

What Do You Want From Jump Jets?
#41
Posted 21 April 2013 - 05:51 AM
#42
Posted 21 April 2013 - 06:04 AM
For light and medium mechs, I want jump jets to be a crucial part of their attacks, making them more useful harassers and more difficult to hit. I would like to see directional thrust and a lot more fuel than the light mechs have today.
For heavy and assault mechs, which already have excellent firepower and are already dominating the battlefield (especially in assault modE), I want jump jets to be used primarily for movement and maneuvering, and only to a certain degree be useful for attacks. But this is a tall order, because it requires two things. 1) A sensible way of reducing poptart efficiency. I suggest aim drift, others suggest shaking. 2) Maps that actually justify equipping jump jets. PGI has said future maps will make jump jets more useful. Right now, jump jets are rarely useful in terms of giving heavy and assault mechs increased mobility. A highlander with less than 4 jump jets can barely jump over a car. Trying something fancy, like moving across rooftops or trying to land on the edge of a cliff, will usually end in an awkward faceplant.
#43
Posted 21 April 2013 - 06:11 AM
Apply Newtonian physics.
Select an arbitrary damage amount (say, 5 points) and if any person strikes with a hit that exceeds that damage limit in one hit to an arm or leg of the mech that is jumping, it rotates the mech several degrees in the direction of the side that was hit.
It introduces a new level of skill required to counter a valid tactic.
It adds a new element to gameplay.
It makes weapons other than ppc's more valid.
I say 5 points of damage, because it allows someone with a few lasers, or at least an ac5 a chance to deflect the jumping mech and avert a hit.
It also allows lighter mechs to have a chance against these 'tarts.
#44
Posted 21 April 2013 - 06:12 AM
Of course the mech might have sophisticated enough software to auto-stabilize, but not before you end up with your cockpit facing a totally new direction.
#45
Posted 21 April 2013 - 06:20 AM
...I would love to see multi-directional controls, but I don't think that will happen.
#46
Posted 21 April 2013 - 06:33 AM
Jump jets should do two additional things that they currently don't. Their speed should be higher than a mech's ground speed since there isn't ground friction to worry about nor terrain penalties. Turning while jump jetting should be a little easier with the Spider being the only mech to be able to turn 720 degrees or more during a single jump.
#47
Posted 21 April 2013 - 06:41 AM
They're pretty good, and I'd say in need of a little attention. The JJ process was quickened a few patches ago. Slowing them back down a bit, and increasing fuel accordingly, would give players more airtime for enemies to countersnipe and less thrust to twist in brawls. Simple fix, and one the devs can implement at any time.
#48
Posted 21 April 2013 - 06:50 AM
Keifomofutu, on 20 April 2013 - 11:06 PM, said:
I think convergence should be disabled generally.
#49
Posted 21 April 2013 - 08:01 AM
Edited by Cferre, 21 April 2013 - 08:03 AM.
#50
Posted 21 April 2013 - 08:10 AM
#51
Posted 21 April 2013 - 09:11 AM
Karma Police, on 21 April 2013 - 01:00 AM, said:
You're right of course. Random cone of fire instead! You're going to have to pick your poison because right now Jumpsnipers are dominating the meta. Short of some kind of accuracy debuff the devs other option is to simply nerf the actual JJ speed or height right into the ground which would nerf them for everyone not just the ones using them to jumpsnipe. Seeing as jumpsniping is the real issue I feel any nerf should focus on weakening that and not nerfing them for people who just want JJ to give them more mobility. Hell nerf jumpsniping and you could even buff the JJ to TT levels for mobility purposes.
Edited by Keifomofutu, 21 April 2013 - 10:08 AM.
#52
Posted 21 April 2013 - 09:42 AM
Ofcourse you get killed by highlanders often....because everyone uses them . to level them up maybe?
I agree with victor.
Stop that bla bla bla
#53
Posted 21 April 2013 - 09:43 AM
#54
Posted 21 April 2013 - 09:53 AM
Cferre, on 21 April 2013 - 08:01 AM, said:
This. You can even make it scalable based on JJ class. I'm possibly in the minority where I think that poptarting is a cool strategy that should be in the game and should have situational utility, but I don't think it should be viable as the cornerstone of a build.
Edited by Royalewithcheese, 21 April 2013 - 09:53 AM.
#55
Posted 21 April 2013 - 10:04 AM
Royalewithcheese, on 21 April 2013 - 09:53 AM, said:
This. You can even make it scalable based on JJ class. I'm possibly in the minority where I think that poptarting is a cool strategy that should be in the game and should have situational utility, but I don't think it should be viable as the cornerstone of a build.
Oh, I think you should be able to poptart, but I think it should be a hard skill to master, not so easy that it becomes the most common tactic in the game. Perhaps modules like stabilizers could be released to go with additional screen shake, so people could specialize in shooting while airborne.
#56
Posted 21 April 2013 - 10:30 AM
No thanks. JJ's should produce a lot of heat or take longer to refuel between ****** jumps.
Edited by JSparrowist, 21 April 2013 - 10:32 AM.
#57
Posted 21 April 2013 - 10:43 AM
Destoroyah, on 21 April 2013 - 12:52 AM, said:
Keifomofutu, on 20 April 2013 - 11:06 PM, said:
Make convergence act differently when jump jets are involved? Great, let's create a separate and new mechanic for an already existing game mechanic just to pacify the people who are unable to adapt. That's a really great idea.

Why not just remove convergence entirely, or have separate ones for left arm, right arm, and torso mounted weapons? But then again this will just end up in a massive QQ storm from another set of people.
Selfish, on 21 April 2013 - 06:41 AM, said:
In other words, make them much easier to hit for people with poor aiming, thus reducing skill requirements even further. Did I get that right?
Isn't it much better to make jump sniping harder than to make them easier to hit. The former increases skill requirements while the latter reduces it.
STOP THE QQ AND JUST ADAPT OR DIE ALREADY!
Edited by Mystere, 21 April 2013 - 10:52 AM.
#58
Posted 21 April 2013 - 10:54 AM
#59
Posted 21 April 2013 - 10:56 AM
#60
Posted 21 April 2013 - 11:08 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users