A Different Look How To Implement Jump Jets
#1
Posted 21 December 2012 - 07:30 AM
It is sad to see what you've done to jump jets last patch.
For what that nerf?Jets were good as they were,and no one was whinning they are overpowered.At least I didn't see any whinnings.
So,as double heatsinks example shows you are not going to be strict with all as it is in TT please don't take our fun out and restore old jump jets.
Nerfing anything not obviously broken just sucks.Instead,if you wish for people taking more jump jets give us reasons and benefits of having increased jump jets number,like:
1 jump jet - just as before the patch,nothing more or less.
Each new jump jets should give +2 s of flight,increased lift speed and acceleration,decreased a bit horizontal speed deceleration,ability to turn in air and change flight direction,but only each even number of jets - so 2 should allow to change it ~1/5 of normal turn radius,for 4 jets could allow to turn with 1/2 normal turn radius and 6 jets could allow to turn with 2/3 normal turn radius.
This way every one would win - we players who used one jet would keep mobility it gives,those who invest in them would gain noticable advantage and you developers too,because you'd have a system promoting equipping more jump jets.
I really hope the rest of the community thinks the same and you can be persuaded to change your minds.
Merry Christmas,
MasterBLB
#2
Posted 21 December 2012 - 08:04 AM
Upgrading from the old "base" either makes additional jump jets undesriable or results in pseudeLAMS (ballistic Spiders). Proper jumping capabilities should require some investment beyond a single jump jet. Perhaps the scaling isn't right at the moment. But jumping with just one jet was incredibly cheap and nothing I want to return to.
#3
Posted 21 December 2012 - 08:58 AM
That said, I think the jump 'arc' is not what it should be like now. I'm perfectly fine with the duration per JJ, but they only seem to trust you forward instead of up almost. Imo they should just lift you and the only forward movement should come from your (slowly decreasing) momentum. Being able to jump up to 3 times your mechs height with full JJs would be reasonable I think.
#4
Posted 21 December 2012 - 01:21 PM
#5
Posted 21 December 2012 - 01:29 PM
#6
Posted 22 December 2012 - 07:59 PM
Gladewolf, on 21 December 2012 - 01:21 PM, said:
I'm confident most players will agree that the old way, with 1 jet providing full maneuverability, was A ) only temporary and B ) a little overpowered.
But after the change, even having a full allotment of jump jets doesn't give you nearly enough jumping power. 5 JJs on a Jenner does less now than 1 JJ did last week.
Considering how incredibly useful ECM is for Ravens, and that's just at 1.5 tons and 2 slots, I feel like JJs need to be markedly better than they are now. If I spend 2.5 tons and 5 slots, I expect to be able to hopscotch between rooftops in River City, and to be able to leap out of chasms in Frozen City. And next year, when the Spider comes out, spending 4 tons and 8 slots on a jump jets had better allow for some amazing movement options.
Edited by Chou Senwan, 22 December 2012 - 07:59 PM.
#7
Posted 22 December 2012 - 08:07 PM
#8
Posted 23 December 2012 - 01:45 AM
Previously jump jets may be not implemented fully or as it was supposed to be,but suprisingy that was pretty good and fun for players opposite to what we have now.So that the point of my idea,do not throw away what was working,useful to have and make fun meanwhile being not overpowered,but instead extend it.
#9
Posted 23 December 2012 - 03:47 AM
Quote
Also :
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
Please keep in mind, the max heights you used to get with jump jets was never intended to be that high. The heights you're getting now are correct. The problem is how long it takes for you to get there. Sorry to say, but until January, you're going to be dragging your toes for about 60m+ before gaining major upward thrust.
Simply put, you should not have been designing your builds around something that you should have known was a bug. All my JJ capable mechs were installed with as many JJ's as I belived they would need once the fix was applied. JJ's are a little weak now, but they have already stated they are going to tweak the values.
Edited by Boris The Spider, 23 December 2012 - 03:55 AM.
#10
Posted 23 December 2012 - 09:36 AM
We just think that the current full effect is weak, and makes jump jets not worth having. So we want jump jets to be better.
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