

Executioner's Jumping Ability Is Excellent!
#1
Posted 17 June 2015 - 08:13 AM
It can reach the top level from the bottom floor in Canyon in one jump. Another example was when I played in Mining Colony and this EmP guy with an Exe took a spot on one of those high structures and just taking potshot at us (he scored >140 and got >1000 damage at the end of the match).
Mr. Highlander is sad.
*insert that crying Highlander pic here*
#2
Posted 17 June 2015 - 08:14 AM
What you were probably doing on canyon is riding up the canyon wall, not just straight up jumping.
#3
Posted 17 June 2015 - 08:31 AM
The problem with HGNs when using that many jump jets is that it'll be quite gimped in a sense that you can't bring too much firepower to the battle. And it's still slower and less agile than an EXE, not to mention that it's less durable.
I need to try jumping around the citadel. That place doesn't provide a lot of ground for running starts though, I imagine..
Edited by Hit the Deck, 17 June 2015 - 08:32 AM.
#4
Posted 17 June 2015 - 08:33 AM
I mean, they pretty much went all-in on the Cauldron born, with high mounted weapons, low profile, small model, probably the best cockpit in the game, no negative quirks, decent hitboxes AND a medium movement archetype.
#5
Posted 17 June 2015 - 09:19 AM
Now that I have tested its jumping capability it shows even more clearly that Mr. Exe can really jump.... high!
Look this this screenshot for a start:

I just realized how high the canyon wall is. See that rock in front of me? I intentionally picked this spot so I can't climb up and jump and instead I have to jump before hitting the rock to get up there. With a running start (MASC off), Mr. Exe could barely clear the hill and he got up there with little problem. Now with MASC on (in a running start), he just hop there without any hiccup whatsoever.
Now the citadel:

Is it just frustrating when an enemy 'mech is up there and you are dying to get up there and send an AC/20 round to his face but can't? With Mr. Exe you can! But not from this wall hugging position because you will just jump straight up! What you need to do is back down a 'lil bit like so:

No need to activate MASC. Easy as pie! (don't forget to start with a run!)
Edited by Hit the Deck, 17 June 2015 - 10:58 AM.
#6
Posted 17 June 2015 - 09:40 AM
#7
Posted 17 June 2015 - 09:42 AM
#8
Posted 17 June 2015 - 09:48 AM
It's super noticeable on things like six-jet Grasshoppers, which do actually jump. Thing is, you can't half-ass jump jets. First of all, you need to equip as many jets as your 'Mech will let you, and second of all you can just fart out twenty percent of a burn bar and expect to end up on top of a four-storey building. You need to commit to a burn if you want to get anywhere, and you need to commit tonnage to the jets themselves if you want to get anywhere. I would consider four, a'la the Executioner, to be the rough minimum for decent jet performance. Three or less and what you have are more maneuvering verniers than jump jets. Still useful, but you're not going to get any height off of them.
Yes, that means Highlanders don't get any height for the most part. That should be where quirks come in but 'quirk it 'till it works!' is lazy and I hate suggesting it so blah. On the other hand, Shadow Cats and Arctic Cheetahs should, by all rights, soar.
#9
Posted 17 June 2015 - 09:53 AM
Hit the Deck, on 17 June 2015 - 08:13 AM, said:
It can reach the top level from the bottom floor in Canyon in one jump. Another example was when I played in Mining Colony and this EmP guy with an Exe took a spot on one of those high structures and just taking potshot at us (he scored >140 and got >1000 damage at the end of the match).
Mr. Highlander is sad.
*insert that crying Highlander pic here*
So what you're saying is that 4 jump jets can now get you the height of 2 jump jets in BattleTech.
An improvement, but I certainly hope they still fix jump jets properly soon.
#10
Posted 17 June 2015 - 10:06 AM
https://www.youtube....hBsQY#t=5m47.5s
But the drawback is that you have to use full thrust every time you use it, barring some convoluted mechanism.
#11
Posted 17 June 2015 - 10:15 AM
Hit the Deck, on 17 June 2015 - 09:19 AM, said:
Now that I have tested its jumping capability it shows even more clearly that Mr. Exe can really jump.... high!
Look this this screenshot for a start:

I just realized how high the canyon wall is. See that rock in front of me? I intentionally picked this spot so I can't climb up and jump and instead I have to jump before hitting the rock to get up there. With a running start (MASC off), Mr. Exe could barely clear the hill and he got up there with little problem. Now with MASC on (in a running start), he just hop there without any hiccup whatsoever.
Now the citadel:

Is it just frustrating when an enemy 'mech is up there and you are dying to get up there and send an AC/20 round to his face but can't? With Mr. Exe you can! But not from this wall hugging position because you will just jump straight up! What you need to do is back down a 'lil bit like so:

No need to active MASC. Easy as pie! (don't forget to start with a run!)
Now do it from the water.
Oh you want to carefully place yourself at the exact spot while taking enemy fire, and then start jumping? Man those 8 tons sure are well used...
#12
Posted 17 June 2015 - 10:21 AM
I'll try it later and post where you can do it at maximum distance away from the upper platform.
EDIT:
So here's the result:

I imagine if there's an enemy hiding in the corridor, you would want to jump to that left side beside the building and not directly in front of him. With MASC on (to get max. distance), Mr. Exe can start his jump from amusingly far 120-130m away from the intended spot. Mind you that my EXE doesn't have double basic yet. With it, I guess you can take the upper limit of the range.
Edited by Hit the Deck, 17 June 2015 - 10:34 AM.
#13
Posted 17 June 2015 - 10:26 AM
Hit the Deck, on 17 June 2015 - 10:06 AM, said:
https://www.youtube....hBsQY#t=5m47.5s
But the drawback is that you have to use full thrust every time you use it, barring some convoluted mechanism.
This is a great idea!
#15
Posted 17 June 2015 - 11:11 AM
CapperDeluxe, on 17 June 2015 - 09:53 AM, said:
So what you're saying is that 4 jump jets can now get you the height of 2 jump jets in BattleTech.
An improvement, but I certainly hope they still fix jump jets properly soon.
Well, regarding the last JJ nerf, Russ explicitly said that they want the 'Mechs to feel heavy and more tank-like. They think that this version of JJs achieve that. I don't know if they want to change their mind/stance.
Personally, I like how it's implemented in MechCommander. It doesn't show how high you can jump though, but you can jump quite far away with force. Would be nice to do death from above.
#16
Posted 17 June 2015 - 11:52 AM
#17
Posted 17 June 2015 - 12:12 PM
K, so what about the other mechs that can't mount 6+ JJs or have MASC to boost the JJs?
#18
Posted 17 June 2015 - 12:22 PM
Lord Scarlett Johan, on 17 June 2015 - 12:12 PM, said:
K, so what about the other mechs that can't mount 6+ JJs or have MASC to boost the JJs?
Umm..., they should make twitter accounts and pester Russ?
#19
Posted 17 June 2015 - 12:28 PM
Hit the Deck, on 17 June 2015 - 12:22 PM, said:
Twitter is to video games what PowerPoint is to the US Army.
#20
Posted 17 June 2015 - 01:26 PM
EXE can pull off this long and high jumps because he is a Clan 'Mech. If Heavy Metal was to carry 8t of JJs and 5t of MASC he'd be major gimped, not to mention still runs slower than EXE.
Anyway, remember that canyon wall earlier that EXE could jump over without any difficulty?

So can Mr. Highlander with 3 Jump Jets and a 300 rated engine (although with double basic - ~62kph)! He's less sad now after realizing this.
It's perhaps also worth noting that HGNs still have that jump up animation past Timberwolf infamous for!
Now let's revisit the citadel:

Unfortunately with 3 JJs he can only leap up there starting from 60m, which is roughly half the distance the EXE can cover. It's important that you allocate some space away (don't wall hug) because he jumps diagonally upwards.
A HGN-732 can actually still carry a metaTM-loadout even with 3 JJs on. Maybe starting from now I'd consider taking more JJs.
Well, this thread is actually good for me. Who could have known?
Edited by Hit the Deck, 17 June 2015 - 01:53 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users