Edited by OrbitaLinx, November 08 2012 - 05:05 PM.
180 degree turn around
#1
Posted November 08 2012 - 04:51 PM
#2
Posted November 08 2012 - 05:07 PM
If so, it doesn't. You'll get used to it and once you do, you'll see how useful it is.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#3
Posted November 08 2012 - 05:30 PM
DarkPulse, on November 08 2012 - 05:07 PM, said:
If so, it doesn't. You'll get used to it and once you do, you'll see how useful it is.
lol Yea when I played the last beta I noticed this, and it took me a bit to get used to.
So yea, it isn't a bug, and if I'm right the binding can be changed anyways. It really isn't a huge issue, it just take a little getting used to.
#4
Posted November 08 2012 - 05:34 PM
It's why there's a choice to enable or disable that. If you disable it, it becomes boost key + backwards = 180.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#5
Posted November 08 2012 - 06:07 PM
#6
Posted November 08 2012 - 06:28 PM
confusion, on November 08 2012 - 06:07 PM, said:
Agreed. As a light mech, sometimes I just need to retreat. The whole "180 turn+run and boost away like the cowardly chicken you are" method just feels clunky...er, clunkier than a giant robot that can dodge should feel.
Adding a boost backwards would be a nice addition to dodging and mobility options.
AsianJoyKiller, on November 21 2012 - 02:39 PM, said:
#7
Posted November 08 2012 - 08:26 PM
#8
Posted November 08 2012 - 10:01 PM
confusion, on November 08 2012 - 06:07 PM, said:
MrSpaceCat, on November 08 2012 - 06:28 PM, said:
Adding a boost backwards would be a nice addition to dodging and mobility options.
Furthermore, the thrusters are on your back, so it should be impossible to boost backward.
Edited by DarkPulse, November 08 2012 - 10:02 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#9
Posted November 09 2012 - 05:40 AM
Edited by OrbitaLinx, November 09 2012 - 05:46 AM.
#10
Posted November 09 2012 - 09:33 AM
#11
Posted November 09 2012 - 09:49 AM
#12
Posted November 09 2012 - 09:56 AM
Edited by Culex, November 09 2012 - 02:30 PM.
I am matter... I am antimatter... I can see your past... I can see your future...
#13
Posted November 09 2012 - 11:31 AM
Furthermore, it still doesn't do anything for the issue that a backwards boost (at least without some kind of penalty for enabling it, like more fuel or slower overall boost speed) would be easily abused.
This isn't Armored Core, guys.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#14
Posted November 09 2012 - 11:48 AM
I recall my time in some Mechwarrior forums, where a major complaint was about people using jump jets to 'poptart', as in stand behind cover, jump up, unload a massive volley of weapons and then drop back behind cover before a target can shoot back. It got to the point that entire games would just be people doing this non-stop, to the point that lots of people stopped playing the game because it wasn't fun anymore with everyone doing this. I can easily see a similar thing happening with a reverse boost, where games would devolve into people popping out from behind a wall, shooting, and boosting backward behind cover again. Put plainly, a backward boost will kill the game.
If you find yourself in a bad position where you would need a backward boost to get out of it alive, maybe you shouldn't have put yourself in that position in the first place. Your penalty for bad tactics is a WALKING backward retreat. You're just gonna have to deal with it, and learn not to make the same mistakes again. The game shouldn't hand you a free escape for bad decisions.
As has been pointed out, this has been debated before, and it likely will continue to be debated, but I'm all but certain that it won't happen. The game is fine as it is.
Edited by DM30, November 09 2012 - 11:49 AM.
#15
Posted November 09 2012 - 12:00 PM
Although one 180º air turn would be much appreciated too.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#16
Posted November 09 2012 - 12:14 PM
DarkPulse, on November 09 2012 - 11:31 AM, said:
Much of this game's learning curve comes from the boost system, and on another note the 180 turn. I am not for suggesting a backward boost, but that is what shift-x feels like it should do. That is why I'm suggesting for 180 turn to have its own bindable key apart from shift. The current system feels counterintuitive. I am used to it by now, but that doesn't mean it has to be difficult for every new player just because they can't customize it to what they want.
When I was learning, I remember when holding shift and side-boosting, the incredible pain I felt in my back when I pushed s (while holding shift) and swung around on accident (due to trying to walk backwards while trying to side-boost to avoid environmental clipping) and getting shot in the back. I know I wasn't alone in this.
And for those that have adjusted, it's not forcing you to change. Just have an option for current shift combo 180 turn or its own key (or a double-tap shift).
Edit: For some reason I had the letter x in my head as I typed this. Everytime I mentioned 'x', I meant 's'.
Edited by Culex, November 09 2012 - 02:29 PM.
I am matter... I am antimatter... I can see your past... I can see your future...
#17
Posted November 09 2012 - 12:19 PM
#18
Posted November 09 2012 - 03:29 PM
DM30, on November 09 2012 - 11:48 AM, said:
I recall my time in some Mechwarrior forums, where a major complaint was about people using jump jets to 'poptart', as in stand behind cover, jump up, unload a massive volley of weapons and then drop back behind cover before a target can shoot back. It got to the point that entire games would just be people doing this non-stop, to the point that lots of people stopped playing the game because it wasn't fun anymore with everyone doing this. I can easily see a similar thing happening with a reverse boost, where games would devolve into people popping out from behind a wall, shooting, and boosting backward behind cover again. Put plainly, a backward boost will kill the game.
If you find yourself in a bad position where you would need a backward boost to get out of it alive, maybe you shouldn't have put yourself in that position in the first place. Your penalty for bad tactics is a WALKING backward retreat. You're just gonna have to deal with it, and learn not to make the same mistakes again. The game shouldn't hand you a free escape for bad decisions.
As has been pointed out, this has been debated before, and it likely will continue to be debated, but I'm all but certain that it won't happen. The game is fine as it is.
I have played MWO and I have played the Battletech D&D. Their is nothing wrong with using ur mech's jump jets to your advantage over mech's that don't have them... that's the point of spending the extra $$ on a mech that has them.
That aside I am not complaining that I need to run away fast I have lost several kills to 180 turn around. As I am simply dodging or trying to get a better firing solution to finish my kill I suddenly turn around and get killed. Any feature that gets players killed is broken and needs to be tweaked or removed especially when it kills a player about to make a kill. If this feature is not fixed by the 12/12/12 beta I will have no choice but to consider the game officially BROKEN. It doesn't need to be removed it simply needs to have absolutely nothing to do with W A D S unless I bind it to do so. Further more any smart engineer or pilot that has a mech designed to evade in three directions would obviously have it go in the fourth. And even further more having a reverse thrust that everyone can use is not unfair in any way. In MWO people who had mech's with out jump jets were the ones complaining. Since every one can use BOOST in HAWKEN its not unfair and would only serve to make the combat more intense, more logical and more fun!
If 180 turn around is not changed to its own separate binding and people continue to loose kills and die over it some people will probably stop playing early on.... And since I like this game I don't want that to happen lol :-) but that aside it is extremely distressing to loose a kill and die to a feature that seems cool but is improperly binded.
I do have to say that I think its a little unfair to say to players that you ether have to use 180 degree turn around or you cant use boost at all!__ The bluntness of it is their saying you have to use a broken feature that gives you an advantage most of the time until you are about to win then takes it away or you have to have a constant diss advantage... I think that is unfair and I think if it does not change by the 12/12/12 beta the games combat physics will have to be considered officially broken... witch is sad because this is the best mech game ever released to date all though we cant count Z.O.E. out.
Keep game design doctrine in mind: If a feature is steeling kills from players only to kill them off, the feature is broken and needs to be tweaked, adjusted or removed.
My official vote is that Id rather not have it that have it kill me right as I'm making the kill. Id rather have it removed that have it kill me, but Id rather have it rebinded than removed because it seems like it could be useful or cool when binded properly and not steeling my kill and providing me with deaths. And keep im mind naysayers even if ur enemy decides to be cheap and run away you can still shoot them and get the kill even more easily now that their not shooting at you.
Edited by OrbitaLinx, November 09 2012 - 03:45 PM.
#19
Posted November 09 2012 - 03:59 PM
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
It's not the devs' fault if you smack Boost + Backward thinking it will boost you backwards - this is something you've trained yourself into, apparently. As for your second suggestion: Again, it would make penalties for bad play non-existant. Your Sharpshooter could scout an energy point, see there's 2-3 guys on there, then boost backwards well out of range (aside from other Sharpshooters) and then begin peppering the guys who come after you while they're well out of range of their shots. Even if they don't come after you, you know they're there and can report it to your team, giving you an extreme tactical advantage - if you know two of them are at this point, you know that the other points are where there's likely to be less resistance.
That's simply unacceptable.
The whole point is that you need to make smart tactical play. If you see 2-3 guys on there and you're gunning it solo, if you want to get away, turn and burn. But you should not be able to shoot them (after all, you made the mistake), and if they chase you, it's nobody's fault but your own.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
The way it is now, at least with turning and burning, you can still outrun them, but you're not allowed to pepper them with basically risk-free damage. They can chase you, and by the time you can turn around after your fuel runs out, they're at least decently close enough to the point that they can still hit you, and from there it all comes down to player skill since you're at an obvious armor disadvantage.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
Some guns are better than mine. Quick, let's remove all guns!
Some computers can run the game better. Quick, let's remove all the faster computers!
In a word: No. The player who is better able to make use of the game's mechanics should win; the lower-skilled player should practice.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
You can learn it with time. Most of us have. It takes about 10-15 hours to make full use of it but once you do, you realize how much more tactically sound it can be. I can't tell you how many times I suckered a guy into following me if I was half-dead, only for him to think my turn and burn meant an easy kill, and when he followed me he got a rude awakening and I got a vicious kill.
So in short, bust yourself out of the habit of "Boost + Backward = Dash" and get it into the mentality of "Boost + Backward = Spin." Start trying to consciously use it if you have to turn around, as opposed to doing manual rotation. That helps.
Edited by DarkPulse, November 09 2012 - 04:02 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#20
Posted November 09 2012 - 05:41 PM
DarkPulse, on November 09 2012 - 03:59 PM, said:
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
It's not the devs' fault if you smack Boost + Backward thinking it will boost you backwards - this is something you've trained yourself into, apparently. As for your second suggestion: Again, it would make penalties for bad play non-existant. Your Sharpshooter could scout an energy point, see there's 2-3 guys on there, then boost backwards well out of range (aside from other Sharpshooters) and then begin peppering the guys who come after you while they're well out of range of their shots. Even if they don't come after you, you know they're there and can report it to your team, giving you an extreme tactical advantage - if you know two of them are at this point, you know that the other points are where there's likely to be less resistance.
That's simply unacceptable.
The whole point is that you need to make smart tactical play. If you see 2-3 guys on there and you're gunning it solo, if you want to get away, turn and burn. But you should not be able to shoot them (after all, you made the mistake), and if they chase you, it's nobody's fault but your own.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
The way it is now, at least with turning and burning, you can still outrun them, but you're not allowed to pepper them with basically risk-free damage. They can chase you, and by the time you can turn around after your fuel runs out, they're at least decently close enough to the point that they can still hit you, and from there it all comes down to player skill since you're at an obvious armor disadvantage.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
Some guns are better than mine. Quick, let's remove all guns!
Some computers can run the game better. Quick, let's remove all the faster computers!
In a word: No. The player who is better able to make use of the game's mechanics should win; the lower-skilled player should practice.
OrbitaLinx, on November 09 2012 - 03:29 PM, said:
You can learn it with time. Most of us have. It takes about 10-15 hours to make full use of it but once you do, you realize how much more tactically sound it can be. I can't tell you how many times I suckered a guy into following me if I was half-dead, only for him to think my turn and burn meant an easy kill, and when he followed me he got a rude awakening and I got a vicious kill.
So in short, bust yourself out of the habit of "Boost + Backward = Dash" and get it into the mentality of "Boost + Backward = Spin." Start trying to consciously use it if you have to turn around, as opposed to doing manual rotation. That helps.
Is not learning curve, ur already shifting W A D and ur not supposed to shift S___ Thats just rediculous. Further more every other mech game I have played that has a boost, has had a revers boost but if players are against reverse boost that has been in every mech game that has a boost mode.. than I'd rather have no reverse boost and no 180 degree turn around or the game is broken.
I should not have to sacrifice all boost to not have the engine turn my mech around when I try to keep my enemy at range and properly targeted.
I should not have to releas shift in order to move backwards in fast action close quater combat.
You have to further understand that I do NOT turn around on an enemy in combat, I dot NOT run away. I have been trained that to turn ur back on an enemy is to die. I will never use it other than unintentionally or not in close combat. Further more when did games start "punishing players."
Now thrusting in reverse is just good sound and obvious tactic, its called KEEPING YOUR ENEMY AT RANGE and is indeed a standard military tactic. Turning tale and running is only standard to the french and last I herd the game is not french. Now I can see this feature being used to spot enemys and to snipe as the tactic in sniping is to fire and change possition emediatly.
Further more every other game in existance has set turn arround, or look back to X for this exact reason.
If ur fighting me up close or far away if u use 180 degree turn around ur going down lol
Reverse boost also has the added bonus of making close combat more interesting because both player now have a full range of movement and can have extremely intense battle's bast on reflexes, hand eye acuity and skill.
By your deffinition if u are directly engaging an enemy at ur 12 and a new enemy jumps down from a building at your 9 you should not be allowed to move backwards to avoid getting hit by a rocket on ur left but should instead just die or be forced to turn around and die with no kill.
Further I have indeed gotten used to it, it is still impossable to completely avoid and I still dont like it at all. I simply want it off my W A D S. Wheather there is a reverse boost or not is far less of an issue it makes sence but its not enough to ruin combat. I dont care if it is still in the game I just want it of my W A D S.
Edited by OrbitaLinx, November 09 2012 - 07:21 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users