#1
Posted 18 December 2012 - 04:51 PM
From a tabletop game point of view, one is supposed to be able to jump 30m (one hex) per jump jet fitted. I think our current implementation is way way below that now; obviously it is ok to be different, but I'm not convinced that the current version is fun, either.
#2
Posted 18 December 2012 - 04:54 PM
#3
Posted 18 December 2012 - 04:55 PM
I had one Jumpjet in my jenners leg before this patch and could jump to the top of a building with ease.
NOW its the more jets I have the more power I get.
Its a risk/reward scenario, are you willing to sacrifice tonnage that could be used elsewhere for more mobility which could be more rewarding.
#4
Posted 18 December 2012 - 04:58 PM
#5
Posted 18 December 2012 - 05:00 PM
#6
Posted 18 December 2012 - 05:01 PM
when moving forward the jump takeoff trajectory is slightly more shallow, so to jump onto something you need to start your jump sooner than you are used to.
not nerf or buff... it's just different... i'm just glad that now it requires more jumpjets to achieve a high jump, which makes jj mobility more of a cost instead of an after thought... anything that sticks it to the light mechs is good in my book... LOL... just some ribbing for all you twinkle toe scout pilots
#7
Posted 18 December 2012 - 05:01 PM
#8
Posted 18 December 2012 - 05:02 PM
Edited by I WildCard I, 19 December 2012 - 12:13 AM.
#9
Posted 18 December 2012 - 05:03 PM
Thegreatdive, on 18 December 2012 - 05:00 PM, said:
I agree here. With 5 JJ on my RVN-4X it just feels like a waste of tonnage. I just don't get high enough, fast enough. Buff JJ's now that they work correctly.
#10
Posted 18 December 2012 - 05:04 PM
Also sounds like it'll take longer (with max JJ's) to get up ontop of a 2-3 story building, but possibly travel much further horzontally?
can't wait to try out on Jenners in caustic map when i get home.
#11
Posted 18 December 2012 - 05:08 PM
Asmosis, on 18 December 2012 - 05:04 PM, said:
Also sounds like it'll take longer (with max JJ's) to get up ontop of a 2-3 story building, but possibly travel much further horzontally?
can't wait to try out on Jenners in caustic map when i get home.
You're going to be disappointed. All the thrust is foward movement, there is very little to no vertical movement. To jump up a small building in frozen city you need at least a 400m head start on the jump arc. Good luck jumping up to the base in river city, to the cave in frozen, or anywhere really in forest. It's god awful.
And yes I'm at 5/5 JJs.
Edited by hammerreborn, 18 December 2012 - 05:08 PM.
#12
Posted 18 December 2012 - 05:25 PM
Quote
I had thought that that was a change to make jump jets work based on the number installed. I had had the impression after then that just using a single jump jet was less effective than previously.
Mostly, what I want from jump jets is to be able to travel vertically; to jump tall buildings with a single bound, etc. And at some point, to be able to land on top of another mech (Death from above) or scorch them while taking off (We are Jade Falcon).
#13
Posted 18 December 2012 - 05:28 PM
bensphynx, on 18 December 2012 - 05:25 PM, said:
I had thought that that was a change to make jump jets work based on the number installed. I had had the impression after then that just using a single jump jet was less effective than previously.
Mostly, what I want from jump jets is to be able to travel vertically; to jump tall buildings with a single bound, etc. And at some point, to be able to land on top of another mech (Death from above) or scorch them while taking off (We are Jade Falcon).
That patch made visual effects when you lose a JJ. So if you lost a leg which had a JJ when you fired them the leg the JJ was on would have a sputtering JJ animation.
#14
Posted 18 December 2012 - 05:46 PM
Edited by Paul Inouye, 07 January 2013 - 08:58 AM.
Subverting the language filter is against the Code of Conduct.
#15
Posted 18 December 2012 - 05:51 PM
Edited by Kalthios, 18 December 2012 - 06:10 PM.
#16
Posted 18 December 2012 - 06:45 PM
If you're going to "fix" them, put performance to slightly better than previously, if you're carrying max JJ's for your chassis. Then scale it down for each that you're not carrying... linearly.
Right now, it's just sad.
#17
Posted 18 December 2012 - 06:55 PM
The previous level of Height should be attainable by 2 maybe 3 jumpjets maximum.
That is level that I feel their weight would start to paralell their effectiveness. I would gladly take a larger heat penalty for weight to thrust ratios that make sense.
Edited by I WildCard I, 19 December 2012 - 12:16 AM.
#18
Posted 18 December 2012 - 07:33 PM
Jenners can't jump anything anymore. I have an unmodded 5 JJ jenner and it skips, it doesn't "jump". Building hopping used to be my thing. Now this Totally. Bleeding. Sucks.
They need to fix this or...I dunno. Jump jets were a big part my enjoyment of Mech games in general.
I have 2 JJ on my Raven 4X, I noticed I couldn't jump as high for as long, last patch, that seemed about right. Now the damned thing can't even clear the ground it seems. I have freakin hoverjets, not jumpjets.
I'm selling everything and buying 12 more Atlases. Wait..no..that's what they *Want/Expect* me to do isn't it?
Edited by ArchMage Sparrowhawk, 18 December 2012 - 07:35 PM.
#19
Posted 18 December 2012 - 07:45 PM
#20
Posted 18 December 2012 - 07:46 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users