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What Have They Done Now?


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#21 Theodor Kling

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Posted 03 July 2013 - 07:56 PM

View PostUnbound Inferno, on 03 July 2013 - 02:18 PM, said:

I'll argue that.

My Catapults don't use JJs and have higher loadouts on fat LRMs to deal damage. I can't say I have much to complain about with how they are working now.

My LRM Jäger also was barely affected, exept maybe for frozen city, soe of those snowdrifts can suprise you. But then again it is not hugging the terrain as closely as my Commandos. And those got problems with the new movement. Some seem fine, I just have to get used to the, some are strange. Frozen City is especially nasty where you can round the corner of a building just fine to be stopped by a minature snow drift. A snow drift of ankle high.. any mech would simply just crush it. Or melt it... all the heat dissipated by you HS goes to the enviroment, with leg mounted sinks no snowdrift near your feet would stay long. But melting snow dependent on your heat dissipation is out of the question for a game. Sure would be nicce, but probably hell to implement. But still.. a mini snowdrift should not stop you.
The pipes on Caustic for example are another matter.. for my Commando some of those are about as high as my mechs' hip, or at least tight. So making those an obstacle is fine. And not yet a death trap :rolleyes: ( at least not always) When I was was suddenly stopped by one last time I thought that Highlander and Jäger I was fighting would toast me instantly, but they didn´t, firering on the spot where I should have been if I hadn´t been stopped instead.. Luckily I turned and got moving again before they compensated.

#22 Jetfire

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Posted 03 July 2013 - 08:05 PM

View PostJonathan Paine, on 03 July 2013 - 03:05 PM, said:

Movement changes are a step in the right direction (heh!), but obviously need more work. Jump jets are slightly more useful than before the patch, not less. However, jump jets need love. As for having a 80 ton mech travelling at 89 kph coming to an abrupt stop due to a pebble, this obviously needs to be fixed.


That is my problem as well, jump jets should push you up an over 45 degree inclines if you have the jump height. At present if you so much as touch the wall while jumping your velocity instantly drops to zero. Other than that I like the changes.

Edited by Jetfire, 03 July 2013 - 08:05 PM.


#23 Victor Morson

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Posted 03 July 2013 - 08:23 PM

View PostHomeless Bill, on 03 July 2013 - 01:12 PM, said:

PGI has essentially made any 'mech not equipped with jump jets a waste of money.

Fixed.

I see posts like this, and I want to spectate the pilots that think these things...


Yep. One quick turn and a swing back, hit the jets, and proceed on up the hill. That's where we're at.

#24 Fate 6

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Posted 03 July 2013 - 08:27 PM

View Postredreaper, on 03 July 2013 - 12:24 PM, said:

Im perfectly fine with that jumpjets are supposed to be for mobility not a way to get to Your favorite camping spot on 85 degree incline..

Explain to me how JJs on a slow mech (Highlander for example) are supposed to be for "mobility". Sure, if JJs were implemented like in Living Legends it would be great. But in this game they are very sad pieces of hardware that only go up, and not sideways, meaning they are basically all about getting to a camping spot





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