Can Somebody School Me On Jump Jets?
#1
Posted 02 October 2013 - 08:44 AM
But I'm still a bit confused. Thrust behavior seems a bit inconsistent?
1. Jump jet thrust based on terrain.
Let's say I'm coming down off of a cliff, sometimes it seems that if I jump jet while still having ground under my feet, I go upwards.
But if I'm just a 1/2 second late an the ground is gone, I will end up falling and even if I burn off the entire tank, I don't get any vertical thrust.
2. Jump jet thrust based on remaining fuel
Is it just me or does fuel in the tank have something to do with my vertical acceleration?
It seems like the lower I am in the tank, the less vertical acceleration I get from my jump jets.
Am I going a little crazy here guys?
Or does anybody else notice this?
#2
Posted 02 October 2013 - 08:56 AM
#3
Posted 02 October 2013 - 08:59 AM
Nerfing directional control makes sense I guess if they gave too much control.
But did they say why nerfed the physics?
#5
Posted 02 October 2013 - 02:28 PM
#6
Posted 04 October 2013 - 03:05 AM
While falling, JJ can only reduce your falling speed.
While on solid ground, JJ increase your lifting speed.
Some very light mechs can turn the falling into a slight lift if they have enough JJ (Spider for example).
#7
Posted 04 October 2013 - 03:20 AM
- jump over terrain (such as a canyon in "Canyon Network") - Start jumping before you reach the drop-off, boost to about the middle of the canyon and then just boost to keep up your altitude enough to reach the other end. If possible light the JJs just before you touch down to minimise the damage to your legs.
- Jump up hills - Just simply use them. Here it is best to use the JJs just before you slow down while already running up.
- Jump onto buildings/up sheer cliffs - Imagine a 45° line from your point to the top of the obstacle and launch the JJs about 20 meters before this line would touch the top of what you want to jump up on. If you find you are climbing too high, then tap the JJs so that you "glide" to the point you want to reach.
- Reducing fall damage - To do this, you start the JJs only after you have started dropping. Your aim is to slow down enough, that you will touch the ground with a minimum of drop speed. If its a longer drop, then you ideally want to run out of JJ fuel just before you touch down.
- Jump turning - The most important part of JJs for a light pilot. Use this to drastically decrease the turning radius of your mech so that you can either escape behind cover quicker or to change directions in the circle of death. To do this you tap the JJs slightly while turning (you can tap more then once to make the turn even tighter. a 180° turn shouldnt be a problem with this method.
EDIT: Fixed some typos and added to the Fall damage reduction point.
Edited by Rushin Roulette, 05 October 2013 - 02:06 AM.
#8
Posted 04 October 2013 - 04:21 AM
culverin, on 02 October 2013 - 08:59 AM, said:
But did they say why nerfed the physics?
IIRC, with the old phyics there were a lot of complaints about how long it took to take off. So they reduced the power of the jets (which is why it's very hard to hover, or to stop falling) and reduced the amount of fuel, and added an extra boost on takeoff. I like to think of it as pushing off with your legs
Edited by Flyto, 04 October 2013 - 04:21 AM.
#10
Posted 04 October 2013 - 04:50 AM
ForestGnome, on 02 October 2013 - 02:28 PM, said:
Judging by how many people rely on and make good use of jump jets right now (especially in Jenners), I wouldn't call them anywhere close to broken.
#11
Posted 04 October 2013 - 06:24 AM
culverin, on 02 October 2013 - 08:44 AM, said:
But I'm still a bit confused. Thrust behavior seems a bit inconsistent?
1. Jump jet thrust based on terrain.
Let's say I'm coming down off of a cliff, sometimes it seems that if I jump jet while still having ground under my feet, I go upwards.
But if I'm just a 1/2 second late an the ground is gone, I will end up falling and even if I burn off the entire tank, I don't get any vertical thrust.
Jumpjets will follow your current motion, down to the second. If you are already falling, you will continue to fall. At best, they will cushion your fall. If you start falling a split second before jumping, you will still fall.
To go up you need to be standing still. To go forward, you will need forward momentum as well. The last patch allows you to go slightly forward now even if you started without momentum.
Quote
No, it is not. The thrust is the same no matter how much fuel you have. But the thrust stops when the fuel is gone. If you stop thrusting and lose your upward momemtum, you will start falling again, even if you start thrust again. It will just reduce your fall speed.
There is a slight addition when you first jump I think, but to me it looks like a "push" from the legs...not extra thrust from the jets.
I agree it is not very intuitive. But Jump Jets were never intended to simulate flight.
Edited by Sadistic Savior, 04 October 2013 - 06:25 AM.
#12
Posted 04 February 2014 - 07:50 AM
Ebonkosh
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