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I Want To Be Able To Fight Back - Why The Special Effects On Explosives Are Unfun.


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#1 Katina Tarask

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Posted 13 November 2012 - 08:21 AM

I just want to be able to see, so I can shoot back at the people shooting at me.

That's it. Its that simple. But my screen is oversaturated with explosions, smoke from the previous set of explosions, and the glass is darkening to double the problem. Oh, and cockpit shake is cute and all, but it feels really cheap when theres an Atlas and a Streakcat chainfiring into you.

I think a good fraction of deaths in this game aren't due to the pilot misjudging what to do in a situation, but being unable to shoot straight because of this combination of mis-aim enablers. Like, one or two might be sufficiently atmospheric to show you're in a tough spot, but they all multiply together to make you useless. Its a 'lose-faster' system and it makes it impossible to do desperate last stands, brave charges, or even to get revenge on the people who're dooming you to a nasty repair bill.

I understand the need for feedback on damage. I understand the element of realism. But if you want the game to be fun, you have to make being on the back foot something you can come back from, and right now you can't effectively do that.

Or are we supposed to play by sound?

#2 Tombstoner

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Posted 13 November 2012 - 09:26 AM

I understand your frustration. however it is the result of focused controlled fire, being doubled teamed, being out of position/caught out in the open. people want to play this game like its CS or modern warfare... its more about angles, los, team work. if people played like its a chess match your game satisfaction will increase. if you have some cover you can duck behind all that spam goes away.

I constantly see what i call the lemming maneuver. everyone forms up more or less in a straight line and follows the leader/ fastest. leaving the slowest / atlases in the rear. then at first contact with a scout they "ALL" vector to intercept.
depending on your teams average speed you wind up with a three or more on one situation. resulting in the situation you describe. its best to be on the giving then receiving end.

#3 Agent of Change

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Posted 13 November 2012 - 09:39 AM

I can see where you are coming from, but those elements are very important to the immersion factor of the game. In fact those effects are actually part of the balance of several weapon types. In my case i mount an Ac/2 opposite my gauss on my k2 because it rocks the cockpit and makes it hard to shoot back at me.

#4 Imagine Dragons

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Posted 13 November 2012 - 09:59 AM

This is what "surpressing fire" means...

#5 Kommisar

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Posted 13 November 2012 - 10:08 AM

My Personal Opinions:

Cockpit rock - I'm fine with it as a concept. Not to fond of the current implimentation. The AC/2 should not impart the same force on the target (change in momentum) as an AC/20. And don't even try to argue difference in velocity; I'll material science kung-fu you with ballistic penetration physics where as a projectile penetrating the target will not impart all of it's force into changing the momentum of the target. Unless you are equipming your AC/2s with specialty ammo that deforms on impact, does not penetrate armor, imparts no real damage, but is more effecient at transfering it's kinectic energy to the target. The ACs should have their knock-back force scaled to projectile size.

I'm sitting in a 100 ton mech and a small caliber round (I always understood the AC/2 to be in the 20mm "ish" range; AC/5 50mm, AC/10 100mm, AC/20 200mm) is suppose to knock that big boy around that much? I thought the AC/2 needed a bump; but not like this. Now it is just a harassment weapon.

The Globe of Darkness - I hate this. The main culprit, however, tends to be on Forest Colony where everything is already "super" shaded. I suspect that this is a known issue with the map and results for the new Crysis Engine we switched to. And, it is a situation with the AC/2 is a big factor. I have no idea why an AC/2 round should generate that much smoke on impact. Then, when it starts to get really bad, I've noticed my own weapon fire seems to add to it. It's really wierd and really annoying.

#6 Katina Tarask

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Posted 13 November 2012 - 10:10 AM

View PostXenomorphZZ, on 13 November 2012 - 09:59 AM, said:

This is what "surpressing fire" means...


How is a Streakcat 'suppressing' me, when its in my face? Suppressing fire is when you're being forced into cover by overwhelming firepower. I'm talking about pointblank brawling, and being unable to fight back because the shooter, despite being 10 meters away from me, can't be seen through the smoke.

Talking about teamwork is all well and good, but since the game lacks the features to enforce teamwork, that we've been looking for since CB, I'm trying for a different perspective. Also, you can't ask for someone to damage-share for you when you're the only one left to protect the base while the others are engaged.

#7 Imagine Dragons

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Posted 13 November 2012 - 10:16 AM

Mmm good point, but I suppose "surpressing fire" morphs into "tackling"...

I can't recall ATM, but your hud elements still appear infront of the smoke correct?

Anyway, I suppose SSRMs should have the waste smoke being toned down.

Edited by XenomorphZZ, 13 November 2012 - 10:17 AM.


#8 Dagger906

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Posted 13 November 2012 - 11:19 AM

View PostKommisar, on 13 November 2012 - 10:08 AM, said:

My Personal Opinions:

Cockpit rock - I'm fine with it as a concept. Not to fond of the current implimentation. The AC/2 should not impart the same force on the target (change in momentum) as an AC/20. And don't even try to argue difference in velocity; I'll material science kung-fu you with ballistic penetration physics where as a projectile penetrating the target will not impart all of it's force into changing the momentum of the target. Unless you are equipming your AC/2s with specialty ammo that deforms on impact, does not penetrate armor, imparts no real damage, but is more effecient at transfering it's kinectic energy to the target. The ACs should have their knock-back force scaled to projectile size.

I'm sitting in a 100 ton mech and a small caliber round (I always understood the AC/2 to be in the 20mm "ish" range; AC/5 50mm, AC/10 100mm, AC/20 200mm) is suppose to knock that big boy around that much? I thought the AC/2 needed a bump; but not like this. Now it is just a harassment weapon.

The Globe of Darkness - I hate this. The main culprit, however, tends to be on Forest Colony where everything is already "super" shaded. I suspect that this is a known issue with the map and results for the new Crysis Engine we switched to. And, it is a situation with the AC/2 is a big factor. I have no idea why an AC/2 round should generate that much smoke on impact. Then, when it starts to get really bad, I've noticed my own weapon fire seems to add to it. It's really wierd and really annoying.


^This

Pack 3x AC/2s in a Hunchback, and you'll keep your opponent rocking constantly so hard, while doing high dps, out of a medium chassis. One (read, 1, not 3) AC/2 puts out as much rocking as an AC/20 per shot, fires far more frequently, 4/5th as much dps as 1 AC/20, at almost 3 times the range. It's absolutely insane from a balance perspective.

Don't get me wrong, I use the 3x AC/2 hunchback myself. I used to laugh at the rocking Atlas that I'm circling around, but now, I feel like crying, it's so sad. Does that noob realize his one big heavy AC/20 (Atlas can't fit 2, they're too big) does just about as much dps as 1 out of my 3 AC/2s, as he's trying to aim at me with it while being rocked? Normally I wouldn't admit to something that gives me an edge, but this isn't just an edge, it feels like I'm hazing the poor kid. I... cheat. :)

Autocannon calibers were perfectly balanced by MW4. It's just bizarre what devs did here in MWO.

Edited by Dagger906, 13 November 2012 - 11:19 AM.


#9 Smoke Dancer

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Posted 13 November 2012 - 01:15 PM

I think the problem comes when you are being hit by rapid fire AC/2s or chain slapped by streaks. These weapons simply shouldn't rock you in the way that they do as the low damage would suggest a small explosion. On the other hand I think it is right that being hit by an AC/10 or 20 rattles your cage. Effects are fine but when they get abused it starts to unbalance the game.





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