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Jump Jets Since Patch


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#1 blinkin

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Posted 18 December 2012 - 03:52 PM

i like how they work in general right now, BUT the max jump amount nerfed the crap out of them. the max jump should be at least doubled if not more. currently you can do little more than hover.

right now with 4 JJ on my catapult it is difficult to hop over a one story building. i am not asking to fly but i would at least like to be able to jump over an enemy mech.

these are supposed to be JUMP jets not hover jets. i do not understand why they were nerfed so hard, i never saw anybody really complaining about them. i admit seeing mechs snipe from the top of towers and skyscrapers was absurd, but this has been taken to the other extreme.

after some more play testing:some of the larger mechs like the catapult may be ok with the current jump mechanics, or something close to this. but light mechs need much more jump power than they currently have.

some alternate solutions i have come up with:
http://mwomercs.com/...p-jets-balance/
http://mwomercs.com/...ic-jump-system/

Edited by blinkin, 28 December 2012 - 08:46 PM.


#2 neviu

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Posted 18 December 2012 - 04:08 PM

They didnt nerfed,
They just fixed it, as this how it should have been

#3 blinkin

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Posted 18 December 2012 - 04:30 PM

View Postneviu, on 18 December 2012 - 04:08 PM, said:

They didnt nerfed,
They just fixed it, as this how it should have been

i have no issues with you getting power based on the number of jets you have that makes sense, but the max cap on the power is way too low.

#4 ArchMage Sparrowhawk

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Posted 18 December 2012 - 08:08 PM

The jump ceiling is way too low. Mechs are supposed to clear buildings, but these things can barely clear the ground.

#5 qultar

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Posted 18 December 2012 - 08:19 PM

a mech with 2 jump jet need to jump over a mech and one that has 4 can jump over 2 times that

#6 Archphor

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Posted 18 December 2012 - 09:18 PM

I agree with OP, I put 5 JJ (max) in my 4X raven and i can barly jump over a assult mech, which im prity sure is not the 90 somthing meeters that the 5 JJs is suppose to give me. Also it feels like in addition to not reaching the hight we should be were also taking a LONG time to get there.

#7 Cataphract

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Posted 18 December 2012 - 09:59 PM

View PostArchphor, on 18 December 2012 - 09:18 PM, said:

I agree with OP, I put 5 JJ (max) in my 4X raven and i can barly jump over a assult mech, which im prity sure is not the 90 somthing meeters that the 5 JJs is suppose to give me. Also it feels like in addition to not reaching the hight we should be were also taking a LONG time to get there.


5JJ is suppose to supply a 150m jump range. All JJ are suppose to supply a 30m distance per JJ installed to a maximum of 6 If I remember past MW games and no mech in TT ever had more than 6 either. Given an Atlas is roughly 15-17m+/- tall thats a huge issue for JJ as you indeed should be clearing buildings with that much equipped.

#8 Archphor

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Posted 18 December 2012 - 10:09 PM

View PostCataphract, on 18 December 2012 - 09:59 PM, said:


5JJ is suppose to supply a 150m jump range. All JJ are suppose to supply a 30m distance per JJ installed to a maximum of 6 If I remember past MW games and no mech in TT ever had more than 6 either. Given an Atlas is roughly 15-17m+/- tall thats a huge issue for JJ as you indeed should be clearing buildings with that much equipped.


If one JJ gives a mech 30m then there WAY off because 1 JJ in my 4X gives only 9M or something like that, not in game atm but im sure thats what it was. they deffiniatly need a tweak ether way.

#9 Jadel Blade

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Posted 18 December 2012 - 10:18 PM

its a very low trajectory thats for sure.

#10 Pykors

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Posted 18 December 2012 - 11:13 PM

Out of curiosity, I took a Jenner out with one jump jet to see how it would perform. I was disappointed that it wouldn't even lift off the ground. One jump jet should only allow ~10m of jump, but that's more than zero. I figured it should still have an effect on maneuverability, but got absolutely none at all. Instead of being minimally useful, it was only good for hovering past cliff edges like Wiley Coyote.

#11 Jadel Blade

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Posted 19 December 2012 - 12:37 AM

they are pretty much useless now. I am glad they fixed the 1 = many thing but the trajectory needs to be much higher.

#12 WiCkEd

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Posted 19 December 2012 - 02:16 AM

I'm not sure why they call it jumping. Seems like the system should be more akin to a temporary V-TOL system although that would require a rework on controls while the JJ's are active. Imagine having to adjust Pitch/yew to maneuver in air from a stationary position. In TT you didn't need momentum and perhaps one day we can see something like that implemented but it's a long ways away. I would love to see an ***** kill himself by flipping his mech during a jump maneuver.

#13 Dr B00t

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Posted 19 December 2012 - 02:22 AM

it should also be based on mech weight/jj ratio or whatever...i hate those jumping ******** hehe, but they should really jump if yer gonna put a bunch of jj's on em...i could see a cat not getting quite as high but wow...hopefully they can patch server side

#14 Roadbuster

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Posted 19 December 2012 - 07:53 AM

Didn't test JJ since patch but if that's true...damn.
If a Jenner or Raven can't even jump over another mech with the max ammount of JJ (not even talking about jumping on a building), they are useless now.
What about the Highlander in the future? Will JJ only be a cosmetic thing?

#15 MaddMaxx

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Posted 19 December 2012 - 08:25 AM

In TT the JJ allowed forward movement @30m increments, OR jumping onto areas of differing elevations. As we know from the past, if we allow Mechs to Jump high and far the POP-TART arises and, well it was never good.

What may be required is a more forward motion model that allows Mechs to move forward but always on a parabolic arc that never exceeds a certain height. Although it may render some places on certain maps unobtainable, that is a small price to pay to avoid the mistakes of the past.

Expect more tweaks anyways as there are indication that there may be a variety of JJ types available in the future, each with differing properties. :)

#16 Mawai

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Posted 19 December 2012 - 09:01 AM

View Postneviu, on 18 December 2012 - 04:08 PM, said:

They didnt nerfed,
They just fixed it, as this how it should have been


Ummm no? If you have a Jenner with 5 jump jets or a Catapult with 4 the behaviour now should be identical to that from before the patch when a single jump jet was providing the lift. Folks are saying that this is NOT the case (I haven't tested yet)... that the performance of jump jets on a mech fitted with the appropriate number has been nerfed and there was no reason for this since requiring a full set of jump jets for full performance already impacts the mech design sufficiently that an additional nerf of jump jets is not required.

#17 blinkin

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Posted 19 December 2012 - 11:35 AM

View PostMaddMaxx, on 19 December 2012 - 08:25 AM, said:

In TT the JJ allowed forward movement @30m increments, OR jumping onto areas of differing elevations. As we know from the past, if we allow Mechs to Jump high and far the POP-TART arises and, well it was never good.

What may be required is a more forward motion model that allows Mechs to move forward but always on a parabolic arc that never exceeds a certain height. Although it may render some places on certain maps unobtainable, that is a small price to pay to avoid the mistakes of the past.

Expect more tweaks anyways as there are indication that there may be a variety of JJ types available in the future, each with differing properties. ;)

i know they are still working things out and testing modifications to the game. i am just frustrated because this one cut out an integral part of my navigation metthods. imagine if they made a change so the commando couldn't turn right, that is about where i am at. yeah you can navigate around and if you know what you are doing you can get to most of the same places but you are forced to completely relearn how to pilot. taking extra damage because i try to implement escape plans that no longer exist.

i would definitely like having different variations on JJ. having the ability to jump straight forward at high speed and close the gap on an lrm boat or having really light JJ that only allow hovering. i am almost never against having more options in a game.

god i hope they fix the jump jets soon.

#18 Cataphract

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Posted 19 December 2012 - 12:29 PM

I can verify myself that JJ are now a completely worthless item for the tonnage you have to put out to the results you get. A 5JJ Jenner cant even get on top of a building twice its height without struggling to do so. You can hardly even clear a resource collector in conquest. I was expecting 5JJ to put out the same power that one has been giving us pre-patch, but this is not the case. If you don't have all 5JJ you can hardly even get off the ground. Building jumping is gone as well as any good maneuvering you could pull off in flight pre-patch. This is another example of nerf it when its "fixed" then maybe make it viable weeks/months later. Since we won't see another patch till January I suggest to anyone reading this that they remove any and all JJ in favor of more weapons, armor, ammo or whatever else their mechs could use more

#19 Alistair Winter

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Posted 19 December 2012 - 01:29 PM

+1

I can't be bothered with jump jets anymore. Frankly, they were never overpowered, because the loss of speed when you land makes them very dangerous to use in the middle of a fight.

Right now, using them in the middle of a fight is practically suicide unless you're a l33t gamer, and trying to use them to get into a good position is a waste of time, as you can only climb 20 meters at a time.

With the current mechanics, I can't imagine the Highlander being able to do more than slightly break its fall when it jumps off cliffs.

#20 Zirand

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Posted 19 December 2012 - 02:08 PM

I honestly didn't notice a difference between pre-patch and post after I put the other 3 jump jets back in my catapult. Haven't had an issue jumping over anything I would have before. I personally think they are working perfectly.





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