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Jump Jet Feedback Thread

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#1 DeathlyEyes

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Posted 29 July 2014 - 03:15 PM

Since there was no official response regarding the changes to jump jets. My personal opinion. I figure this should be in the public agenda since this issue is quite critical.

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A complete swing and miss. None of the recent changes have affected jump sniping more than other styles of play. The most recent batch of changes just made it even harder for close range mechs to get in close. Furthermore the mech I thought would be the most impaired seems to work just fine. I had similar results using my dragon slayer and cataphract today as well. These games were all in a row. Bare in mind this was done with a traditional 1 jump jet timbertart.

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The changes made to fall damage meant that mechs without jump jets just have an even harder time navigating a map. Not only do they have to worry about getting up steep hills and walls, they now need to worry about getting down them. Jump jet mechs were entirely unaffected. Jump snipers aren't affected since they barely take any damage from falling because they can slow their fall if they jump too high and for the most part barely jump high enough to suffer from fall damage in the first place.

The changes made to the jump jet height is another instance where changes fail to significantly affect jump snipers while drastically affecting other styles of game play. Good jump snipers barely clear hills and barely need to jump. While slowing the ascent has negatively impacted jump brawlers since it is now nearly impossible to jump out of another mechs arc of fire. This change has also made it more difficult for brawlers to quickly access harder to reach places, often a jump sniper nest.

The changes made to jump heat have only affected jump brawlers since they can no longer cool down while jumping. Jump snipers are just minorly affected since they only have to wait an extra second or so for their heat to cool down after taking a jump shot.

Stop beating around the bush. The prevalence of jump sniping is a mixture of three things.

1. Poor in game communication. This means doing a push with brawlers is near on impossible without using a 3rd party program such as teamspeak. The team sitting back will always have the advantage since the enemies will flow in rather than move in together.

2. Poor map design. Most of the maps cater to jump sniping as they lack proper paths through them for brawlers. The maps are also often too small to sneak up on a group of jump snipers. Often times sniper nests are near the one "sneaky" way around them. For example the "sneaky" way to get behind a team on forest colony is through the cave. Unfortunately the sniper nests are right near it and any movement can quickly be noticed by a mech using seismic sensor and appropriate measures can be taken to wipe out any push through the cave.

3. Terrible terrain movement mechanics. Currently the hills steep enough to use as cover from LRM boats cannot be climbed. This means a mech cannot pop in and out of cover by "humping the hill." This also limits brawlers since brawlers have to often take longer paths to avoid a hill that mechs should probably be able to climb. Increasing the pitch a hill a mech can climb to 60% would go a long way to solving this issue.

A further issue could be argued that mechs die too easily to pinpoint fire and can't close to a jump sniper. A solution better than simply creating some element of randomness with a cone of fire would be to buff armor values by about 30%. This will allow fast brawlers to close quicker and when they get in close their DPS advantage can be used to quickly destroy a sniper.

Edited by SLDF DeathlyEyes, 29 July 2014 - 03:15 PM.


#2 L3GR0DANCER

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Posted 29 July 2014 - 03:39 PM

What are you talking about DeathlyEyes? Are you sure there ever was a JJ feedback thread? I mean, I remember posting to let my displeasure with the changes be known in that thread, but I don't see it anymore, so I must have just imagined it.

Were JJ's ever good? I can't seem to remember. Maybe they've always been this way. Maybe it was all just a dream?

On a more serious note though, I'm sure PGI has closely read all of our criticisms and suggestions, and moving forward, will now adopt a well-reasoned, totally not ad-hoc approach to game balance. WE'LL BE HEARING BACK ANYDAY NOW! I'M CERTAIN OF IT, I AM, I AM!

Pass me some swedish meatballs, I need something to go with my stockholm syndrome

#3 Summon3r

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Posted 29 July 2014 - 03:58 PM

wut an utter an complete joke PGI, u had what 99.9% of the people in your "JJ feedback" thread extremely unhappy with your gutting of the JJ's and now there is no official thread anymore?

please acknowledge how utterly useless you have made JJ's for anything other then poptarting (thx tho for allowing to continue my preferred style) and give some friggin mobility back to mechs that survived off of them!

#4 Grendel408

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Posted 29 July 2014 - 05:17 PM

This one got posted first ;) http://mwomercs.com/...eedback-thread/

#5 DeathlyEyes

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Posted 29 July 2014 - 09:25 PM

So I just tried out the Victor 9K and the only reason to use it was its jump height. It could jump from underneath the platform on crimson straight to the top. Now it cannot(barely the height of the dragon slayer pre nerf). There is absolutely no reason for it to exist in this game anymore.

Edited by SLDF DeathlyEyes, 29 July 2014 - 09:25 PM.


#6 L3GR0DANCER

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Posted 29 July 2014 - 10:25 PM

View PostSLDF DeathlyEyes, on 29 July 2014 - 09:25 PM, said:

So I just tried out the Victor 9K and the only reason to use it was its jump height. It could jump from underneath the platform on crimson straight to the top. Now it cannot(barely the height of the dragon slayer pre nerf). There is absolutely no reason for it to exist in this game anymore.


Heh, I realized this soon after the jj nerf and immediately sold mine. Sad times.





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