Jump to content

Jump Jets In Patch Notes

Q&A

32 replies to this topic

#1 XvDraxvX

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 298 posts
  • LocationEscondido CA

Posted 04 December 2012 - 11:19 AM

* The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed

HUh? can someone clarify this? Did they finally make it so you need more then one jump jet?

#2 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 04 December 2012 - 11:20 AM

that is what it sounds likes. which is going to either mean we see a lot less mechs with jumpjets, which is a nerf to jenners and streak kitties. or we are going to see people make sacrifices to add enough jumpjets to be worthwhile.

#3 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 04 December 2012 - 11:23 AM

View Postdal10, on 04 December 2012 - 11:20 AM, said:

that is what it sounds likes. which is going to either mean we see a lot less mechs with jumpjets, which is a nerf to jenners and streak kitties. or we are going to see people make sacrifices to add enough jumpjets to be worthwhile.

I sure hope so. about time. DFA next I hope.

#4 MasterBLB

    Member

  • PipPipPipPipPipPipPip
  • 637 posts
  • LocationWarsaw,Poland

Posted 04 December 2012 - 11:25 AM

I don't think so,it rather means now you'll get more damage if you hit the ground without jumpjet amortization.But as a Jenner owner I'll check what's that change about.

#5 Wove

    Member

  • PipPip
  • 34 posts

Posted 04 December 2012 - 11:26 AM

Either that or they have added a damaged jumpjet effect that becomes more pronounced as jumpjets are destroyed. Which, if not implemented with multiple jumpjet requirements, would have no meaningful affect at this point in development.

#6 Rina Fujimoto

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 526 posts
  • LocationSF

Posted 04 December 2012 - 11:27 AM

I think it means that if your jump jets get destroyed as a component they stop working and have some sort of sputtering effect if you try to use them? That's what I got from it, but I haven't used JJ's in a long time so I can't remember if you can even equip them anywhere other than your CT.

#7 Mr Mondragon

    Member

  • PipPip
  • 29 posts

Posted 04 December 2012 - 11:29 AM

Agreed that it needs clarification. I got that there were changes where the number of Jump Jets affect something, but that something is not clearly stated.

So to put it as a question: is the number of Jump Jets affecting the height of the jumps (yes/no)?

#8 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 04 December 2012 - 11:30 AM

It's just a visual effect for now.


So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.

#9 Rina Fujimoto

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 526 posts
  • LocationSF

Posted 04 December 2012 - 11:33 AM

View PostThomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:

It's just a visual effect for now.


So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.

HA I KNEW IT.

By the way, I don't suppose you know what happened to that gun cosmetic they mentioned a while back do you?

#10 WVAnonymous

    Member

  • PipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 1,691 posts
  • LocationEvery world has a South Bay. That's where I am.

Posted 04 December 2012 - 12:43 PM

As far as my SRM Cats go, I've always been running 3/4 jump jets because I didn't want to get used to a build and then have it "break" when the fix went in. I'm really interested in this because if more jets really does more distance, I'd love to see if I can put in 6 jets and FLY!

#11 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 04 December 2012 - 01:04 PM

View PostWVAnonymous, on 04 December 2012 - 12:43 PM, said:

As far as my SRM Cats go, I've always been running 3/4 jump jets because I didn't want to get used to a build and then have it "break" when the fix went in. I'm really interested in this because if more jets really does more distance, I'd love to see if I can put in 6 jets and FLY!

Unless of course what you have now is what you'd get with a full compliment of JJs... Which I believe is the case.

#12 Sir Roland MXIII

    Member

  • PipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 1,152 posts
  • LocationIdaho

Posted 04 December 2012 - 01:10 PM

View PostThomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:

It's just a visual effect for now.


So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.


That's great and all but can we get FULL jump jet capacity enabled some time soon? Really frikkin boring being stuck with only one JJ's worth of jumping power no matter how many JJs are in the mech.

You guys DO realize you're boning the Spider before it even gets released, RIGHT? I mean, more than your current game environment eff's up most other mechs prior to release, that is.

#13 Alfred VonGunn

    Member

  • PipPipPipPipPipPipPipPip
  • 1,772 posts
  • LocationPhoenix,AZ

Posted 04 December 2012 - 01:12 PM

View Postdal10, on 04 December 2012 - 11:20 AM, said:

that is what it sounds likes. which is going to either mean we see a lot less mechs with jumpjets, which is a nerf to jenners and streak kitties. or we are going to see people make sacrifices to add enough jumpjets to be worthwhile.


How would fixing a long time KNOWN problem be a Nerf?

#14 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 04 December 2012 - 01:15 PM

actually we get 5 jump jets capability at the moment. I tested it and I always ended up moving to around 120 (in a cat) to 180 (in a fast jenner) jumping on a relatively level surface, while going much farther when I had height (I think I maxed at at like 350 meter jump. which is ridiculous.) speed affects how far forward you go though, exhaust happens at the same rate for both.

View PostAlfred VonGunn, on 04 December 2012 - 01:12 PM, said:


How would fixing a long time KNOWN problem be a Nerf?

because either they would have to remove their ability to jump(or at least shorten the range due to only having 1 jet instead of 5), which lessens maneuverability or add back the extra jets, losing heatsinks or weapons or armor or some combination thereof. weakening is a nerf.

Edited by dal10, 04 December 2012 - 01:17 PM.


#15 BigMooingCow

    Member

  • PipPipPipPipPipPip
  • 262 posts
  • LocationWisconsin, USA

Posted 04 December 2012 - 01:25 PM

Neat, can't wait to see a jump jet sputtering!

I hope when the jump jet fix comes there's either a corresponding lightening of all jump jets, or >1 jump jet will make you jump further/higher/faster than one jump jet does now. I fear if they force people to carry 6 jump jets for a nice long jump nobody is going to use it. There's barely space on my Jenner for weapons, let alone 3T more jump jets!

#16 Dreadp1r4te

    Member

  • PipPipPipPipPip
  • The Bold
  • The Bold
  • 130 posts

Posted 04 December 2012 - 01:48 PM

Bad troll is bad? Current jump capability with one JJ equipped is what your 'Mech should jump with 6 jump jets, or whatever the rated number of JJs is according to table top rules. This is one reason Jenners are so over powered. They can retain their jump capacity with only half a ton of JJs, where it should be either 2 tons or 3 tons (can't remember if they're supposed to have 4 or 6 jets) at .5 tons a piece. It takes a lot of jets to lift a 'Mech; even a "Light" like the Jenner is still 35 tons to lift. That's the average real life IFV or APC.

#17 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 04 December 2012 - 02:23 PM

View PostThomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:

The number of jump jets affecting your jump jet ability is coming soon.


Thomas,

There have been many posts debating the jumpjet issue.

I think that perhaps the best solution is to switch the jumpjet capability to be native to the chassis that can mount them and turn the jumpjet modules into 'capacitors' of sorts. Aka, jumpjet 'fuel'.

Without any jumpjet modules the mech enters the game with enough 'fuel' to make one jump. once that fuel is used up it does not regenerate.
With one jumpjet module installed, your jumpjet fuel would recover 50% of what it does now. (rate of recovery not total fuel)
With two your fuel recovers at 75%
Three is 100%
Four is 125%
Any modules past 4 increase the fuel recovery speed by 10% rather than 25%.

This alone enables that you guys can make changes to jumpjets easily since it would be chassis-based and allow the playerbase to use the jumpjet modules to customize their own particular priority for jumpjets. For mechs where jumping is not a priority they might not load any or just 1. For highly mobile mechs they would greatly benefit from 4 or more jets.

This is a lot better than having the number of jump jets determine the effective jumping ability of the chassis. You could run into a situation where one mech could load 10 or so jets and bunny-hop everyone to their doom. You could have light mechs equipped with lots of jets turning themselves into aerofighters for all purposes.

Edited by Skyfaller, 04 December 2012 - 02:34 PM.


#18 Tex Arcana

    Member

  • PipPipPipPipPip
  • 150 posts
  • LocationStark Industries: Sector 16.

Posted 04 December 2012 - 02:26 PM

View PostThomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:

It's just a visual effect for now.


So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.

Good. I like build accuracy. And the above is in line with the Old School.

View PostSkyfaller, on 04 December 2012 - 02:23 PM, said:



This is a lot better than having the number of jump jets determine the effective jumping ability of the chassis. You could run into a situation where one mech could load 10 or so jets and bunny-hop everyone to their doom. You could have light mechs equipped with lots of jets turning themselves into aerofighters for all purposes.

Not if a hardpoint maximum is applied.

Edited by Tex Arcana, 04 December 2012 - 02:28 PM.


#19 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 04 December 2012 - 03:15 PM

View PostTex Arcana, on 04 December 2012 - 02:26 PM, said:

Not if a hardpoint maximum is applied.

In BT, maximum number of Jump Jets is limited by engine size - which negates the 20-JJs-on-a-light-mech scenario completely.

BT has been around for over 30 years, the construction rules are pretty solid by now. There's little point in trying to second-guess them if one wants a BT-like experience. Hence, I think Skyfaller's suggestion above isn't something I'd recommend. Use Jump Jet rules from BT and it'll be fine.

#20 wuselfuzz

    Member

  • PipPipPipPipPip
  • 143 posts

Posted 04 December 2012 - 03:21 PM

View Poststjobe, on 04 December 2012 - 03:15 PM, said:

In BT, maximum number of Jump Jets is limited by engine size - which negates the 20-JJs-on-a-light-mech scenario completely.


<nitpick> In BT, the maximum number of jump jets is equal to walking MP.</nitpick>

Converted to MWO, that would be top speed divided by 16.2.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users