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Jumpjets...How powerful should they be?



204 replies to this topic

Poll: How should jumpjets be designed? (82 member(s) have cast votes)

How strong should the lift be?

  1. Weak initial launch, building up to moderate lift (MW4) (19 votes [23.17%])

    Percentage of vote: 23.17%

  2. Like igniting a rocket booster and launching quickly with hang time (MPBT:3025) (33 votes [40.24%])

    Percentage of vote: 40.24%

  3. Like MW4 but with more 'juice' (22 votes [26.83%])

    Percentage of vote: 26.83%

  4. Like MPBT:3025 but with more control over launch (8 votes [9.76%])

    Percentage of vote: 9.76%

How much should mechs be able to turn in the air?

  1. They should not be able to turn much the whole jump (Most MW Games) (28 votes [34.15%])

    Percentage of vote: 34.15%

  2. They should be able to turn 10-30% of their turn rate (20 votes [24.39%])

    Percentage of vote: 24.39%

  3. They should be able to turn 31-50% of their turn rate (13 votes [15.85%])

    Percentage of vote: 15.85%

  4. They should be able to turn 51-70% of their turn rate (5 votes [6.10%])

    Percentage of vote: 6.10%

  5. They should be able to turn 71-100% of their turn rate (11 votes [13.41%])

    Percentage of vote: 13.41%

  6. They should only be able to turn near the end of their jump (5 votes [6.10%])

    Percentage of vote: 6.10%

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#141 Angelicon

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Posted 22 March 2012 - 08:48 AM

My favorite implementation of Jump Jets ever...

jump 315 3[enter]


#142 Dlardrageth

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Posted 22 March 2012 - 09:06 AM

http://mwomercs.com/...__fromsearch__1

#143 Siilk

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Posted 22 March 2012 - 11:37 AM

View PostSI The Joker, on 22 March 2012 - 06:26 AM, said:

I like everything except for the directional part. So if I "jet left" and have technically never left the ground, wouldn't I just fall over? To do some kind of realistic directional jet movement, a mech would first need to jump (or jet) up and then to whichever direction you wanted to go. Robotech anyone?


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.

View PostDlardrageth, 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 Mason Grimm

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Posted 22 March 2012 - 01:37 PM

Bump for merge.

#145 Tilon

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Posted 23 March 2012 - 02:09 AM

Haven't seen this discussed much, so here we are!

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 metro

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Posted 23 March 2012 - 02:26 AM

might I suggest you use the SEARCH feature before starting a duplicate topic thread.


This topic was started in the suggestions thread weeks ago.

#147 Hef

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Posted 23 March 2012 - 02:28 AM

I think they should be powerful enough to send a 'mech into lower earth orbit, so that the pilot can rain his mech back down on the battlefield at terrible speed, leaving a crater 100m across! It would add some valuable strategy to sacrificing a single 'mech for the chance of taking out an enemy lance.

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 LordDeathStrike

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Posted 23 March 2012 - 02:41 AM

cant vote :angry: no option for no turning (physics dictates that you light a rocket off and boost up, you continue in a straight arcing line up and down, theres no vectoring of thrust here, its not a vtol, its a mech with a rocket booster to get over walls/cliffs/buildings that it dont wanna walk around.

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 Nik Van Rhijn

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Posted 23 March 2012 - 03:25 AM

As in TT. with manouverability with the proviso that manouvering would cut distance jumped.

#150 Hayashi

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Posted 23 March 2012 - 04:26 AM

Topics merged, with the one with the poll as the master topic, otherwise the poll results would have been erased. However, as this is more a suggestion based topic in general, I've also moved the merged topic to suggestions. No offense to the creator of the original topic, I know you actually started yours earlier.

To others: please try not to duplicate topics, thanks.

That's all, please carry on.

#151 2bad

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Posted 23 March 2012 - 04:37 AM

Jump jets have a cost: they weigth some tons. Tons that could be used to put more ammo/heat sinks, armor or weapons on your mech.

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 DaZur

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Posted 23 March 2012 - 04:44 AM

Like anything in life (even our really cool BT universe)... All objects have mass and it's requires time, and energy to move things with mass. That said... Mechs who's mass is anywhere between 20 to 100 tons, should in no way launch like a bottle-rocket... :blink:

Gradual acceleration from minimum to maximum velocity please...

#153 SI The Joker

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Posted 23 March 2012 - 08:16 AM

View PostSiilk, on 22 March 2012 - 11:37 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.


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 T0RC4ED

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Posted 23 March 2012 - 08:33 AM

I would so love to see a Jenner in low orbit due to an error in jump jet thrust. B)

#155 guardian wolf

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Posted 23 March 2012 - 08:34 AM

View PostTogg Bott, on 22 March 2012 - 07:18 PM, said:

you know when i first started playing Battletech. before the video games. i had a Phoenix Hawk L.A.M. it was a varient with a srm6. i had the mech setup so that when i fired the missles. there was a 1 in 10 (d10) chance that the load of missles were simple paint missles, they did no damage, but produced beautiful (IMHO) splashes of color on the enemy mech (Ala. Kelly's hero's. ..OddBall)

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 Siilk

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Posted 23 March 2012 - 02:28 PM

View PostTilon, on 23 March 2012 - 02:09 AM, said:

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.

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.

View PostSI 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 Shai tan

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Posted 23 March 2012 - 03:02 PM

Jumpjets should obviously not be overpowered. But as well, they shouldn`t feel totally useless either. They should be effective for sure. Just not omnipotent. As for Mech 4? I hope we don`t see ANY attibutes from that game carry over into MWO. I liked Mechwarrior 3s JJs. Really liked Heavy Gear 2 JJs tbh, but these are Mechs, not Gears.

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 Nasty McBadman

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Posted 23 March 2012 - 03:44 PM

View PostRaeven, 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 Solis Obscuri

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Posted 23 March 2012 - 05:15 PM

My $0.02:
  • '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 Mason Ventris

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Posted 23 March 2012 - 10:10 PM

Play Living Legends.

*Heat Buildup
*Jarring Liftoff-Making it more difficult but not impossible to poptart
*Recharge time





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