Knocking Down Jump Jetting Mechs
#1
Posted 18 September 2013 - 10:19 PM
As it stands as it is now, they take the same shake as they would on the ground and that doesn't match physics. I suppose their JJ could auto stabilize, but they could not completely stabilize such a fast change in direction.
Having the jumping mech take more impulse shake when shot by ballistics while in mid flight might be a simpler solution to jump sniping than all the fancy ghost heat, gauss delay, and ppc heat nerfs they are trying to reduce the jump sniping or hell, even jump brawling for those that abuse HSR by jumping in a brawl.
It should be easiest to knock down light mechs or at the very least they should shake more. It would make alot more sense for assaults and heavies to knock down light mechs with their big ballistic guns rather than running into them using collision like it used to be or how some people keep demanding it be like. At the very least, the cockpit shake in a light mech should be much higher when hit by an ac20 than if an assault mech is hit. If you're going to make it so that heavies are penalized just moving around, you really should be fair the other way around when mechs are very light and thus take more cockpit shake.
PGI seems to bias things WAY too much in favor of light mechs. Russ said it himself, PGI is proud that they made the light mechs popular to pilot, becuase they weren't popular in previous editions of MW. Just personal opinion, but it seems like they biased that a little too far in the favor of light mechs. A lot of players are calling for a collisions to come back so that they can knock down light mechs. Knocking them down with your guns seems preferable than having players run them over.
#2
Posted 18 September 2013 - 11:51 PM
Edited by Mcchuggernaut, 19 September 2013 - 04:03 AM.
#3
Posted 19 September 2013 - 01:04 AM
I'd also like to see light mechs have improved JJ's. Right now, my Jenner gets off the ground as slowly as my Catapult, it seems. I'd like to see every light mech with the JJ capability of a Spider.
So on the one hand, you could jump higher and farther, and on the other hand, you would be more likely to get swatted out of the sky.
#4
Posted 19 September 2013 - 03:52 AM
#5
Posted 19 September 2013 - 04:45 AM
Mehlan, on 19 September 2013 - 03:52 AM, said:
....which would completely negate half of the canon and MWO purpose of even having jumpjets....
As far as knocking down mechs in flight not adhering to physics, it doesn`t adhere to HOLLYWOOD physics, but very much to realistic physics.
If you think a 285 pound shell (ac/20, to give you a fair chance) slamming into a 20 ton battlemech is going to somehow make the mech twist and gyrate like a spinning top, you are sorely mistaken. Airborne or not. The inertial mass of even the lightest mech just gobsmacks even the heaviest shells in game.
If you get hit with a baseball, does it spin you end over end, or does it just hurt? Does it spin you end over end when you`re in the air? Or does it still just hurt?
Edited by Zerberus, 19 September 2013 - 04:47 AM.
#6
Posted 19 September 2013 - 06:07 AM
Alistair Winter, on 19 September 2013 - 01:04 AM, said:
While that might be a good gameplay decision, and may make lighter 'mechs more viable - and if that's the case, I'm in favor of it - but lighter 'mechs already have JJs that weigh less. A Jenner may weigh almost a third of a Highlander's weight, but their jump jets weigh a fourth of a Highlander's. I think additional JJs should have greater effect - I really struggle to find the benefit in adding a 3rd or 4th JJ. It gets you higher but doesn't seem to add any air time.
Edited by Pale Jackal, 19 September 2013 - 06:09 AM.
#7
Posted 19 September 2013 - 06:44 AM
Mehlan, on 19 September 2013 - 03:52 AM, said:
That's one of my favourite parts about the current JJ mechanics. You require a modicum of skill and thought to understand when and where to use JJ. Using them to just jump high leads to death. It gives JJ advantages and disadvantages. I'd rather not have skating JJs a la Mechwarrior 2.
#9
Posted 19 September 2013 - 07:11 AM
#10
Posted 19 September 2013 - 08:03 AM
Pale Jackal, on 19 September 2013 - 06:07 AM, said:
While that might be a good gameplay decision, and may make lighter 'mechs more viable - and if that's the case, I'm in favor of it - but lighter 'mechs already have JJs that weigh less. A Jenner may weigh almost a third of a Highlander's weight, but their jump jets weigh a fourth of a Highlander's. I think additional JJs should have greater effect - I really struggle to find the benefit in adding a 3rd or 4th JJ. It gets you higher but doesn't seem to add any air time.
I find anything more than 1 JJ on most mechs is pointless. Also, a Highlander is way more of a threat when pop tarting than a Jenner so the difference it weight balances out. I do shoot a lot in the air on my Jenner but I am typically moving forward while doing so and I have to hold lasers on target. A HGN can jump from behind cover moving only vertically and shoot long range pinpoint weapons. The two mechs use JJ in drastically different manners.
Not to mention if you change the weight of anything it screws up stock configurations and PGI has said that is not going to happen.
#11
Posted 19 September 2013 - 08:20 AM
Lostdragon, on 19 September 2013 - 08:03 AM, said:
Well, additional JJs do get you higher. So, that can let you more easily escape by using terrain, or might make it easier to snipe. However, I generally find that 2 JJs will let me clear most obstacles when escaping or sniping, and adding a 3rd or 4th JJ to a Highlander at 2 tons each strikes me as too inefficient, and the gains seem marginal in any 'mech I've used. However, jump jetting onto a ridge in Tourmaline in my HGN 733C and taking care of a Jaeger who was harassing my lance is kind of priceless, hah.
Lostdragon, on 19 September 2013 - 08:03 AM, said:
I'm not suggesting the weights be changed. I was just countering the idea that the Jenner should take off quicker than a heavier 'mech, because while the lighter 'mech weighs less, their jump jets also weigh less, and probably produce less lift.
#12
Posted 19 September 2013 - 09:53 AM
I'll talk to the designers see if they like the idea because I do.
Why we can't push mechs in mid air right now :
The idea is great but will require a little bit more than just apply impulse to a flying mech when it is hit. Because such an event would be instantaneous, depending on your ping to the server, it will desync for a fraction of a second depending on how it's done.
1. Either the local client will see the correct reaction but all other clients will see a delayed reaction (pop) to correct the location of the mech now on the server. And then possibly another pop for the local client for final correction.
2. Or we let the server broadcast to all but then all clients would see a delayed impulse being applied to the mech being hit
Of course the pops can be interpolated and other magic done blah blah blah.
Once we have knockdowns back in this may be attainable by ragdolling the mech to where the server predicts it will go. But those appear to be a while away still.
#13
Posted 19 September 2013 - 10:05 AM
It'll be some kind of multiplier multiplied with the inverse of the mechs mass so smaller mechs would receive a greater camera shake multiplier than a massive mech would.
#14
Posted 19 September 2013 - 10:07 AM
That's...communication and response...can they put you in charge?
#15
Posted 19 September 2013 - 10:09 AM
Adding greater shake to them would only be equivalent to "ghost-heating" the mech.
#16
Posted 19 September 2013 - 10:14 AM
#17
Posted 19 September 2013 - 10:15 AM
#18
Posted 19 September 2013 - 10:16 AM
Kunae, on 19 September 2013 - 10:09 AM, said:
Adding greater shake to them would only be equivalent to "ghost-heating" the mech.
Because they need more ways to promote the usage of top-tier avatars.
#19
Posted 19 September 2013 - 10:19 AM
#20
Posted 19 September 2013 - 10:25 AM
Good idea and will help counter jump-sniping and increase viability of AC2's and other high velocity ballistics.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users