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Jump Jets


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Poll: Jump Jet power (135 member(s) have cast votes)

Jump Jet power needs

  1. More vertical lift (122 votes [55.96%])

    Percentage of vote: 55.96%

  2. Less Heat (21 votes [9.63%])

    Percentage of vote: 9.63%

  3. Less Weight (14 votes [6.42%])

    Percentage of vote: 6.42%

  4. Perfect as is (2 votes [0.92%])

    Percentage of vote: 0.92%

  5. Longer burn (45 votes [20.64%])

    Percentage of vote: 20.64%

  6. Other(post it) (14 votes [6.42%])

    Percentage of vote: 6.42%

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#1 Abivard

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Posted 17 January 2013 - 10:20 PM

I think jump jets are lacking in vertical thrust, the heat seems excessive as well.

#2 ICEFANG13

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Posted 17 January 2013 - 10:29 PM

Better in air directional control.

#3 LtPoncho

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Posted 17 January 2013 - 10:30 PM

They need an initial explosive burst, not a consistent burn rate. You need that jump to break gravity - of which I thought would be relative to the planet gravity factor. Every map/planet seems to have the same gravity.

#4 KageRyuu

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Posted 18 January 2013 - 03:51 AM

Definitely needs more vertical lift, as is, a Cat can barely make a 2 story building with a full burn, let alone the cliff in Forest Colony.

Edited by KageRyuu, 18 January 2013 - 03:53 AM.


#5 Antarius Steiner

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Posted 18 January 2013 - 08:44 AM

Faster, in the Books is the reading from Jumps up and crush into the enemys head... here i could go drink some coffee before a jumping mech is near...
Need higher, Faster Jump...

#6 AlexWildeagle

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Posted 18 January 2013 - 08:47 AM

jump arc really sucks. Keep face planting the side of buildings and sometimes I have to start so far back I don't have enough fuel to make it.

#7 Tirick Fire

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Posted 18 January 2013 - 09:39 AM

If I remember correctly, JJ distance in TT on let's say, a Cat is only 120 meters or so, with 24 meters of height (1 level = 6 meters x 4 Hex distance). We are getting almost that height now (I can jump a little higher than an Atlas' head with my Cat), but without a good initial launch velocity.

Does it feel as dramatic and awesome as I want it to be? No, but it is, I am reluctant to admit, close to TT. It should be more manueverable though, as ICEFANG13 suggests.

Edited by Tirick Fire, 18 January 2013 - 09:40 AM.


#8 Thomas Dziegielewski

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Posted 18 January 2013 - 09:55 AM

We will not be increasing max height but we are in the process of shortening the time it takes to get to max height.

#9 Trucker

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Posted 18 January 2013 - 09:59 AM

I am fine with the Max height you can reach but it's the speed that it takes which is the issue. I try and use JJ as a means of quickly changing vectors to avoid or spread damage, sometimes it works but most of the times it makes you easier to hit due to the seemingly instant loss of speed.

My other issue is the heat output seems a bit too much. On a ctf-3d with 4jj and 13DHS a jump adds an additional 7 heat. which is obsurd. On a spider build with 12JJ and 14DHS heat during jump was close to 40!

#10 Norris J Packard

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Posted 18 January 2013 - 04:13 PM

View PostThomas Dziegielewski, on 18 January 2013 - 09:55 AM, said:

We will not be increasing max height but we are in the process of shortening the time it takes to get to max height.


Thomas, I did some rough calculations the other day and determined that the Highlander will only be able to jump 27 meters, or 32 meters depending upon if you guys go with Mk. 2 or Mk. 1 Jump Jets. This is a pithy amount in my opinion, could you please consider adjusting the higher end jump jets slightly in this manner?

#11 Parnage Winters

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Posted 18 January 2013 - 05:14 PM

View PostThomas Dziegielewski, on 18 January 2013 - 09:55 AM, said:

We will not be increasing max height but we are in the process of shortening the time it takes to get to max height.


Thanks for the update, I'am a huge fan of jumpjets and even I am a tad underwhelmed with the usage of them at the moment. As much as I love jj's at the moment the tonnage isn't worth it over alternative options(at least on the catapult)

#12 Caseck

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Posted 18 January 2013 - 07:28 PM

So, we can all agree then that they're still broke.

0 votes for perfect as is.

#13 Jetfire

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Posted 18 January 2013 - 07:38 PM

higher impulse and longer burn and we are gold

#14 Abivard

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Posted 19 January 2013 - 12:50 AM

View PostThomas Dziegielewski, on 18 January 2013 - 09:55 AM, said:

We will not be increasing max height but we are in the process of shortening the time it takes to get to max height.


This is great, that factor of slow vertical thrust creating a shallow jump Arc is what pains us the most I believe.

#15 KageRyuu

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Posted 19 January 2013 - 01:04 AM

You kidding me Thomas? A Cat can barely get on top of a 4 story building in River City or Frozen City, four story building Thomas. Last I checked the average four story building barely reaches more than 12m, so less than a third of the listed jump height already. So either A, the scale of the game is completely off, or B, the Jump Jets aren't reaching their supposed Max Height before fuel runs out, regardless the vertical lift be it max height, burn length, and or accent speed needs to be increased if you expect Jump Jets to be of use to anyone as more than just descent thrusters, because as they are they're pathetic and not worth their tonnage to take. The max height reachable from before was perfectly fine, a Jenner could easily scale the Comms tower hill in Forest Colony and could even get ontop of the central buildings in River City. Now, a Jenner is lucky to get on top of the Drop Ship in River City. So explain to me what was wrong with the jump jets before? Other than the fact that it didn't matter how many you took, you still got the full thrust regardless.

Edited by KageRyuu, 19 January 2013 - 01:04 AM.


#16 ICEFANG13

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Posted 19 January 2013 - 06:52 AM

I don't think unless they make them a lot better will they be used. I put some on my Jenner (5), bad idea. Its just not worth it at all, and its a large investment, especially for Spiders who cannot use FF armor probably when they have 10 slots used for JJs.

#17 Corvus Antaka

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Posted 19 January 2013 - 07:50 AM

Don't be mean to the devs. Thomas, if PGI could clarify WHY you won't be increasing max jump hieght despite being so much lower than max jump hieght in Battletech & in general costing us a lot of tactical options like landing on buildings that we have lost with the Jumpjet changes, and exactly what PGI's stance is on this matter it would be appreciated.

Faster lift is great, I'm all for reasonable jumpjets, but outside of netcode issues I fail to see why more jumphiehgt that falls in line with battletech would be a bad thing.

#18 Majorfatboy

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Posted 19 January 2013 - 11:42 AM

Greater vertical thrust / takeoff speed is a must. I'm glad to see this is being looked into, thanks for the info Thomas. As it is now, it takes so much thrust just to get off of the ground, that you have almost nothing left for the actual jump you planned on making.

#19 Bors Mistral

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Posted 19 January 2013 - 03:01 PM

View PostThomas Dziegielewski, on 18 January 2013 - 09:55 AM, said:

We will not be increasing max height but...

Oh, but I'm sure you will. Sooner or later. The current vertical-lift-per-jet is just way too low, and in time you'll come to realize that.

#20 Youngblood

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Posted 20 January 2013 - 09:12 AM

View PostNorris J Packard, on 18 January 2013 - 04:13 PM, said:


Thomas, I did some rough calculations the other day and determined that the Highlander will only be able to jump 27 meters, or 32 meters depending upon if you guys go with Mk. 2 or Mk. 1 Jump Jets. This is a pithy amount in my opinion, could you please consider adjusting the higher end jump jets slightly in this manner?

Speculation: Highlanders will have "Mk. 3s", two tons each. Usable on 'Mechs 90 tons and heavier.

Yay TT knowledge!





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