

Jump-Jets - Let Us Vector Them!
#1
Posted 06 October 2013 - 11:00 PM
I understand this choice has been achieved because of the dull movement system, in order to allow to get out from stuck points where your mech couldn't go either forward or backwards because of slopes, curbs or whatever else blocked you.
The issue now it's that whenever you need to backpedal (either from retreating, repositioning with some covering fire and so on) and you get stuck, what happens?
It happens that you reach 0 speed (but you're still accelerated backwards) -this always because a tiny rock as tall as your ankle blocks you- and so you flash your JJs only to be trusted forward, losing critical time that can lead to your death!!
Considering that the actual movement system is an annoyance, now you can't rely your hopes neither while using JJs.
Why is it so hard to allow us to vector jumpjets (forwards or backwards) according to the set speed? When you're stuck your throttle should be the one setting a momentum to the jumpjets; but since halt speed is reached because the game kills your throttle this isn't possible!
This or enable some of the totally useless screens on the hud with a darn rear view camera; I understand it could be used to keep an eye on your six, to avoid this then let it show the ground with a 45° degree view towards the soil.
Or simply change the JJ mechanics..
#2
Posted 07 October 2013 - 12:21 AM
#3
Posted 07 October 2013 - 02:13 AM
#4
Posted 07 October 2013 - 04:01 AM
Definitely we should have vectored jump-jets. As it's canon and in previous MW games, the only objections from PGI can be technical difficulties in implementation.
#5
Posted 07 October 2013 - 04:05 AM
Try it out yourself.
Since I only pilot a Jenner, and I'm constantly jumping, I've yet to notice the issue people are talking about in terms of getting stuck on the ground. The only times I get stuck are when I fall into a wall or boulder.
Edited by Krivvan, 07 October 2013 - 04:07 AM.
#6
Posted 07 October 2013 - 07:28 AM
Krivvan, on 07 October 2013 - 04:05 AM, said:
Try it out yourself.
Since I only pilot a Jenner, and I'm constantly jumping, I've yet to notice the issue people are talking about in terms of getting stuck on the ground. The only times I get stuck are when I fall into a wall or boulder.
Because you're into a light, that's normal, they can climb rather steep slopes as they should. Assaults can get stuck by rocks or slopes that barely can reach the height of the mech's ankle and not being able to vector JJs even when halted can be the subtle line between a second chance or a useless death.
#7
Posted 07 October 2013 - 08:00 AM

#8
Posted 07 October 2013 - 08:57 AM
#9
Posted 07 October 2013 - 11:17 AM
#10
Posted 07 October 2013 - 11:45 AM
#11
Posted 07 October 2013 - 12:24 PM
Edited by Grendel408, 07 October 2013 - 12:26 PM.
#12
Posted 07 October 2013 - 12:33 PM
#13
Posted 07 October 2013 - 12:48 PM
Frankly when driving my Highlander it really doesn't help that much when it grinds to halt whenever something trips it up mid jump, it hampers its abilities greatly to get over hills when you grind to 0 kmph then have to keep hopping, hoping that small bit of forward momentum or that you can get some walking room to carry you over.
Given that the famous Highlander burial is currently fluff text, jumping is barely a passable ability/feature for assaults with JJ. More often than not Atlae and other 3/5 assaults beat me going around the hill/mountain while I'm stuck jumping then stopping at 0 kmph then trying to gain momentum again.
Its down right chunky. Yes its a 90 ton flying brick, but at least give it more momentum to complete an arc of a jump.
Thank you PGI for the Highlander and having JJ's for assaults, but the current JJ model is pretty basic and I do hope they consider giving us vectored thrust or at least fix the trip ups.
#14
Posted 07 October 2013 - 12:49 PM
#15
Posted 07 October 2013 - 03:38 PM
Grendel408, on 07 October 2013 - 08:00 AM, said:

John MatriX82, on 07 October 2013 - 11:17 AM, said:
this. I'm trying to backpedal but I'm stuck on something... going less than 14ish KPH backwards and hitting the Jumpjets pushes you forward... it just doesn't seem right. Its not fluid movement, it just leads to more hill humping.
#16
Posted 07 October 2013 - 04:45 PM
#17
Posted 07 October 2013 - 07:37 PM
Nebelfeuer, on 07 October 2013 - 04:45 PM, said:
Not sure that a fix or just making things more difficult in another way. Jump Jets are suppose to add versatility to a mech that has them, allowing you more tactical flexibility. Right now its an a shell of what jump jets are in canon (though here arguably canon gets loosely defined)
Either way, JJ need a bit more dynamic use. The jump and trip that assault and (I assume) heavies face makes jumping more of liability than an asset.
#18
Posted 07 October 2013 - 08:03 PM
#reported
#19
Posted 07 October 2013 - 08:04 PM
rolly, on 07 October 2013 - 07:37 PM, said:
Well...we had dynamic fights with JJs onece, at least untill deathstop terrain and jumpshake mechanics where introduced, and I do indeed miss them. Nothing compared to a midair fight of Spiders or Trebuchets over the heads of the groundcrawlers but people tended to abuse the lack of regulation and whined at the same time about it in the forums - so we are stuck with the current rules. Generally all weightclasses can make good and about the same use of jumpjets with the current system if they take enough of them(normally at least 3-4) and the only thing that makes me angree every time is when I jump up a cliff and get stuck upon landing on it´s top edge resulting in me having to turn left or right (or back and down again) before being able to move again because the stupid game thinks i would try to move up a cliff to steep to climb even though I am allready ontop of it. And that is a thing that the 1m/s suggestion would fix in the same way as getting stuck on a rock.
Edited by Nebelfeuer, 07 October 2013 - 09:58 PM.
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