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What Do You Want From Jump Jets?


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#21 Khanublikhan

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Posted 21 April 2013 - 12:30 AM

If mech takes leg damage from fall (an uncontrolled descent) add weapon recharge time penalty (as weapon systems & gyro compensate for the shock). :D

That would have the effect of:-
  • A good jump jet poptart pilot has a normal rate of fire.
  • A bad jump jet poptart pilot would have a reduced rate of fire (allowing the enemy a brief window to advance).


#22 CrashieJ

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Posted 21 April 2013 - 12:32 AM

View PostDCLXVI, on 21 April 2013 - 12:18 AM, said:


NO! I want to **** fly *** *** jump ***** run **** summersaults and headshot! dumb****



Edited by gavilatius, 21 April 2013 - 12:33 AM.


#23 Vassago Rain

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Posted 21 April 2013 - 12:33 AM

View PostDCLXVI, on 21 April 2013 - 12:03 AM, said:


sorry this only adds randomness and gives the older tt guys a tummy ache


I guess. We should stick to the strictly ranged clan warfare model of 30 years past.

#24 XSerjo

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Posted 21 April 2013 - 12:34 AM

As light mech pilot, I want to see damage to internal structure after landing without fuel/shutdown.

This damage must depend on weight of mech. For example, light-medium mechs have better chances to dissipate energy on landing without leg-damage.

#25 jeffsw6

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Posted 21 April 2013 - 12:38 AM

Jump Jets are, in my opinion, not the problem. The problem is PPCs and, to a lesser extent, Gauss Rifles dominating virtually every drop. JJs are only a way to utilize them without, you know, walking.

I have 1 or 2 JJs on all of my Highlanders. Two are Mastered (Heavy Metal even has module slot unlocked) and I am working on mastering the third one. I have not played one single game where I've (primarily) pop-tarted using JJs. I have 96/90 Win/Loss across all three, and 104/111 Kill/Death. I've used them in PUGs only.

The reason I have the JJs installed is so I can jump-turn (but it doesn't seem all that effective on these mechs; maybe I'm just noob at JJs though) and so I can get over obstacles or buildings on RCN. I've found that at least one JJ is an incredible advantage just for clearing small terrain obstacles. I don't know if two is really benefiting me any more than one.

#26 Brilig

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Posted 21 April 2013 - 12:48 AM

I like the forward momentum idea. I thought one of the reason behind jets was to give you the ability to keep up with faster Mechs.

#27 Victor Morson

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Posted 21 April 2013 - 12:50 AM

View PostXSerjo, on 21 April 2013 - 12:34 AM, said:

As light mech pilot, I want to see damage to internal structure after landing without fuel/shutdown.

This damage must depend on weight of mech. For example, light-medium mechs have better chances to dissipate energy on landing without leg-damage.


I am OK with punishing pilots that shut down in midair more, sure. I don't know why this keeps getting brought up, I almost never see good poptarts shutting themselves down mid air.

#28 Destoroyah

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Posted 21 April 2013 - 12:52 AM

I think they should make jumping mechs suffer convergence issues while jumping so it's noticeably harder to land all shoots on the same section.

In general thou I think convergence needs to be a more pronounced in this game. Currently you can take a mech like a AC40Jag and snapshot both ACs on a point then torso twist for protection and instantly snapshot getting both rounds too hit the same section currently aimed for again as soon as you turn to fire. Convergence should be such you would have to wait about 2 secs to reliably hit the same area after turning to attack again.

#29 Zylo

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Posted 21 April 2013 - 12:55 AM

View PostVictor Morson, on 21 April 2013 - 12:23 AM, said:



The PPC is moot. You'd just use other weapons if it got screwed. This is about JJs specifically.

I had also mentioned increasing the jump jet recharge time as a mech gets heavier. A spider might recharge the jets from 0 to full in 10 seconds while a highlander might take 30 seconds for a full recharge.

#30 SteelJaws

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Posted 21 April 2013 - 12:55 AM

What do i want from jump jets?

I want them to be as good as the TT model atleast.

Tell me why the Jenner, Catapult and Highlander all jump for a max 20-25 meters.

The Highlander alone can do 90 meters.

#31 DCLXVI

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Posted 21 April 2013 - 12:56 AM

View PostVassago Rain, on 21 April 2013 - 12:33 AM, said:


I guess. We should stick to the strictly ranged clan warfare model of 30 years past.


the clan warfare model for the last 30 years has not had video games with reticle shake in them? fair enough (don't say there is no reticle shake in 3050 because in all honesty there wouldn't be manual aiming.)

Edited by DCLXVI, 21 April 2013 - 01:00 AM.


#32 B E E L Z E B U B

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Posted 21 April 2013 - 01:00 AM

View PostKeifomofutu, on 20 April 2013 - 11:06 PM, said:

In this case only, remove convergence from weapons while a mech is in the air. Even arms. Meaning if you fire from opposite arms they land on the enemy as spaced as they are from the mech firing them.

No.

#33 Captain Stiffy

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Posted 21 April 2013 - 01:20 AM

problem with jump jets and this entire game is the heat they generate

in real btech you suffer huge penalties from being at high heat and here it is nothing, nada

#34 Huge

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Posted 21 April 2013 - 01:29 AM

I want violent real shake when JJing. Not artificial screen shake that makes it appear you are having your aim thrown off while it remains pin point accurate. No more poptarting with super high precision weapons from 400m+ with no risk of return fire. If you are JJing it should be to manipulate terrain so you can come at unexpected angles or take a short cut. Or to get a slight advantage in a close range brawl where you moving in another axis to throw off the enemies aim. It should fiddle with your pretty good as well.

#35 RedDragon

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Posted 21 April 2013 - 01:35 AM

  • Screen shake while JJs are fired (not in free fall)
  • JJs producing the heat they are supposed to produce
It's that easy.

#36 Fooooo

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Posted 21 April 2013 - 02:44 AM

What I really want is for JJ to be different for each mech.

That way they have another way to balance them also. (if needed)

IE, give the spiders JJ's the ability to vector. (the ability to adjust the thrusters so as to change direction) Also give the spider a little more power from its JJ's.

For the other JJ mechs, adjust them accordingly.

Maybe give the treb slight vectoring so it can change direction like the spider, but nowhere near as fast or good. IE its a brick at turning in the air etc, the spider is agile.

Other then that, I don't exactly mind the poptarts. I'd say adjusting all the mechs JJ's seperately would help here as you could make the highlander rise slower but still get the same height, without effecting any other mech with JJ's.........if you get me ??

Gives people more time to retaliate.

Edited by Fooooo, 21 April 2013 - 02:45 AM.


#37 Zaptruder

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Posted 21 April 2013 - 02:52 AM

I expect mech feet to point downwards rather than remain horizontal during a JJ animation. Is that too much to ask?!

#38 slash b slash

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Posted 21 April 2013 - 02:54 AM

I would like to stay airborne for the entire length of the match plus some more maneuverability. Being able to fly to outer space would be a bonus.

#39 buttmonkey

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Posted 21 April 2013 - 02:57 AM

the ability to turn. why is it you have rockets that can push you up into the air but they cant change your direction at all. isnt that in direct violation of physics?

#40 KKRonkka

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Posted 21 April 2013 - 03:25 AM

JJ's that produce heat would be nice.

When it comes to manouvering better, there could be new version of JJ's which would allow more movements in air (other than just long jump forwards) - more expensive or heavier but perhaps more handy to light mechs.





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