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Executioner's Jumping Ability Is Excellent!


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#1 Hit the Deck

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Posted 17 June 2015 - 08:13 AM

...for a 95 tonnes "slow and lumbering" (actually pretty quick) Assault.

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 Gas Guzzler

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Posted 17 June 2015 - 08:14 AM

A 4- JJ Highlander will jump higher. I was not as pleased with the jumping ability. Struggled to get up to citadel on river city.

What you were probably doing on canyon is riding up the canyon wall, not just straight up jumping.

#3 Hit the Deck

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Posted 17 June 2015 - 08:31 AM

Yes, it's always with a running start but what important is that I can reach the top part without much difficulty, which is quite different from using HGNs (you need to find a good spot first where you can run up quite high).

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 Juodas Varnas

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Posted 17 June 2015 - 08:33 AM

I was really expecting PGI to buff hoverjets for Gladiator's introduction as a incentive to buy a 95 tonner with 8 tons of locked-in hoverjets.
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 Hit the Deck

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Posted 17 June 2015 - 09:19 AM

So, update!

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:

Posted Image

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:

Posted Image

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:

Posted Image

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 Paigan

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Posted 17 June 2015 - 09:40 AM

I very much doubt that speed (including MASC) improves your jumping height.

#7 Hit the Deck

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Posted 17 June 2015 - 09:42 AM

Well, you can try it yourself in the Training Ground.

#8 1453 R

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Posted 17 June 2015 - 09:48 AM

Jump jets do seem to overall respond much better the more of them you equip. The more jets you have, the quicker the thrust seems to 'kick in' and you get that surge of acceleration everyone agrees jets should have by default, and the more of them you have, the more of that momentum 'float' you seem to get at the end of a big jump.

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 Mechteric

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Posted 17 June 2015 - 09:53 AM

View PostHit the Deck, on 17 June 2015 - 08:13 AM, said:

...for a 95 tonnes "slow and lumbering" (actually pretty quick) Assault.

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 Hit the Deck

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Posted 17 June 2015 - 10:06 AM

I actually have this idea running around in my mind that maybe PGI could introduce a new jumping mechanism where it works like lobbing a grenade in some FPS games: when you hold spacebar (or whatever button you assigned your jump function to), it shows a trajectory path originating from your 'mech and shows where you land at the other end. You can adjust this curve/path by moving the mouse around. Releasing the spacebar will activate the JJs which will thrust your 'mech violently into the air more or less like this:

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 Gas Guzzler

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Posted 17 June 2015 - 10:15 AM

View PostHit the Deck, on 17 June 2015 - 09:19 AM, said:

So, update!

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:

Posted Image

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:

Posted Image

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:

Posted Image

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 Hit the Deck

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Posted 17 June 2015 - 10:21 AM

Yes, you can also do it from water. Actually that's how the first time I tried it because I thought a need some good space to run.

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:

Posted Image

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 D34DMetal

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Posted 17 June 2015 - 10:26 AM

View PostHit the Deck, on 17 June 2015 - 10:06 AM, said:

I actually have this idea running around in my mind that maybe PGI could introduce a new jumping mechanism where it works like lobbing a grenade in some FPS games: when you hold spacebar (or whatever button you assigned your jump function to), it shows a trajectory path originating from your 'mech and shows where you land at the other end. You can adjust this curve/path by moving the mouse around. Releasing the spacebar will activate the JJs which will thrust your 'mech violently into the air more or less like this:

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!

#14 ozmodion

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Posted 17 June 2015 - 10:33 AM

View PostDeadMetal89, on 17 June 2015 - 10:26 AM, said:

This is a great idea!


agreed great idea +1 to you Sir.

#15 Hit the Deck

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Posted 17 June 2015 - 11:11 AM

View PostCapperDeluxe, 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 DONTOR

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Posted 17 June 2015 - 11:52 AM

yes I have leapt to many spots I didnt think I would be able to, its quite sufficient, MASC helps the jump quite alot for distance aswell.

#17 Saint Scarlett Johan

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Posted 17 June 2015 - 12:12 PM

Cool, so 8 tons of jets and 4 tons of MASC is what's needed to get any performance out of JJs?

K, so what about the other mechs that can't mount 6+ JJs or have MASC to boost the JJs?

#18 Hit the Deck

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Posted 17 June 2015 - 12:22 PM

View PostLord Scarlett Johan, on 17 June 2015 - 12:12 PM, said:

Cool, so 8 tons of jets and 4 tons of MASC is what's needed to get any performance out of JJs?

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 Saint Scarlett Johan

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Posted 17 June 2015 - 12:28 PM

View PostHit the Deck, on 17 June 2015 - 12:22 PM, said:

Umm..., they should make twitter accounts and pester Russ or Tina should read the Suggestions forums, r/outreach, and r/MWO a bit more to see the state their game is in.


Twitter is to video games what PowerPoint is to the US Army.

#20 Hit the Deck

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Posted 17 June 2015 - 01:26 PM

Well, I guess I could say that this is "working as intended"TM according to PGI.

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?

Posted Image

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:

Posted Image

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.






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