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How You Should Have Fixed Jump Jets


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#1 Anakha

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Posted 05 June 2013 - 05:51 PM

The problem with Jump Jets as they were implemented was the super slow rise and fall of a mech as the jump jets thrust the mech up. How you should have fixed this was to make the mech launch up super fast when you hit your jump jets and then fall fast. Speed up the whole rise and fall dynamic of your jump jet implementation. This would give you the ability to jump up and maneuver fast but have very little time to actually fire or do anything while in the air. The whole float in the air dynamic of your implementation of jump jets is what has caused the poptart problem, if JJ's launched mechs very fast up and they fell fast we wouldn't have the problem they have created now.

Another problem which this brought to the forefront is the whole weapon boating issue. Why don't you simply place limits by weapon type on how many a given mech can have of a given weapon type? For example limit the number or LL's or PPC's a given chasis can have on it to restrict boating.

2 Pretty easy simple fixes, get to it! haha

Edited by Anakha, 05 June 2013 - 05:52 PM.


#2 Tennex

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Posted 05 June 2013 - 05:53 PM

the speed feels pretty realistic now...

they can't really make it any faster without having the mechs feel like its weighted like marshmallow

Edited by Tennex, 05 June 2013 - 05:53 PM.


#3 Chavette

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Posted 05 June 2013 - 05:55 PM

One thing I dont understand, why does the screen shake, if the reticule shakes and you dont even fire where the reticule is anyway?

Even a seat of a semi could handle that shake as it isnt even visible from outside.





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