Jump to content

Jumpjets Are Op/broken/exploitable


86 replies to this topic

#81 Wip3ou7

    Member

  • PipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 90 posts

Posted 09 October 2013 - 10:55 AM

View PostMatthew Craig, on 09 October 2013 - 08:26 AM, said:

Sorry for not posting sooner, we agree this is not intended behavior and it will most likely be modified there was internal discussion and it wasn't felt urgent enough for a hot fix but it will be addressed.


Thanks for the response Matt :)

In yo face, trolls!

I feel bad for the trolls who were unable to recognize (or admit to) this glaringly obvious bug and have been super owned in this thread. Mainly Otto Cannon and OneEyed Jack. Who's in "full-blown tin-foil hat mode" now, Jack?

Edited by Wip3ou7, 09 October 2013 - 11:20 AM.


#82 Ens

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,088 posts
  • LocationGermany

Posted 09 October 2013 - 11:17 AM

i watched the video...

the jumpjet exploit looks quite useful useless.....

Edited by Ens, 09 October 2013 - 11:17 AM.


#83 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 10 October 2013 - 12:46 AM

The entire jumpjet design is {Scrap}. It's been like this since day one.

It caused the entire jumpsniping, which led to shake, rather than simply better designed jumpjets.

btech:3025 jumpjets would make jumpjets awesome and super fun, giving much more vaulting power to jump over mechs, DFA mechs and move them around at any vector. simply leg facing vectored jets would be huge. the current marginal forward thrust is negligible. the shake fix did nothing, after a few months jumpsniping and ECM hiding on the other side of hill continues to be all the rage.

this goes hand in hand with the current 1 JJ or bust mechanism. the only real value for JJ is to clear obstacles. a spider with 1JJ can do nearly everything one with 12 can, and can mount a lot more firepower, like an ERPPC and 2 MLaser. taking 12 JJ gives you nothing advantageous.

If you could use JJ to rapdily close, if jets moved you rapidly with more "spring" type effect and you could DFA an atlas with a victor, the entire game dynamic would improve over the flow we currently see.

#84 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 10 October 2013 - 01:33 AM

View PostEns, on 09 October 2013 - 11:17 AM, said:

i watched the video...

the jumpjet exploit looks quite useful useless.....


Trying some stuff last night in a Spider using JJ-tapping to reach place you normally can't.
Getting a CTF to nearly the very top of Mordor is interesting.

#85 Wispsy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Talon
  • Talon
  • 2,007 posts

Posted 10 October 2013 - 06:00 AM

If it was not intended how did they miss it. :/ after reading the patch notes on the changes one of the first things I did was to see what I could climb...


Wtb qa team that plays lights. Oh wait...there is no money to be made in lights...nvm.

#86 Oznog

    Member

  • PipPip
  • Littlest Helper
  • 36 posts

Posted 14 October 2013 - 01:13 AM

I found the JumpJet "forward movement" thing to break JJs half the time.

It's not too unusual to move down a slope and need to back up it. But it's either unclimbable or too slow to climb, thus the reason for JJs. Now JJ moves the OPPOSITE way you're trying to go.

The forward motion is often undesirable. If you're standing on something or using cover, position is kind of a thing. This pushing you forward is a bad thing. Someone explain to me- was this supposed to be a fix, or a nerf?

It's just hard to deal with, often you don't WANT that motion. It's kind of odd too that it follows leg direction, even when torso-mounted, doesn't it?

#87 Asmosis

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,118 posts

Posted 14 October 2013 - 03:53 PM

JJ's are pretty disappointing overall. You can't even clear the gulleys with a heavy/assult mech on canyon map. I miss the days when i could (in a catapult) jump up on top of any building in river city including the tall pair near the mountain.

Glad the tapping thing is getting sorted, thats a bit silly. It's not OP really, but if your not on stable ground (i.e. you wont slide backwards) you shouldnt be able to regen fuel/JJ pressure w/e you want to call it.

I also want modules that increase your Jump capacity, or otherwise augment JJ's to make them more useful.

*edit*

Iron man is a good example of a comparision between what we want (tony stark) vs what we have (that slow poke iron giant bad dude).

Edited by Asmosis, 14 October 2013 - 03:54 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users