Jump to content

Jump-Jets - Let Us Vector Them!


21 replies to this topic

#1 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 06 October 2013 - 11:00 PM

So, in the latest patch we've been given a slight JJ forward momentum even when @ 0 speed.

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 RasputiN

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 93 posts
  • LocationVenice

Posted 07 October 2013 - 12:21 AM

completely agree...

#3 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 07 October 2013 - 02:13 AM

Yeah i was going to suggest something like this too. Throttle reliant vector

#4 FREDtheDEAD

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • 406 posts
  • LocationSouth Autstralia

Posted 07 October 2013 - 04:01 AM

Yes but problems in the movement system remain and it doesn't appear the system will be further refined. A light mech can skim over obstacles that assault mechs stop dead on despite it being clear that the longer legs of the assault can walk over the impediment while the light could never (without jumpjets). The movement 'archetypes' are simplistic and unrealistic.

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 Krivvan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,318 posts
  • LocationUSA/Canada

Posted 07 October 2013 - 04:05 AM

You should all know that when you're jumping you're still carried at your full momentum. Your speed doesn't actually drop all that much at all no matter what it says.

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 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 07 October 2013 - 07:28 AM

View PostKrivvan, on 07 October 2013 - 04:05 AM, said:

You should all know that when you're jumping you're still carried at your full momentum. Your speed doesn't actually drop all that much at all no matter what it says.

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 Grendel408

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,611 posts
  • LocationBay Area, California

Posted 07 October 2013 - 08:00 AM

So pop-tarters want to take off and land in the same position without having the readjust each time, lowering their DPS? :angry:

#8 Sarsaparilla Kid

    Member

  • PipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 664 posts
  • LocationGold Country

Posted 07 October 2013 - 08:57 AM

I don't think the OP is looking at it from a pop-tart perspective, although the forward movement is easily countered by going in reverse a bit first before jumping, but from the perspective of a larger mech, like a Victor or Highlander, that is back-peddling from a push by the enemy, getting stuck on something that would normally be solved by a small tap on the jump jets, but having the jump jets thrust you forward due to the new mechanic rather than backwards, even when his throttle is clearly in reverse.

#9 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 07 October 2013 - 11:17 AM

Yep the problem is backpedaling + dull terrain movement + forward trust. If you do not realize you're running into an hard halt due to a rock, bump, curb, little slope you find yourself stuck and before you could tap the JJs to get over it but now this isn't possible, you find yourself pulled forward..

#10 HUBA

    Member

  • PipPipPipPipPipPip
  • 481 posts

Posted 07 October 2013 - 11:45 AM

IMO you should have control over your mech while jumping. Set the trust to strait up, forward (45°) or backward (45°). And yes, you also can turn and change direction in air. But you have to land carefully. Match speed when land or stand still or you get damage to legs and CT internal.

#11 Grendel408

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,611 posts
  • LocationBay Area, California

Posted 07 October 2013 - 12:24 PM

I'm all for that last bit HUBA... adjust the JJs to have some vector-thrust control... ideally adjusted by throttle. But taking damage to the Internal structure basically means every time you jump there's a chance to crit one of your internals in that section of the Mech... now, taking damage to the external (dmg increases the faster the speed upon impact, etc is) armor is more balanced in my opinion. Mind you... I pilot Lights and Mediums almost exclusively... no, I don't poptart, but I've been know to do some pretty hair-brained **** in my Jenner while in mid-air LOL! But if they add vector-thrust into JJ controls (based on throttle and leg position [not torso]), then cool... because momentum should still carry you regardless of direction facing... Now if only the Devs would allow realistic physics into walking a Mech up and down elevated terrain would be awesome... running the same speed down a mountain in this game is truly funny since I can't walk up the same... Try running down a hill the same consistent speed all the way in reality... try it... LOL!

Edited by Grendel408, 07 October 2013 - 12:26 PM.


#12 Ransack

    Member

  • PipPipPipPipPipPipPipPip
  • 1,175 posts

Posted 07 October 2013 - 12:33 PM

I agree with the OP.

#13 rolly

    Member

  • PipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 995 posts
  • LocationDown the street from the MWO server

Posted 07 October 2013 - 12:48 PM

I agree completely.

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 Kenyon Burguess

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 2,619 posts
  • LocationNE PA USA

Posted 07 October 2013 - 12:49 PM

I wouldn't mind forward/backward JJ but the game needs to avoid changing direction in air, hovering, and kiting along the ground like in the previous mw games.

#15 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 07 October 2013 - 03:38 PM

View PostGrendel408, on 07 October 2013 - 08:00 AM, said:

So pop-tarters want to take off and land in the same position without having the readjust each time, lowering their DPS? :)

View PostJohn MatriX82, on 07 October 2013 - 11:17 AM, said:

the problem is backpedaling + dull terrain movement + forward trust.


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 Nebelfeuer

    Member

  • PipPipPipPipPipPip
  • 302 posts

Posted 07 October 2013 - 04:45 PM

Easyest fix would be to get rid of that forward movement again and make steep unpassable deadstop angles reduce your speed to 1km/h instead of zero.

#17 rolly

    Member

  • PipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 995 posts
  • LocationDown the street from the MWO server

Posted 07 October 2013 - 07:37 PM

View PostNebelfeuer, on 07 October 2013 - 04:45 PM, said:

Easyest fix would be to get rid of that forward movement again and make steep unpassable deadstop angles reduce your speed to 1km/h instead of zero.


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 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 07 October 2013 - 08:03 PM

Mr. Matrix with all due respect, I believe this belongs in the suggestions forum.

#reported

#19 Nebelfeuer

    Member

  • PipPipPipPipPipPip
  • 302 posts

Posted 07 October 2013 - 08:04 PM

View Postrolly, on 07 October 2013 - 07:37 PM, said:

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.

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.


#20 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 08 October 2013 - 01:06 AM

View PostChavette, on 07 October 2013 - 08:03 PM, said:

Mr. Matrix with all due respect, I believe this belongs in the suggestions forum.

#reported


Hahha, but that's also a patch feedback (and has more visibility here than there :))





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users