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Any Love For Jumpjets On Light Mechs?
#1
Posted 27 May 2013 - 10:12 AM
On River City, in the trench entrance without the bridges, facing the ship at a stand-still:
Jenner, 35 tons with 5 JJ's:
4 second JJ burn
Barely makes it above the lip of the trench
Catapult, 65 tons with 4 JJ's
4 second JJ burn
Barely makes it above the lip of the trench
This is why JJ's favor heavy mechs and poptarters. JJ's aren't used for escape or highly precise maneuvering on heavier mechs; they're used to pop over obstacles or very basic turning, shoot, and repeat. Since light mechs get the same performance as heavy mechs, they get the same benefit in spite of being incredibly lighter and having MORE JJ's equipped.
The initial lift of JJ's needs to be quicker on lighter mechs instead of the same slow climb seen on heavier mechs. I miss playing my jenner since JJ's were "fixed", but spending 2.5 tons on JJ's and NOT being able to use them to maneuver effectively kills the build.
#2
Posted 27 May 2013 - 10:16 AM
#3
Posted 27 May 2013 - 10:19 AM
you couldn't even fire while jumping
but they moved you fast as hell and a great damn distance
most mechs are supposed to have a jump range of 90-270
in this game it is like 22-28
Edited by LordBraxton, 27 May 2013 - 10:20 AM.
#4
Posted 27 May 2013 - 10:24 AM
LordBraxton, on 27 May 2013 - 10:19 AM, said:
you couldn't even fire while jumping
but they moved you fast as hell and a great damn distance
Actually, the utter slowness of JJ's helps poptarters...nice 'n slow up -> line up your shot -> fire! It'd be a bit different if you had to control the amount of JJ thrust and its pitch.
#5
Posted 27 May 2013 - 10:26 AM
LordBraxton, on 27 May 2013 - 10:19 AM, said:
most mechs are supposed to have a jump range of 90-270
in this game it is like 22-28
This is really needed. if jumpjets could be used to dodge LRMS, would push mechs up much higher initially and where faster the game could be a lot more dynamic, spiders could out jump SSRMS, sniping would be tougher, and DFA would be a lot more fun.
This game is still lacking the visceral "rush" that games like Tribes have, jumpjets like this would help a lot.
#6
Posted 27 May 2013 - 10:30 AM
#7
Posted 27 May 2013 - 01:51 PM
Heavy Mech JJ = 1 ton.
Heavier duty, so the difference shouldn't be as drastic as you seem to think it should be. (And light mech JJs are more responsive.)
#8
Posted 27 May 2013 - 02:11 PM
Livewyr, on 27 May 2013 - 01:51 PM, said:
Heavy Mech JJ = 1 ton.
Heavier duty, so the difference shouldn't be as drastic as you seem to think it should be. (And light mech JJs are more responsive.)
Wrong on both accounts. Lightmech JJ weight is pretty even with heavier mech's JJ's:
Jenner, 35 ton mech with .5 ton JJs: 1.4% mechweight per JJ
Catapult, 65 ton mech with 1 ton JJs: 1.5% mechweight per JJ
Now sure, for a Highlander, this goes up to 2.2% mechweight, but you also have 55 more tons to play with.
As far as more responsive? Did you see my test up there comparing 5 Jenner JJ's with 4 catapult JJ's? Exact same response: 4 second burn for the same height.
#9
Posted 27 May 2013 - 02:22 PM
Chopsaw, on 27 May 2013 - 02:11 PM, said:
Wrong on both accounts. Lightmech JJ weight is pretty even with heavier mech's JJ's:
Jenner, 35 ton mech with .5 ton JJs: 1.4% mechweight per JJ
Catapult, 65 ton mech with 1 ton JJs: 1.5% mechweight per JJ
Now sure, for a Highlander, this goes up to 2.2% mechweight, but you also have 55 more tons to play with.
As far as more responsive? Did you see my test up there comparing 5 Jenner JJ's with 4 catapult JJ's? Exact same response: 4 second burn for the same height.
So, given your math (since I'm too lazy to calculate it for myself at the moment) that the two different JJ systems are roughly equivalent in ratio to full tonnage (1.5%-1.4% = .1%)
Why should there be a significant difference?
(EDIT: For clarity, if the Catapult had Light mech JJ's, I could see a reasonable disparity.)
Edited by Livewyr, 27 May 2013 - 02:23 PM.
#10
Posted 27 May 2013 - 02:25 PM
Livewyr, on 27 May 2013 - 02:22 PM, said:
So, given your math (since I'm too lazy to calculate it for myself at the moment) that the two different JJ systems are roughly equivalent in ratio to full tonnage (1.5%-1.4% = .1%)
Why should there be a significant difference?
(EDIT: For clarity, if the Catapult had Light mech JJ's, I could see a reasonable disparity.)
Because the claim was made that heavy mech JJ's are more heavy-duty and therefore weigh more, which brings them into balance. My point is that they weigh the same when viewed as % of the mech's weight so it would stand to reason that a 35 ton jenner with FIVE JJ's should be able to "out-jump" a Catapult with only FOUR. This isn't the case...they have identical performance.
#11
Posted 27 May 2013 - 02:34 PM
I would support it 100%.
Currently the game has 0 scenarios where JJs are of explicit need. If you could jump high or far then big walls or natural obstacles, deep rivers ( which should slow movement speed) or small canyons would be come interesting terrain features.
Currently there is only jump sniping, as you get to most terrain by walking anyway. Jump sniping is rather a boring use for what JJs could be really used.
Edit: grammer
Edited by Monkeystador, 27 May 2013 - 11:18 PM.
#12
Posted 27 May 2013 - 02:37 PM
Colonel Pada Vinson, on 27 May 2013 - 10:26 AM, said:
This is really needed. if jumpjets could be used to dodge LRMS, would push mechs up much higher initially and where faster the game could be a lot more dynamic, spiders could out jump SSRMS, sniping would be tougher, and DFA would be a lot more fun.
This game is still lacking the visceral "rush" that games like Tribes have, jumpjets like this would help a lot.
While cool in theory (Armored Core IV / V does this well with 'quick boosts'), it would just make mechs with jump jets the defacto kings of the battlefield, since the increases maneuverability would make them more able to dodge all kinds of weapons fire. If they had to pause for a second at the end of the jump (IE: stand still for a heartbeat for two) it might be balanced, but it would still confer a hell of an advantage.
#13
Posted 27 May 2013 - 02:42 PM
Artgathan, on 27 May 2013 - 02:37 PM, said:
While cool in theory (Armored Core IV / V does this well with 'quick boosts'), it would just make mechs with jump jets the defacto kings of the battlefield, since the increases maneuverability would make them more able to dodge all kinds of weapons fire. If they had to pause for a second at the end of the jump (IE: stand still for a heartbeat for two) it might be balanced, but it would still confer a hell of an advantage.
Just like the do in btech - an advantage to not being hit vs an advantage to sniping. if they tossed you up high and fast it would increase yur risk at those apex points
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that is the whole point of jumpjets in TT.
I mainly feel not enough hieght is present. i always feel like im crawling up walls and buildings, not jumping around.
jumpjets where amazing in btech 3025, you really vaulted and it was awesome, they made you harder to hit during the vault, exposed you during the apex, and made it very challenging to shoot while in the air.
Edited by Colonel Pada Vinson, 27 May 2013 - 02:44 PM.
#14
Posted 27 May 2013 - 02:44 PM
Also try taking a run from the middle part of river city to land on the buildings of lower city start point. Jenner makes it catapult does not.
And if you are still uncertain take a catapult and try jumping on frozen city from the ground into the caves from the sigma side, way easier to make the jump with 4 vs 2 or 3
#15
Posted 27 May 2013 - 02:44 PM
Artgathan, on 27 May 2013 - 02:37 PM, said:
While cool in theory (Armored Core IV / V does this well with 'quick boosts'), it would just make mechs with jump jets the defacto kings of the battlefield, since the increases maneuverability would make them more able to dodge all kinds of weapons fire. If they had to pause for a second at the end of the jump (IE: stand still for a heartbeat for two) it might be balanced, but it would still confer a hell of an advantage.
Not a bad point...extreme JJ use should cause at least stumble and in more extreme cases a fall -- ie, speed, turning, and firing while in the air. New pilot skills could mitigate the chances, as well as not trying to do to much.
#16
Posted 28 May 2013 - 11:09 AM
not a slow burning hover
Edited by LordBraxton, 28 May 2013 - 11:09 AM.
#17
Posted 28 May 2013 - 02:05 PM
#18
Posted 28 May 2013 - 02:11 PM
Chopsaw, on 27 May 2013 - 10:12 AM, said:
On River City, in the trench entrance without the bridges, facing the ship at a stand-still:
Jenner, 35 tons with 5 JJ's:
4 second JJ burn
Barely makes it above the lip of the trench
Catapult, 65 tons with 4 JJ's
4 second JJ burn
Barely makes it above the lip of the trench
This is why JJ's favor heavy mechs and poptarters. JJ's aren't used for escape or highly precise maneuvering on heavier mechs; they're used to pop over obstacles or very basic turning, shoot, and repeat. Since light mechs get the same performance as heavy mechs, they get the same benefit in spite of being incredibly lighter and having MORE JJ's equipped.
The initial lift of JJ's needs to be quicker on lighter mechs instead of the same slow climb seen on heavier mechs. I miss playing my jenner since JJ's were "fixed", but spending 2.5 tons on JJ's and NOT being able to use them to maneuver effectively kills the build.
I see you point but bigger mechs use bigger jets. and the more you have the faster higher you go... the devs have said a jj fix in in the trck too.
#19
Posted 28 May 2013 - 03:38 PM
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#20
Posted 28 May 2013 - 07:21 PM
MasterErrant, on 28 May 2013 - 02:11 PM, said:
Yeah, hopefully...I haven't seen anything that would indicate a fix is in the works.
Again, bigger mechs DO have bigger JJ's. But, and again, the percentage of the mech's weight the JJ consumes is in the same ballpark. Tonnage consumption is key. Just like everything in this game, the smaller components are more efficient, dps and heat-wise. So four Jenner JJ's should be more efficient than four Catapult JJ's, but they're not. You need FIVE Jenner JJ's just to MATCH the performance of FOUR Catapult JJ's.
That Jenner should be practically flying with five JJ's. Hell, put reticule shake in, I don't care as I don't poptart in a light mech...I escape (or would like to) in a light mech with my JJ's.
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