

#1
Posted 04 December 2012 - 11:19 AM
HUh? can someone clarify this? Did they finally make it so you need more then one jump jet?
#2
Posted 04 December 2012 - 11:20 AM
#3
Posted 04 December 2012 - 11:23 AM
dal10, on 04 December 2012 - 11:20 AM, said:
I sure hope so. about time. DFA next I hope.
#4
Posted 04 December 2012 - 11:25 AM
#5
Posted 04 December 2012 - 11:26 AM
#6
Posted 04 December 2012 - 11:27 AM
#7
Posted 04 December 2012 - 11:29 AM
So to put it as a question: is the number of Jump Jets affecting the height of the jumps (yes/no)?
#8
Posted 04 December 2012 - 11:30 AM
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
Posted 04 December 2012 - 11:33 AM
Thomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:
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
Posted 04 December 2012 - 12:43 PM
#11
Posted 04 December 2012 - 01:04 PM
WVAnonymous, on 04 December 2012 - 12:43 PM, said:
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
Posted 04 December 2012 - 01:10 PM
Thomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:
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
Posted 04 December 2012 - 01:12 PM
dal10, on 04 December 2012 - 11:20 AM, said:
How would fixing a long time KNOWN problem be a Nerf?
#14
Posted 04 December 2012 - 01:15 PM
Alfred 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
Posted 04 December 2012 - 01:25 PM
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
Posted 04 December 2012 - 01:48 PM
#17
Posted 04 December 2012 - 02:23 PM
Thomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:
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
Posted 04 December 2012 - 02:26 PM
Thomas Dziegielewski, on 04 December 2012 - 11:30 AM, said:
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.
Skyfaller, 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
Posted 04 December 2012 - 03:15 PM
Tex Arcana, on 04 December 2012 - 02:26 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.
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
Posted 04 December 2012 - 03:21 PM
stjobe, on 04 December 2012 - 03:15 PM, said:
<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.
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