I read that the way jump jets work is that they give you 3 seconds of thrust for the first jump jet and 1 second more thrust for each additional jump jet. To me, it doesn't make any sense that once a mech is already lifted off the ground, a jump jet of equal size and weight to the jet that lifted it would barely give any additional thrust.
This encourages players to add only one jump jet on their mech since that is enough to jump on hills and even poptart. Additional jump jets are so inefficient there isn't much reason to add them. A jump jet for a 20 ton mech is the same size and weight as a jump jet for a 55 ton mech. It would only make sense that they would be more effective on lighter chassis.
What I propose is to modify the way jump jets work so that they each give a mech 2 seconds of thrust. In tabletop no mechs ever had less than 2 jump jets that I can recall. My suggestion is that mechs have a minimum required amount of jump jets to get them airborne, depending on their tonnage. Light mechs could still get some lift from one jump jet, mechs 40-50 tons would need 2 and a 55 ton mech would require 3 jump jets to get off the ground. At 60 tons they weigh twice as much so the table could reset so a 60-65 tonner would only need 2, but a 70-85 ton mech would need 3. At 90+ tons they go up to 2 tons each meaning a Highlander would only need 2 but a 100 ton mech would require a minimum of 3 jump jets. (if we ever get a jumping 100 ton mech)
I feel a change like this to the way jump jets work would give players a reason to mount more than 1. It would also stop mechs like the Highlander and Cataphract 3D from being able to poptart by using a single jump jet.
It would also be nice if jump jets gave directional thrust, but I would be happy with them all giving equal thrust with a minimum jet requirement for now.
1
Jump Jets
Started by Lexx, Sep 01 2013 12:42 PM
9 replies to this topic
#1
Posted 01 September 2013 - 12:42 PM
#2
Posted 03 September 2013 - 01:39 PM
I suggestion exponentially raising lift power and also (decreasing) the amount of fuel you have, for the more jumpjets you have.
Spider 7 jj ==> killer thrust, short lived travel
Spier 4 jumpjets = > less thrust, more travel time
Spider 7 jj ==> killer thrust, short lived travel
Spier 4 jumpjets = > less thrust, more travel time
#3
Posted 03 September 2013 - 01:48 PM
Lexx, I agree with you an Assault should need more than 1 Jumpjet. I also believe that we should have some directional control to help exit craters like the one in Tourmaline.
#4
Posted 03 September 2013 - 10:39 PM
yes jumpjets, collisions and DFA are sadly still extremely lacking in the game right now.
#5
Posted 14 September 2013 - 04:47 AM
My question is if the jump distance is measured vertical or horizontal right now.. If it is horizontal, then the distances are way off and much longer than the listed value.
I would really like to see them make height a much bigger dependent upon the amount of JJ's equipped. I think the burn time and performance is ok, outside of the lack of JJ's being multi-vector, of course.
I would really like to see them make height a much bigger dependent upon the amount of JJ's equipped. I think the burn time and performance is ok, outside of the lack of JJ's being multi-vector, of course.
#6
Posted 14 September 2013 - 01:25 PM
Just like to clear up that Jump Jets on Assault Mechs (Class I) weigh twice as much as normal jump jets (2 tons), while jump jets on lights (Class V) and Mediums (Class IV) weigh half as much (0.5 tons).
Light Mechs: Class V - 0.5 tons
Medium Mechs: Class IV - 0.5 tons
Heavy Mechs: Class III - 1 ton
Assault Mechs: Class I - 2 tons
So part of your proposal is already in game.
Light Mechs: Class V - 0.5 tons
Medium Mechs: Class IV - 0.5 tons
Heavy Mechs: Class III - 1 ton
Assault Mechs: Class I - 2 tons
So part of your proposal is already in game.
Edited by Soda Popinsky, 14 September 2013 - 01:29 PM.
#7
Posted 14 September 2013 - 02:23 PM
Not exactly the topic, but I'd like to be able to feather forwards, backwards, and side to side a bit while jumping. It's useful for getting from the base of buildings to the roof.
Maybe just make it a quirk of the Spider.
Maybe just make it a quirk of the Spider.
#8
Posted 14 September 2013 - 02:28 PM
Is it a plane?
Is it a bird?
No! It's a flying Jenneeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrr.........
Is it a bird?
No! It's a flying Jenneeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrr.........
#9
Posted 02 March 2015 - 02:52 PM
Jump Jets, as they are right now, are awkward to use and lack any real benefit to anything that isn't a Light (of which, nobody pilots). They feel broken and underwhelming, which, to me, is very annoying. I remember buying a Highlander back before the big JJ-Nerf-ening, because I wanted a 'Mech that most people weren't playing (It wasn't a Heavy Metal) and I wanted it to be a jump brawler. It flew amazingly, granted it took time to get used to. Then came the nerfs, and it suddenly can't make ten feet off the ground with three Class I JJs. It just doesn't feel right, and really, it sorta ruined the feel of JJs all together for me.
I would really love to see JJs reworked into something much more fun, although I can see why the devs are a bit hesitant to tweak them. (See MWO History, Section J-8856; The Poptart Meta) Surely, there has to be a way to make JJs fun and balanced, isn't there?
Why not force 'Mechs to descend slowly (Perhaps safety thrusters that keep them just above the speed threshold to avoid fall damage?) so that you can't just fly up into the air and drop back down immediately? Why not give JJs options like horizontal (long) jumps and vertical (high) jumps? I see a lot of potential for JJs, and I'm sure that the devs could work something out if they set time aside for it.
I would really love to see JJs reworked into something much more fun, although I can see why the devs are a bit hesitant to tweak them. (See MWO History, Section J-8856; The Poptart Meta) Surely, there has to be a way to make JJs fun and balanced, isn't there?
Why not force 'Mechs to descend slowly (Perhaps safety thrusters that keep them just above the speed threshold to avoid fall damage?) so that you can't just fly up into the air and drop back down immediately? Why not give JJs options like horizontal (long) jumps and vertical (high) jumps? I see a lot of potential for JJs, and I'm sure that the devs could work something out if they set time aside for it.
#10
Posted 02 March 2015 - 03:12 PM
Current use of JJ's is to just tap the space bar. In a brawl, your hitbox and mech graphics make extreme and instant moves throwing off your opponent's aim. When scaling sheer cliffs, you can ride a polygon seem all the way to the top on 1 JJ and arrive with 100% fuel. I'd recommend repairing these mechanics before considering any other buffs to it.
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