Caboose30

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Posted 10 November 2012 - 09:44 AM

I think adding it back at about 1/3rd as strong as it was would be fine. If it wasn't for the overwhelming motion blur, I'd say leave it as is. But when you take more than two or three missile hits at a time, you can't even see the *ground*.

#117 Koniving

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Posted 13 November 2012 - 01:27 PM

View PostDarkrook, on 07 November 2012 - 01:45 PM, said:

People were abusing it by firing single missles at folks and their mech's were shake until they were dead. Alot of folks would know what i mean when it happen to you, couldnt see anything until the shaking was done and the mech was on its back flopping like a fish. Maybe add where your mech would shake so long in a certain time frame, then have a noise or a light come on inside your mech to warn you of more missles coming your way. Anyways something had to be done.


You know, you could fix this by simply having an AMS.

My LRM-20 Raven 3-L, rigged to fire missiles one at a time, can easily be stopped with an AMS. That's 20 missiles, fired "one at a time." O.o;



Although -- this is a great little design when slightly modified to be more practical -- for draining an enemy's AMS with minimal missile consumption.





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