GumbyC2C, on 27 August 2014 - 09:52 PM, said:
In Tabletop (for what that's worth) jump jets are a way to maneuver. You don't actually fire while jumping, you fire after landing. Old style jump jets plus reticule shake until you land again seems like a very fair balance to me.
Actually the TT has phases when you do things to simplify the complexity of combat interaction. It breaks down all the things that are supposed to actually be happening during the battle simultaneously into phases. The mech gets a +3 to difficulty of shooting when he jumps to represent how hard it is to hit with his attacks when he is firing in the air and recovering from the jump.
I agree that reticule shake is good, but I'd probably prefer cone of fire like in most FPS games as the way to do it. And JJ's need to be fixed. right now trying to jump up to anything takes far too long in combat to be useful. By the time you can bring weapons to bear you've been hovering against the ledge for 10 seconds and are cored.
Mister D, on 27 August 2014 - 09:53 PM, said:
The last few nerfs, fall damage, heatscale, JJ thrust nerfed repeatedly, hurt the mechs that need those nerfs the least, the Mediums, and the lights, and 1 rare exception Heavy the Quickdraw, because it was applied globally and not at the source of the problem until after the fact.
Don't forget the Summoner. That heavy was hit pretty damn hard.