I for one would like to see a "power leap" type of maneuver available from JJ. You set a launch angle, and push a button and your mech leaps forward along the path.
3
Jump Jets Need To Be Changed
Started by ExtremeA79, Jun 17 2013 05:35 PM
25 replies to this topic
#21
Posted 19 June 2013 - 02:50 PM
#22
Posted 19 June 2013 - 04:33 PM
JJ shake, as mentioned in another thread, should be changed from rotational shake, which is inherantly nauseating to many, to translational, which is easier for the mind to deal with. Also, it should be mass dependant, with larger mechs getting a rougher ride, as the forces required to lift them are magnified. Finally, perhaps fitting closer to the mechs maximum number of JJ's should affect shake, as the forces are spread more evenly/ more points of thrust management come into play.
#23
Posted 19 June 2013 - 04:36 PM
btech:3025 jumpjets
i dont mind the reticule shake but would greatly prefer reticule expansion/retraction for a more pleasant gaming experience.
jumpjets themselves need major love. with the quickdraws, the 7 JJ variant vs the 5 JJ variant is a no brainer, 1 extra missile slot vs 2 more jumpjets...that right there is indicitave of jumpjets not doing enough well enough.
double the initial boost up, double the speed perhaps, and double the fuel. then they might actually be fun and getting there worthwhile.
the only benefit i ever see from 7 vs 1-3 jumpjets is more initial lift and a little more hieght, but in terms of battlevalue, escaping shots, DFA,, raw fun and feeling powerful, they really just suck. imho more hieght is greatly needed, and should scale with each jumpjet. even doulbing them now puts them nowhere near Btech jumpjets.
Bryan said that jumpjets will get tuning with DFA, but I hope we see collisions and DFA sooner rather than later as this aspect of mech is seriously lacking. He also said that they had to be balanced for a simulation, which is true, but all previous mech games jumpjets where balanced in terms of hieght and we got a LOT more air and had a LOT more fun. yeah mech4 pop-tarting sucked, but with shake/expanding reticule function in that's been dealt with.
now give me some seriously bad-*** jumpjets please!!! I have all this money to spend on MWO, and no jumpjet lovin to give it too!!!
i dont mind the reticule shake but would greatly prefer reticule expansion/retraction for a more pleasant gaming experience.
jumpjets themselves need major love. with the quickdraws, the 7 JJ variant vs the 5 JJ variant is a no brainer, 1 extra missile slot vs 2 more jumpjets...that right there is indicitave of jumpjets not doing enough well enough.
double the initial boost up, double the speed perhaps, and double the fuel. then they might actually be fun and getting there worthwhile.
the only benefit i ever see from 7 vs 1-3 jumpjets is more initial lift and a little more hieght, but in terms of battlevalue, escaping shots, DFA,, raw fun and feeling powerful, they really just suck. imho more hieght is greatly needed, and should scale with each jumpjet. even doulbing them now puts them nowhere near Btech jumpjets.
Bryan said that jumpjets will get tuning with DFA, but I hope we see collisions and DFA sooner rather than later as this aspect of mech is seriously lacking. He also said that they had to be balanced for a simulation, which is true, but all previous mech games jumpjets where balanced in terms of hieght and we got a LOT more air and had a LOT more fun. yeah mech4 pop-tarting sucked, but with shake/expanding reticule function in that's been dealt with.
now give me some seriously bad-*** jumpjets please!!! I have all this money to spend on MWO, and no jumpjet lovin to give it too!!!
Edited by Colonel Pada Vinson, 19 June 2013 - 04:36 PM.
#24
Posted 20 June 2013 - 02:40 AM
MW:LL has NO customization system and afaik improved JJs are only available to lights and small medium mechs. all jumpjets have huge cooldowns and produce massive amounts of heat. poptarting was never even a big problem in MW:LL
MW:O doesn't need the improved JJs right now...maybe later.
edit: there are a lot of things MW:LL does a better job at. the devs should really look into that. look here and don't worry about the ranges too much. MW:LL is much larger in scale
MW:O doesn't need the improved JJs right now...maybe later.
edit: there are a lot of things MW:LL does a better job at. the devs should really look into that. look here and don't worry about the ranges too much. MW:LL is much larger in scale
Edited by Black Templar, 20 June 2013 - 02:55 AM.
#25
Posted 20 June 2013 - 07:46 AM
if it was up to me JJ would launch you in a 45 degree arc, if you are standing still it's a short jump, if you are moving it's a longer Jump. and JJ would give you limited turning ability while in flight.
I am a fan of JJ shake, it makes you feel like 60 tonnes of fighting machine is being launched into the air with all the aerodynamics of a London Bus jumping tower bridge
I am a fan of JJ shake, it makes you feel like 60 tonnes of fighting machine is being launched into the air with all the aerodynamics of a London Bus jumping tower bridge
#26
Posted 20 June 2013 - 07:54 AM
Black Templar, on 20 June 2013 - 02:40 AM, said:
MW:O doesn't need the improved JJs right now...maybe later.
The LL Jump Jet demo showed both Standard and Improved Jump Jet programming. They were just show casing how they programmed them differently for variety's sake. Standards are still superior in LL compared to MWO's Standards.
Edited by General Taskeen, 20 June 2013 - 07:54 AM.
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