I get that by canon, jump jets took up more tonnage than they have in this game before today's patch. But they also gave you a lot better maneuverability.
Before this patch they were only good for ballistic launching, not aerial maneuvers. I appreciated the skill required to get much use out of them, but they were hardly 'powerful' from a game balance perspective. You couldn't even aim your path after you launched, which I feel should be physically possible.
In table top, with 5 jump jets you can go from a standing stop facing one way and jump 150 meters onto a 30 meter high hill and land facing the other direction. If anything, we should have added functionality, not taken it away.
Proposed Tweak
What I'd love to see is tiers of maneuverability.
- 1 Jump Jet - Crappier than pre-patch. 3 seconds of ballistic vertical lift, going fast enough to get you 12 meters off the ground and still have a smidge to feather the landing. It's only really useful for hopscotching over pits and such.
- 2 Jump Jets - Same as pre-patch. 6 seconds of ballistic vertical lift, going fast enough to get you 20 meters off the ground. You can jump over Atlases.
- 3 Jump Jets - Pre-patch, plus limited strafing. Still 6 seconds, still 20 meters. Also, you can strafe sideways or forwards or backwards while jumping - maybe by by pressing Shift and a direction. Strafing uses fuel to propel you some way other than up, so you trade elevation for distance. For the sake of not having cartoon physics, you should probably only be able to strafe about 6 meters in either direction, but that's still handy if you're in the middle of River City and want to hop up and glide to the top of a building.
- 4 Jump Jets - Better strafing. As above, with a max of 24 meters, and a lateral max of 12 meters.
- 5 Jump Jets - Even Better Strafing. Vertical 30 meters, lateral 18 meters.
- 6+ Jump Jets - Hovering. The Spider is going to be offensively weak, so it needs some trick to make it work playing over a Jenner. What if they could stay in the air longer than 6 seconds? The mech might have an 'altitude limit,' where it won't let the pilot get above, say, 50 meters, but it gives it time to snipe from on high. In exchange, it's a very visible target. As usual, if you're moving before you jump you maintain momentum, but it falls off quickly, so even if you have 8 jump jets and are airborne for 12 seconds, you'll not be 'flying,' but rather 'hovering.'
So a Jenner with 2 Jump Jets could run at top speed then get 6 seconds of air time. He starts at 140kph, and his speed falls off in mid air, but eventually he traverses about 150 meters. Just like how it was pre-patch. He probably doesn't get any higher than about 20 meters, so he can get over enemy mechs and onto low buildings.
If another Jenner had 5 Jump Jets, during the same jump he can ascend up to 30 meters and be able to drift 18 meters laterally. If he doesn't want to get elevation he could just punch the thrust forward and be able to jump 168 meters instead of 150. If he's trying to Death from Above someone he can actually aim on his way there.
What do you think?
(No, we don't need these:)
Edited by Chou Senwan, 18 December 2012 - 07:57 PM.