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Jumpjets Have Been Hurt By This Patch...


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#41 Dracol

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Posted 02 July 2013 - 10:09 PM

Well, I ran my 4 jumpjet treb for a few hours tonight. Got caught near the top once on canyon when I launched to soon. Easily backed down and re-adjusted my approach.

Loving the new system. My hours practacing jump jeting in spiders has finally found a use.

Had no issues when I ran my land bound cicada nor with my land bound dragon.

#42 Mister Blastman

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Posted 02 July 2013 - 10:21 PM

View Postdaemur, on 02 July 2013 - 12:48 PM, said:


I hardly think this is what I am doing. I am taking the time to explain the current implementation of a new feature. I am suggesting though that some of the initial difficulty with the change may just require time for players to adapt their strategies.

Cheers,
daemur


LOL!

New feature! Hahahahhahahahaa

Why don't you just tell us "We're holding it wrong!"
Straight from Steve's playbook I see. Amazing.

View Postdaemur, on 02 July 2013 - 12:57 PM, said:


If you cannot climb it at all, you are on a 45 degree angle. In the current implementation this is an angle so steep that your mech will not be able to climb it. I understand it may make things difficult but I think it may also force an interesting change in gameplay which may be pretty positive. Try the same hill from another side or angle or possibly try it in a lighter mech.

Cheers,
daemur



You sound to me like you're pretty young, daemur, and have never bothered playing classical Mechwarrior titles like Mechwarrior 2, for instance. If you had, you'd see quickly that the current implementation of jump jets is wrong in many ways.

#43 RedDragon

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Posted 03 July 2013 - 02:35 AM

To all the guys who think it's only the poptarts whining in here: If JJs per default had a forward momentum, poptarting would even be harder, that's why we proposed it months ago to lessen jump sniping.

#44 Wired

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Posted 03 July 2013 - 02:42 AM

View PostMister Blastman, on 02 July 2013 - 10:21 PM, said:

LOL!

New feature! Hahahahhahahahaa

Why don't you just tell us "We're holding it wrong!"
Straight from Steve's playbook I see. Amazing.




You sound to me like you're pretty young, daemur, and have never bothered playing classical Mechwarrior titles like Mechwarrior 2, for instance. If you had, you'd see quickly that the current implementation of jump jets is wrong in many ways.



You sound to me like you`re pretty young, and have never bothered playing classical mechwarrior titles like mechwarrior crescent hawks revenge or even bothered to play Battletech. If you had, you would see quickly that Mechwarrior 2`s use of jumpjets was silly and broke immersion more than getting stuck on a pixel, ontop of not being canon to begin with.

#45 keith

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Posted 03 July 2013 - 05:56 AM

View PostCenumis, on 02 July 2013 - 05:19 PM, said:

Oh man.. The QQ is funny!

"Y CAN I NOT USE MY 1 JJ TO DA TOP OV DA HILL SO I CAN HAZ PPC SNIPE DA MENZ?"

Adapt.

I love this change, makes the game feel better, instead of 100 ton snipers climbing up a 50 degree fricken slope to go snipe. Thank you PGI. Ignore the haters.


no i hate bad bad visions. y have realism in JJ shake. then y u hit a hill u have no momentum to carry u some distance? PGi can not make up there mind realism or just do what they want. ever choice they have made have been anit range game, alot of ppl like the range game, me include. y have they not worked on the 4x vision mode? y has garth called ppc game boring, seems PGI just think range game is boring so they are basically ignoring it. maybe u just want to get with 200m of a mech and mash buttons but i do not.

#46 Mister Blastman

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Posted 03 July 2013 - 06:23 AM

View PostWired, on 03 July 2013 - 02:42 AM, said:



You sound to me like you`re pretty young, and have never bothered playing classical mechwarrior titles like mechwarrior crescent hawks revenge or even bothered to play Battletech. If you had, you would see quickly that Mechwarrior 2`s use of jumpjets was silly and broke immersion more than getting stuck on a pixel, ontop of not being canon to begin with.


I actually played crescent hawks revenge in the last 3 months. Nice try. :)

Mechwarrior 2's jets were perfect if you wanted to simulate being in a Veritech fighter, which I did/do. :)

View Postkeith, on 03 July 2013 - 05:56 AM, said:


no i hate bad bad visions. y have realism in JJ shake. then y u hit a hill u have no momentum to carry u some distance? PGi can not make up there mind realism or just do what they want. ever choice they have made have been anit range game, alot of ppl like the range game, me include. y have they not worked on the 4x vision mode? y has garth called ppc game boring, seems PGI just think range game is boring so they are basically ignoring it. maybe u just want to get with 200m of a mech and mash buttons but i do not.


You must not have played MW 4 much then. If you had, you'd be thoroughly sick of the range game.

#47 Chandley

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Posted 03 July 2013 - 07:04 AM

Personally, I would like some adjustment to how this is working, and Ill explain why:

I JJ with my Heavy Metal. 5 jump jets for 10 tons. Right now, with speed tweak, I can lumber forward on the ground at 54kph. When I hit my jets, I lose all forward momentum about half way through my fuel... "Timing my arc" and "starting the jump earlier" dont even enter into it now. I cant use roughly half my jump jets because I come to a complete forward stop in midair. 90 tons of mech stopped by nothing more than atmosphere.

This isnt "adapt". This is "what the heck do I do with that other 50% of fuel?". And why is it considered so horrible to have the ability to vector the JJs forward, trade fuel used for vertical for fuel used in horizontal? Or, if vectored thrust is verboten for whatever reason, can I get a little inertia added to my 90 ton mech? It feels like this guy is made out of paper, not metal, for all the forward momentum he can keep when flying.

And please save any "play a lighter mech" answers. 5 jump jets are part of the bonus for the Heavy Metal that makes it different from other Highlanders. Crippling that cant possibly be intended.

#48 IceSerpent

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Posted 03 July 2013 - 07:52 AM

View Postdaemur, on 02 July 2013 - 12:37 PM, said:


If you jump onto an object at an angle that you cannot climb you will still be unable to climb it. Landing on a 45 degree slope may require you to walk down.

daemur


Daemur, the problem is that you can't always just walk down - more often than not mech gets stuck where it landed on the slope and it takes a lot of turning in circles and playing with the throttle to get it moving again.

#49 Skydrive

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Posted 03 July 2013 - 08:06 AM

In canyon network with the new dragon slayer, I timed my jumps correctly and, while moving at full speed, landed on the edge of the top of some areas on the map. The problem was that I would be stuck there till I turned my mech in the right direction, which would be either left or right. First time I did this I was able to make it out alive. Second time I got butchered. I totally agree that the jumpjets and/or the maps/incline effects need to be patched if they mean that a victor with 4 jump jets can't even use them for their intended purposes.

#50 Lt Limpy

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Posted 03 July 2013 - 08:30 AM

The inability for some people to adapt to minor changes in this game, and instead immediately flying into tantrum/whine mode, is highly disturbing. Some of you are utterly helpless, and it will be a miracle if you've figured out real problems like feeding yourself or paying bills, or not getting lost on your daily commute. I hate to be patronizing, but sometimes it's just impossible.The first time I hit an impassible incline post patch I figured out how to get to the top with a few moments experimentation. Also, it's a new feature that's been out for less than a day... Yet some are acting like it's the end of the world...

Remember, even if this game is accepting payment it's still not officially out of beta... and we're the testers. Whine posts like this do not provide constructive feedback and should be ignored, instead of detracting from real issues. The more chaff that's shoveled over for PGI to sift through the longer it takes for them to sort real issues out.

#51 IceSerpent

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Posted 03 July 2013 - 08:54 AM

View PostLt Limpy, on 03 July 2013 - 08:30 AM, said:

The inability for some people to adapt to minor changes in this game, and instead immediately flying into tantrum/whine mode, is highly disturbing. Some of you are utterly helpless, and it will be a miracle if you've figured out real problems like feeding yourself or paying bills, or not getting lost on your daily commute. I hate to be patronizing, but sometimes it's just impossible.The first time I hit an impassible incline post patch I figured out how to get to the top with a few moments experimentation. Also, it's a new feature that's been out for less than a day... Yet some are acting like it's the end of the world...


So, people are complaining about:

1. Tiny pebbles acting like walls and stopping mechs dead in their tracks.
2. JJ-capable mechs getting stuck after landing on a slope.

and you felt compelled to tell us that you managed to figure out how to get to the top of a hill like it's somehow relevant? I guess now we know beyond a shadow of a doubt who is "utterly helpless, and it will be a miracle if you've figured out real problems like feeding yourself or paying bills, or not getting lost on your daily commute.", don't we?

#52 Schrottfrosch

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Posted 03 July 2013 - 08:56 AM

Found these flyers in a big Crate of Lostech:

Posted Image
On a serious note though - I like the changes, they need some tweaking but it is a step in the right direction.

I also think, why not add some forward momentum to the JJs, too? I actually always thought, they would have that build in, kinda meh to only have upward momentum...

Or maybe, just a quick idea, have the ability to either shift the force of the JJ towards upward or forward movement - asign that to the cooliee hat of your joystick and it should provide quite some fun and depth to usage of JJs. Also add the ability to change direction, would be great. Maybe when equipping JJs, you could determine, in what direction their thrust should go - the first JJ should of course be an upward one, else you might end up on your face :(

Also in the rare case of a 'mech with JJs in its legs losing one of them mid jump should have some spectacular consequences!

Edited by Schrottfrosch, 03 July 2013 - 09:06 AM.


#53 Verminard

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Posted 03 July 2013 - 09:20 AM

The whole thing with the new movement was that, it was supposed to limit the heavier mech, making lighter mechs more viable, but once again the implementation is just terrible and badly thought out, with no basis how objects in motion behave. What about conservation of momentum? you hit a slight humock that has a high slope then you just grind to a halt and loose all manouverabity, where as momentum would carry you over with but a change of speed.

Then theres the fact that the slope makes no differance to your movement going downhill unless u are sliding down a too steep slope, wtf if that all about gravity only works in one direction?

These things are all affecting JJ's leading to very strange movment results and often warping, especially when there is another mech trying to occupy the same space as you.

Take it out PGI and come up with a better implementation, or forget it all together.





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