jump 315 3[enter]
#141
Posted 22 March 2012 - 08:48 AM
#143
Posted 22 March 2012 - 11:37 AM
SI The Joker, on 22 March 2012 - 06:26 AM, said:
You don't get it. "Jump left low"(hold 'rotate left' then 'fire JJs') would not mean "horizontal thrust only", it would rather be "mostly horizontal, with just enough vertical to get 3-5 meters alt". In other words, low, long parabola. "Jump left high"(hold 'fire JJs', then 'rotate left') would result in high elevation with little lateral movement. The former is good for evading or ramming, the latter is better suited for clearing obstacles, getting to the high ground and derp from above.
Dlardrageth, on 22 March 2012 - 09:06 AM, said:
Heh, this one have sank down below 9nd page. No wonder I haven't seen it. I call merge.
Edited by Siilk, 22 March 2012 - 11:45 AM.
#144
Posted 22 March 2012 - 01:37 PM
#145
Posted 23 March 2012 - 02:09 AM
I always felt they were pitiful in MW4, and MWLL wasn't much better.
Anyone remember Multiplayer Battletech 3025's JJs? I LOVED how they launched you in the air and it felt like igniting a rocket booster.
However, they lacked fine control, and that's one thing that seems to be in almost every Mechwarrior game, a lack of ability to turn in the air.
In TT you can turn any facing for free when you land, and not being able to turn seems to take an awful lot of usefulness out of it, so I wonder what others' take is on it?
I do distinctly remember MPBT's jumpjets as just being plain fun from the sense of power they gave you. Not being able to turn much limited the usefulness, though.
Edited by Tilon, 23 March 2012 - 02:10 AM.
#146
Posted 23 March 2012 - 02:26 AM
This topic was started in the suggestions thread weeks ago.
#147
Posted 23 March 2012 - 02:28 AM
I say if we are going to include these jumpjets at all, that they be amazingly OP.
TL;DR Jumpjets should be the equivalent of a nuclear bomb.
#148
Posted 23 March 2012 - 02:41 AM
please add an option to the turning part: Once ignited the jets send you on an arcing leap, you cant turn, but if shot by heavy weapons you will likely be knocked off course and fall on your face.
#149
Posted 23 March 2012 - 03:25 AM
#150
Posted 23 March 2012 - 04:26 AM
To others: please try not to duplicate topics, thanks.
That's all, please carry on.
#151
Posted 23 March 2012 - 04:37 AM
They should have a similar advantage VS the weight they take. Maybe event more than the tons they make.
I think jump jets should be like a rocket booster, very fast and highly abusable from a skilled player.
(using more ammo, armor, etc is relatively easy, using jump jets is more difficult)
But that advantage comes at the cost of being VERY vulnerable (ie no cover in the air!) during the jump
#152
Posted 23 March 2012 - 04:44 AM
Gradual acceleration from minimum to maximum velocity please...
#153
Posted 23 March 2012 - 08:16 AM
Siilk, on 22 March 2012 - 11:37 AM, said:
Respectfully, I do get it. I was being facetious with regard to falling over.
I just don't agree, that's all. Jump jets are for getting over obstacles/terrain or out-maneuvering a less-equipped mech... not to propel oneself to the left or right or to ram someone. That's just my opinion.
#154
Posted 23 March 2012 - 08:33 AM
#155
Posted 23 March 2012 - 08:34 AM
Togg Bott, on 22 March 2012 - 07:18 PM, said:
i would pay for that ability to make someone else pay to repaint his/her mech
I just now found that post, and that was the greatest comedy movie, ever, of all time. "This Sherman has Europe's best, it can go 60 miles an hour in forward and reverse. We believe that we should be able to get out of trouble just as fast as we got in."
#156
Posted 23 March 2012 - 02:28 PM
Tilon, on 23 March 2012 - 02:09 AM, said:
Anyone remember Multiplayer Battletech 3025's JJs? I LOVED how they launched you in the air and it felt like igniting a rocket booster.
More juice than MWLL JJs? I dont like it... I LOVE IT!!!!! I want my JJs to blackout the hell out of me when I launch my mech into the air.
SI The Joker, on 23 March 2012 - 08:16 AM, said:
Respectfully, I do get it. I was being facetious with regard to falling over.
I just don't agree, that's all. Jump jets are for getting over obstacles/terrain or out-maneuvering a less-equipped mech... not to propel oneself to the left or right or to ram someone. That's just my opinion.
Understood. My idea here is that a ) in TT mech could travel rather long horizontal distance via JJs, not only lift itself to a higher place and b ) it would be perfectly logical for a controlled boost to be used that way to evade enemy fire or get into cover quickly. The latter, i.e. lateral jumps, is exactly the "outmanoeuvre" part, you spoke about. As for ramming, well, it's the same thing as DFA, just ...err... more horizontal. Again, if you have a rocket booster that can propel your mech at great speed and your intention in to ram your enemy(AFAIR ramming is confirmed), I fail to see how it's not logical to use this boost for your advantage.
With that said, I think we can find a middle ground here. I'm not opposed to directional jumps being jumps, not dashes, I just don't want them to be made longer only by increasing the height of the jump, but rather by decreasing it with jump trajectory becoming flatter than one of a "high" jump.
#157
Posted 23 March 2012 - 03:02 PM
What I would like to see is a Mech crouching down slightly and springing up as the JJs are engaged. I always thought the JJs needed a bit of help to launch the Mech weight up slightly as the JJ jump occured. Using JJs from a standing position just didn`t feel/seem right. Same thing when landing, bending/cushioning using the Mechs legs ..... after the JJ landing.
#158
Posted 23 March 2012 - 03:44 PM
Raeven, on 29 November 2011 - 12:05 AM, said:
Yes. That's the biggest advantage light 'Mechs have. Speed. Fastest any 'Mech can go without M.A.S.C. is 129.6 Kph, which is 80 MPH.
http://www.sarna.net/wiki/Hussar
151.2 Kph
#159
Posted 23 March 2012 - 05:15 PM
- 'Mechs with jump jets should be able to travel 30m laterally for each jump jet they have, and about a third of that distance vertically, under normal atmospheric and gravitational conditions.
- Jump jets should have a limited duration to enforce the range requirement, and should then "recharge" over several (5-10) seconds.
- Jump jets should not function underwater.
- Jump jets should build heat at a faster rate then running.
- 'Mechs should have to control their rate of descent in order to avoid damage to their legs, and landing at too fast a rate of lateral velocity should cause a fall.
- Damaged legs should also cause falls.
- Damaged gyros should prevent jump jet use altogether.
- Turning while jumping should be viable, but should not allow a 'mech to turn too much faster than it's normal turn rate.
- Jumping should be generally parabolic in nature (vis-a-vis it should be possible to vector straight up, forward/up, back/up, left/up, right/up, and to rotate while thrusting upwards). Just rocketing across the landscape should not be possible.
- Both DFA and charging/jumpkick attacks should be viable. DFA would be harder to perform, consisting up jumping over an enemy to a considerable height, then falling on top of their 'mech. A direct hit would evenly divide damage from the impact between the target 'mech's head and the attacker's legs, and both 'mechs would risk falling. A glancing impact would divide impact damage between the arm/torso of the target mech, and equal leg damage to the attacker, and both 'mechs would risk falling. A miss would transmit full damage to the attacker's legs, and cause them to fall. The charging/jump kick would work as more of a forward attack, and be easier to acheive a hit with less risk to the attacker, but would have a lower chance of actually hitting the head of the target mech, and would tend to do less damage to both units. The primary difference between both types of attack would be the height of the jump.
- Jump jet controls should be tricky, and require a light but steady touch. There should be a strong tendency to oversteer due to conservation of inertia.
- Jump jets should shake a 'mech while in use, and make accurate fire difficult, if not impossible. Fire using guided weapons like missiles should be viable, but getting lock should be more difficult than usual.
Edited by Solis Obscuri, 23 March 2012 - 05:16 PM.
#160
Posted 23 March 2012 - 10:10 PM
*Heat Buildup
*Jarring Liftoff-Making it more difficult but not impossible to poptart
*Recharge time
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