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Adding Velocity/momentum To Jump Jets


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#41 Redwood Elf

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Posted 03 August 2013 - 06:08 AM

View PostColonel Pada Vinson, on 02 August 2013 - 05:53 PM, said:

with 3PV coming we need jumpjets that do not allow for popsniping, or we may as well call this game PPC/Gauss wack-a-mole online.



And why would they do that? Jump-and-shoot is a perfectly valid tactic. If you don't have jump jets, you run your mech around the obstruction.

#42 James The Fox Dixon

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Posted 03 August 2013 - 06:22 AM

View PostRedwood Elf, on 03 August 2013 - 06:08 AM, said:



And why would they do that? Jump-and-shoot is a perfectly valid tactic. If you don't have jump jets, you run your mech around the obstruction.


It's a valid tactic, but the current hover and shoot shouldn't even be happening. As soon as you use your jets you should be moving in a single direction.

#43 Redwood Elf

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Posted 03 August 2013 - 06:47 AM

View PostJames The Fox Dixon, on 03 August 2013 - 06:22 AM, said:


It's a valid tactic, but the current hover and shoot shouldn't even be happening. As soon as you use your jets you should be moving in a single direction.


Meh...not all that bad...if you hover too long you damage both your legs when you come down...hardly an OMFGHAXXOR! Effect. I'm more worried that you shouldn't lose velocity during a jump...Jump jets should have a movement vector equivalent to your throttle setting (so to do the hover bit you would have to hit "all stop" before jumping)

#44 James The Fox Dixon

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Posted 03 August 2013 - 08:39 AM

View PostRedwood Elf, on 03 August 2013 - 06:47 AM, said:


Meh...not all that bad...if you hover too long you damage both your legs when you come down...hardly an OMFGHAXXOR! Effect. I'm more worried that you shouldn't lose velocity during a jump...Jump jets should have a movement vector equivalent to your throttle setting (so to do the hover bit you would have to hit "all stop" before jumping)


They should have velocity as well as vectoring. As soon as you hit jump it should move you in a direction of the pilot's choosing. There is no hovering with jump jets. If you want to hover then use a VTOL, but those don't exist in game. With the velocity added to the game, there goes the hover sniper meta.

#45 Redwood Elf

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Posted 03 August 2013 - 09:04 AM

We are using two different defintions of "Hover" I think.

To me, "Hover" means you go up in the air and stay in one place as long as you want, not "you jump up in the air, hang for a couple seconds, then fall down again and take damage to your legs.

#46 James The Fox Dixon

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Posted 03 August 2013 - 09:11 AM

View PostRedwood Elf, on 03 August 2013 - 09:04 AM, said:

We are using two different defintions of "Hover" I think.

To me, "Hover" means you go up in the air and stay in one place as long as you want, not "you jump up in the air, hang for a couple seconds, then fall down again and take damage to your legs.


Regardless of the definition of hover, mechs should be moving when jumping.

#47 Redwood Elf

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Posted 03 August 2013 - 09:19 AM

View PostJames The Fox Dixon, on 03 August 2013 - 09:11 AM, said:


Regardless of the definition of hover, mechs should be moving when jumping.


They are...Up...then down when they run out of gas. I'd love it if they KEPT going up til you turned the jets off or they ran out of gas...after all, there's no invisible "tether" that holds them to within 50 yards of the ground.

#48 Corvus Antaka

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Posted 03 August 2013 - 02:26 PM

its not a valid tactic unless mechs without jumpjets get big giant shields (buildings for jumpsnipers) that they can carry around with them.

IF buildings where destructible it would be fine. they are not, and in effect become giant impenetrable shields for stationary jumpsniping mechs, and again due to poor jumpjet design.





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