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Jenners The Annoying Game Ruinner


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#81 Revorn

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Posted 16 November 2012 - 03:18 PM

Jenner shouldnt get nerfed before the Netcodething is fixed and Collision is Back.

After this, we can talk again about Jenners and Balancing, but the Problems are caused, should clearly showed to the Devs and Community. The upset Jenners (bad Netcode and no Collision, or superrior Skill of the Pilots :) ) create, isnt small at all.

Edited by Revorn, 16 November 2012 - 03:20 PM.


#82 Budor

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Posted 16 November 2012 - 03:19 PM

View PostTaemien, on 16 November 2012 - 03:14 PM, said:

Not to sound selfish or rude. But some of you are in geographic locations that just don't mesh with with some online games. Some of you are in good locations but have subpar providers.


Yeah, western europe, the dead end of this planet also known as the 4th world.

#83 One Medic Army

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Posted 16 November 2012 - 03:24 PM

I'm in california with a 100-110 ping. Smack dab in the center of Silicon Valley.

#84 xRaeder

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Posted 16 November 2012 - 03:24 PM

View PostBudor, on 16 November 2012 - 03:19 PM, said:


Yeah, western europe, the dead end of this planet also known as the 4th world.


Two words. Server browsers.

#85 Garrath

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Posted 16 November 2012 - 03:32 PM

I really don't have much of a problem with Jenners. They're capable of doing their job.

The real issue is this: If you don't want to get rolled by 3 Jenners, don't go off alone and put yourself in a position for 3 Jenners to jump you. You'll notice, a Jenner(s) that advance into a group of enemy mechs don't tend to last long...at all.

#86 Mel Mad Dog Winters

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Posted 16 November 2012 - 03:51 PM

View PostbizzQc, on 16 November 2012 - 10:24 AM, said:

first at far I see Jenners are op.

They Take to mush punishment for the speed and firepower they own.

a groupe of 3 jenners Will win a game every-time.

lagging running around
doing circle of death.

it is really annoying and ruin the fun of the game.


mec warrior should be a slow strategic shooter.

not who circle the faster the game.



There are serious issues affecting the game. As a Jenner pilot fighting other lights, I also hate it when lights teleport/warp all of a sudden.

As for 'lag armor' or 'lag shield', I'll say what I've said in other threads: it lowers my chances of survival and inhibits my ability to do anything when I get hit by lag. Maybe for other people it's different, but not for me. When your view becomes like a slow slideshow, when you have no idea where you are, and when you * do * take damage but have no idea from where or who (perhaps 10 seconds after the real shot was fired), it's not fun at all and soon becomes unplayable.

As for attitudes about fast mechs in general, they always were a part of the board game, and they remained a part of things with the computer games. Being capable of being easily destroyed is what you have going against you. What you have in your favor is that in the hands of a good pilot you should be very very very hard to hit.

Now, for those who are good shots, or for when shots are otherwise on the money, the shots that hit should hit. There are issues that need to be addressed. Issues affecting lights that annoy people aren't the only ones. For example, the current leg armor bug means I'm going to destroy my own legs just by running around the map long enough (even if no one shoots at me).

As for Atlas pilots or whatever who get abandoned by their team and stuck alone, I'm afraid to say that slow movement without proper team support is supposed to be a liability in anything that even remotely resembles the Battletech board game. Not all mechs are made to do everything, and slow mechs are not built to chase down fast lights. If the light pilot makes the mistake of presenting themselves as an easy target—different story. Other lights and mediums are there to act as escorts for the slow big firepower mechs. Faster mediums and fast lights are the mechs that are supposed to be good at chasing down and destroying fast lights.

People get upset if I'm able to harass them for five minutes with my Jenner. Never mind that I can be killed in seconds by a team that knows what it is doing.

Some people will often complain that Jenners are OP just because they can survive sometimes. They are not there to be easy cannon fodder. Jenners, at least, are supposed to be a viable choice as a fast strike mech. Hell, they are barely a light at all: 35 tons is as heavy as a mech can be before it falls into the medium category.

As for this is only supposed to be 'a slow strategic shooter', I'd agree with the strategic part. If you've ever played the original box set for the board game, there is just as much written for movement, speed modifiers to hit, terrain modifiers to hit, and information otherwise pertaining to gaining tactical advantage through movement as there was about weapons. Big slow mechs had more firepower and armor as their advantage and faster mechs had the ability to gain superior positioning (getting in their enemies worst firing arc or attempting to deny LOS, gaining optimum range for their weapons while giving less favorable conditions for their enemies, or even jumping behind a hill altogether and avoid fire for a turn when things got too hot). One on one, in the board game, fast mechs had a huge tactical edge—if played right—and were often countered with either the use of escorts or teamwork. Big mechs, like an Atlas, were so valuable and important they were supposed to be escorted. The challenge strategically was to keep them from being harassed and get them into optimal position so they could unleash their hellish firepower with maximum effectiveness. In other words, strategy and tactics...

Now this is not the board game, but as the original source of the IP and inspiration, it's supposed to at least resemble it. If you want to hunt lights, get in a mech that is built to do it. I hunt other lights when I play. When I play a Jenner, I see chasing other lights and keeping them off of my heavier teammates as my "job".

So yes, I do think there are problems that need to be fixed. There are serious problems that need to be fixed, and as a light pilot who typically chases other lights for my team, I do sympathize. Otherwise, no, I don't think Jenners are OP. Being able to destroy anything in seconds is OP. Respectfully, being able to survive and harass and disappoint someone's view on light mechs is not. Yes, I agree that this is supposed to be a strategic shooter. I disagree that this is supposed to be only a slow one.

#87 Narffy

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Posted 16 November 2012 - 04:03 PM

... I really wish that the nubs would stop thinking that Mediums, Heavies and Assaults should destroy everything below their weight class, just because of their weight class. /sigh.

*edit spelling

Edited by Narffy, 16 November 2012 - 04:05 PM.


#88 Krozber

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Posted 16 November 2012 - 04:45 PM

I was planning on making a Jenner my first purchase, but now I'm not so sure. I made my decision purely based on the fact that it had a good loadout and speed. Is their equipment actually unfair compaired to other mechs'? Also, I guess I started playing after knockdown was removed. I assume that means kinetic weapons knocking down light mechs? How easy was it to knock down light mechs with them? Will mediums suffer knockdown also?

I may still buy Jenners simply because I don't totally believe they're OP. I played with the commando, when it was the trial mech, and I was frequently able to avoid fire. I haven't heard people saying commandos have a lagshield, so I think that when I survived it was due to skill on my part, or lack of skill on theirs. As a heavy or assault mech I didn't notice any collision issues, but I tend to use lasers more than bullets. Does this problem only affect bullets?

#89 Klahn

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Posted 16 November 2012 - 04:58 PM

View PostKrozber, on 16 November 2012 - 04:45 PM, said:

I was planning on making a Jenner my first purchase, but now I'm not so sure. I made my decision purely based on the fact that it had a good loadout and speed. Is their equipment actually unfair compaired to other mechs'? Also, I guess I started playing after knockdown was removed. I assume that means kinetic weapons knocking down light mechs? How easy was it to knock down light mechs with them? Will mediums suffer knockdown also?

I may still buy Jenners simply because I don't totally believe they're OP. I played with the commando, when it was the trial mech, and I was frequently able to avoid fire. I haven't heard people saying commandos have a lagshield, so I think that when I survived it was due to skill on my part, or lack of skill on theirs. As a heavy or assault mech I didn't notice any collision issues, but I tend to use lasers more than bullets. Does this problem only affect bullets?


Kinetic weapons don't knock down mechs. Previous to going open beta, mechs could fall over when they collided with another mech. This made circle-strafing a very dangerous tactic because if you weren't paying attention you would hit another mech and fall at the feet of your target. It was enough of a problem that in my pre-mades we usually only had 1 light circle at a time.

Usually the lighter mech would fall, and depending on the speed of the collision the heavier mech could also fall. Collisions with other mechs also caused damage.

The biggest problem is that the prone mechs would bug out and slide all over the ground. Often, if you were trying to shoot a Jenner on the ground, it would suddenly switch places with the fallen friendly and you would hit them instead.

#90 Wolfways

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Posted 16 November 2012 - 05:01 PM

View PostKrozber, on 16 November 2012 - 04:45 PM, said:

I was planning on making a Jenner my first purchase, but now I'm not so sure. I made my decision purely based on the fact that it had a good loadout and speed. Is their equipment actually unfair compaired to other mechs'? Also, I guess I started playing after knockdown was removed. I assume that means kinetic weapons knocking down light mechs? How easy was it to knock down light mechs with them? Will mediums suffer knockdown also?

I may still buy Jenners simply because I don't totally believe they're OP. I played with the commando, when it was the trial mech, and I was frequently able to avoid fire. I haven't heard people saying commandos have a lagshield, so I think that when I survived it was due to skill on my part, or lack of skill on theirs. As a heavy or assault mech I didn't notice any collision issues, but I tend to use lasers more than bullets. Does this problem only affect bullets?

It's not weapons that knock down mech but running into other mechs.
People don't generally complain about the Commando because it's nowhere near as common as the Jenner, and it is considered a weak mech...which when compared to the Jenner it is.

View PostNarffy, on 16 November 2012 - 04:03 PM, said:

... I really wish that the nubs would stop thinking that Mediums, Heavies and Assaults should destroy everything below their weight class, just because of their weight class. /sigh.

*edit spelling

It's actually the other way around.
Mechs kill everything heavier than their class.
Toughest mech = Jenner.
Weakest mech = Atlas.

#91 Clay Pigeon

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Posted 16 November 2012 - 05:04 PM

Bring back knockdowns.

#92 shabowie

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Posted 16 November 2012 - 05:39 PM

View PostWolfways, on 16 November 2012 - 05:01 PM, said:

It's actually the other way around.
Mechs kill everything heavier than their class.
Toughest mech = Jenner.
Weakest mech = Atlas.


Total hyperbole, not based in reality at all.

#93 Lokust Davion

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Posted 16 November 2012 - 05:42 PM

Solution: Pacify these degenerate jenners with streakcat :o

#94 Tempered

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Posted 16 November 2012 - 05:56 PM

View PostbizzQc, on 16 November 2012 - 10:24 AM, said:

first at far I see Jenners are op.

They Take to mush punishment for the speed and firepower they own.

a groupe of 3 jenners Will win a game every-time.

lagging running around
doing circle of death.

it is really annoying and ruin the fun of the game.


mec warrior should be a slow strategic shooter.

not who circle the faster the game.

first at far I see Catapults are op.

They Take to mush punishment for the speed and firepower they own.

a groupe of 3 Catapults Will win a game every-time.

Gaussing running around
doing ssrm of death.

it is really annoying and ruin the fun of the game.

mec warrior should be a slow strategic shooter.

not who LRM the faster the game.

#95 Alphawolf

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Posted 16 November 2012 - 06:07 PM

I bet some people who whined about collision are rethinking their arguments now. Collision was never perfect but damn was it good at forcing people to learn how to pilot their mech and seperated the great light pilots from the **** poor ones (which most newer Jenner pilots are the later even though they think they are gods).

#96 Lonestar1771

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Posted 16 November 2012 - 08:17 PM

View PostxRaeder, on 16 November 2012 - 01:10 PM, said:


This is a global problem and not just limited to fast moving Mechs. I've had it happen against an Atlas.


True and equally frustrating since one shot can mean life or death in battle between atlases.

#97 Exitwounds

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Posted 16 November 2012 - 08:40 PM

Jenners have Legs. No leg = No more problem. Sweep them with beam weapons. Put your back to a wall. or just 1 shot them with an AC20. Keep in mind that once they re-introduce knockdown, these J's running around and thru your formations will be one bump away from instadeath.

Dont give up. Pack on some streaks, SRM6's, or LB10X for those of you who are aiming-impaired. It really helps with lagshield.

#98 Vrekgar

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Posted 16 November 2012 - 09:18 PM



Game I recorded tonight with some buddies in cReddit. We were running 4 Jenner-D for fun and XP. The results are rather hillarious in our favor.

Several times in subsequent matches we were singled out as overpowered. How dare we coordinate our target selection. I Personally think I suck with them, they are too fast to think imho. You just react as fast as you can to every single stimulus.

Knockdowns and improved netcode would shut these antics down HARD and actually make the mech FEEL like a light. As it is now its a fast assasin who can take on, with greater than 50% odds, any mech in the game besides another jenner.

#99 Wolfways

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Posted 17 November 2012 - 03:14 AM

View Postshabowie, on 16 November 2012 - 05:39 PM, said:


Total hyperbole, not based in reality at all.

Big slow mech, you can choose a part, concentrate firepower and destroy it.
Small fast mech, you can't choose a part and so damage is spread across the mech, assuming you can hit it at all.

So an Atlas could be said to have the sum of a part (usually ct) as its armour.
a Jenner, with the damage being more spread, has more armour.

Try running a Jenner through a mixed class group of enemy mechs. They will mostly miss (usually hitting each other) but the Jenner will be worn down slowly, unless hit by a few lucky shots (i.e. headshots).
Now try going against the same group in an Atlas. You'll be dead in seconds.

Edited by Wolfways, 17 November 2012 - 04:07 AM.


#100 Taizan

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Posted 17 November 2012 - 03:33 AM

The main issue with Jenners and why they "ruin" the game is bc as soon as one pops up your whole team swerves away, from Cicada 3M to Atlas 7-K. You try to be the voice of reason and say "Stick together, go to XY coordinate", but all they read is "Jenner, Jenner, Jenner which Jenner should I take?". Then the Jenner runs off and they get slaughtered by the heavies and assaults just waiting around the corner, leaving you only with the option to walk off into the sunset and search for a nice place to shut down, anticipating the enemy team to capture.





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