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Jump Jets? Still Forgotten About?


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#1 Summon3r

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Posted 19 August 2014 - 11:15 AM

so my Summoner is still a blimp trying to get airborn, nothing on this yet? atleast if you make JJ utterly useless you could give us the option to remove them from the mech/mechs

#2 Rushroca

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Posted 19 August 2014 - 11:31 AM

I agree. A lot of weight wasted just to get a meter off the ground.

#3 DarthPeanut

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Posted 19 August 2014 - 11:59 AM

I think the JJ impulse/ animation on some mechs needs some attention more than anything.

Edited by DarthPeanut, 19 August 2014 - 11:59 AM.


#4 Desintegrator

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Posted 19 August 2014 - 12:44 PM

Dont think that will happen !

The JJs are intended and fixed for the Summoner. Dont expect any change.

Maybe you get a "jump quirk" for the Summoner in a few months, but thats all.

#5 John80sk

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Posted 19 August 2014 - 01:15 PM

I think this long of silence means PGI is telling people where we can put our jumpjets.

Has anybody pestered Russ on twitter? The devs pretty much pretend like these forums don't exist.

#6 just one

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Posted 19 August 2014 - 01:59 PM

Let´s just call them "Glide Jets" and be done with it, there certainly is no jumping involved... one used to be able to jump on the gallery surrounding the Citadel in River City or the platform with the dropship there in a 4 JJ Griffin, the former is now barely possible and the latter a tale from bygone times.

1 JJ Kitfoxes get very good utility from that 0.5 tons though, something is VERY off here...

#7 DeathlyEyes

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Posted 19 August 2014 - 02:01 PM

This is completely ridiculous. They need to address this. At least give us some update.

#8 Cyborne Elemental

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Posted 19 August 2014 - 02:08 PM



#9 Summon3r

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Posted 19 August 2014 - 02:22 PM

View PostDesintegrator, on 19 August 2014 - 12:44 PM, said:

Dont think that will happen !

The JJs are intended and fixed for the Summoner. Dont expect any change.

Maybe you get a "jump quirk" for the Summoner in a few months, but thats all.


oh trust me i am expecting nothing what so ever ive been around here long enough..... jump quirk would be nice like 30% increase in thrust or something but ROFL like we will ever see that its PGI

#10 Cyborne Elemental

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Posted 20 August 2014 - 02:34 AM

Then we need to rub it in...

#11 reaverOfCheesecake

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Posted 20 August 2014 - 04:51 AM

i agree... sort out the jump jets so that the thrust makes sense. I still fall 1cm and then am unable to negate the fall and rise again with all my fuel... the jump jet mechanics were wrong before and they are worse now. I don't understand why these bugs don't get any attention.

#12 AngryEggRoll

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Posted 20 August 2014 - 10:09 AM

Go vote on my JJ overbuff poll, however it may be a few pages back now.

Oh no they deleted it...

#13 Grendel408

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Posted 20 August 2014 - 10:09 AM

how about just posting the link for us here? :)

#14 AngryEggRoll

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Posted 20 August 2014 - 10:13 AM

Found it: http://mwomercs.com/...ange-over-buff/

Edited by AngryEggRoll, 20 August 2014 - 10:25 AM.


#15 bittervet

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Posted 23 August 2014 - 01:36 PM

*bump* for getting those votes in ... end the glide-jet madness!
TODAY! ^_^

#16 Cyborne Elemental

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Posted 23 August 2014 - 02:05 PM

6 Things

1. JJ's need their old max heights back, no exception.

2. JJ's need their old thrust #'s back for max jets, no exception.

3. JJ's need to give a 25-50% boost when in a fall, once you have flat lined or began to fall, you can not currently recover or gain altitude.

4. Undo the Highlander's rediculous overnerf for jumpjets. The mech is capable of 80 meter jumps, not 20, not 40, and its entire legend is built around DFA and landing on top of other assaults crushing them.

5. Animations on Victor, Madcat, Jenner, Blackjack, Highlander, during jumps/landings needs to be fixed so they're rigid and do not allow players to glitch bunnyhop to throw off hitreg.

6. Improve slope tolerance for mechs without Jumpjets so they do not get stuck on pebbles.

Leg damage and heatscale have done their job well enough on stopping constant jumping around, we never needed this heavy of a nerf on Jumpjets.

Edited by Mister D, 23 August 2014 - 05:11 PM.


#17 Platinum Spider

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Posted 23 August 2014 - 05:06 PM

If you read the novels the mech's with jump jets often use them to dodge shots from enemy mechs. Why should it be a problem that we can do that in game? A good pilot could still hit a JJ mech pre-nerf by just waiting a second or two before shooting so you got them on the way down, the nerf was not needed.

#18 Solis Obscuri

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Posted 25 August 2014 - 11:14 AM

So far as I can tell, jump jets are designed to be bad for maneuvering because they are only meant to be used for jump sniping. That seems to be the direction PGI has consistently taken with their design.





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