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Jumpjets Need Better Feathering For More "air Time"


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#21 Chavette

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Posted 24 June 2013 - 04:36 PM

You can use 20% of your fuel to lift off. Wait a second. Now you can use 80% of it and you're still not lifting again. Don't dare tell me it makes sense.

#22 Hellcat420

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Posted 24 June 2013 - 05:02 PM

View PostChavette, on 24 June 2013 - 04:36 PM, said:

You can use 20% of your fuel to lift off. Wait a second. Now you can use 80% of it and you're still not lifting again. Don't dare tell me it makes sense.


it actually does. it takes a lot more fuel to change direction, especially when you are fighting gravity.

#23 Chavette

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Posted 25 June 2013 - 04:26 AM

View PostHellcat420, on 24 June 2013 - 05:02 PM, said:


it actually does. it takes a lot more fuel to change direction, especially when you are fighting gravity.

Not five times more, sorry.

#24 Herbstwind

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Posted 25 June 2013 - 06:02 AM

Actually it should give you a good deal more of a boost when you use the jets when you are already in the air at the point where you neither go up or down for a short moment (a) than at the point when you are standing still on the ground ( b ).

At point ( a ) there is exactly zero gravity to fight, at ( b ) you have g = 1.0 (depending on the planet you are on ;) ). Pretty much like the zero gravity maneuvers with airplanes.

Edited by Herbstwind, 25 June 2013 - 06:03 AM.


#25 Rippthrough

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Posted 25 June 2013 - 06:08 AM

There is always gravity, it doesn't care what you're doing at the time.

#26 BigMekkUrDakka

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Posted 25 June 2013 - 06:16 AM

i would like to see JJ being actual "jump" not "hover" jets, especially on those light mechs

#27 Herbstwind

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Posted 25 June 2013 - 06:16 AM

Quote

At point ( a ) there is exactly zero gravity to fight, at ( b ) you have g = 1.0 (depending on the planet you are on ;) ). Pretty much like the zero gravity maneuvers with airplanes.


View PostRippthrough, on 25 June 2013 - 06:08 AM, said:

There is always gravity, it doesn't care what you're doing at the time.


Basically true, but a the above mentioned point ( a ) your own upward force and gravity cancel each other out.

#28 General Taskeen

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Posted 25 June 2013 - 08:42 AM

View PostNauht, on 24 June 2013 - 04:09 PM, said:

Yes it's MWO, based on BT not supergundampinkjellymecha combat.


Prove that you have tested MW:LL jump jets before jumping to dumb gundam quips. Not only are they simulation-esque, they are balanced and fun. That's 3 to 0, LL wins.

Prove that MW:LL is not based on Battle Tech. You can't, because it is based on Battle Tech. They did JJ's better. End of Story. The programmer that did them will go in the Mech Warrior Gaming Hall of Fame. Practically every Mech Warrior game has JJ's with actually JUMP and not stupid hovering like in MWO.

Edited by General Taskeen, 25 June 2013 - 08:44 AM.


#29 El Bandito

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Posted 25 June 2013 - 08:48 AM

View PostGeneral Taskeen, on 25 June 2013 - 08:42 AM, said:

Prove that you have tested MW:LL jump jets before jumping to dumb gundam quips. Not only are they simulation-esque, they are balanced and fun. That's 3 to 0, LL wins. Prove that MW:LL is not based on Battle Tech. You can't, because it is based on Battle Tech. They did JJ's better. End of Story.


Better JJs does not mean it is faithful to BT.

The MW:LL JJ video reminded me of 1 ton Elementals jumping around rather than 20-100 ton Battlemechs jumping. In other words, phony.


Current JJs just need less screen shake for lights and it is perfect.

Edited by El Bandito, 25 June 2013 - 08:53 AM.


#30 scJazz

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Posted 25 June 2013 - 08:54 AM

The only thing that really bugs me about JJs right now is the fact that on landing all of my forward momentum seems to disappear. It has bugged me since day one immediately after my first jump.

If I toss 65 tons of mech into the air at 60 kph I bloody well expect to be doing a sizable fraction of 60 kph when I land. I'd be happy with 20 kph, 40 kph would be ideal :D

#31 El Bandito

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Posted 25 June 2013 - 08:58 AM

View PostscJazz, on 25 June 2013 - 08:54 AM, said:

The only thing that really bugs me about JJs right now is the fact that on landing all of my forward momentum seems to disappear. It has bugged me since day one immediately after my first jump. If I toss 65 tons of mech into the air at 60 kph I bloody well expect to be doing a sizable fraction of 60 kph when I land. I'd be happy with 20 kph, 40 kph would be ideal :D


That's because your mech needs to absorb the landing first with BOTH legs before it can move around. You can't move when both of your legs are busy doing something else. Common sense.

Edited by El Bandito, 25 June 2013 - 08:58 AM.






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