Farix, on 25 October 2013 - 03:44 AM, said:
All of this boils down to whether you think jump-sniping should be a valid tactic or not. As Joseph posted, the tactic is possible in lore, but was not very common. However, lore (aka fiction) is based on the whims of the authors as their goal is to write a thrilling story, not to represent the BattleTech universe in an "accurate" way. These whims should not dictate what is and is not technically valid in MWO.
jumping and shooting should be a viable tactic. But it should be no more viable than any other, and certainly should not lead to the minmax meta ending up in direct fire ballistic instant damage + jumpjets or bust gameplay match after match.
btech:3025 style jumpjets would kill the "stand behind invincible object, hit space, rinse repeat" gameplay. Since current jumpjets are not good in general (ie lets please call them "wall-climbing" jets) and since 1 jet is all any player actually needs to be effective with jets and since we get little hieght or DFA ability is nil the entire and only uses for jumpjets right now are to clear tiny obstacles, get up hills or jumpsnipe.
jumpjets need to move mechs much faster and be more powerful in general, forcing mechs up into the air and should be designed to be useful for DFA, Manuever & rapid repositioning (something they are not very good for now) and shooting while jumping should be the actual least desireable / most difficult / or effective use for jumpjets. Currently this design system is inverted, jumpjets are even worse than even in mechwarrior 4 for actually grabbing air or pulling wicked DFA.
adding shake etc is irrelevant. currently aim is affected but even while aim is shifting a quick "release" of the spacebar is all you need to fire, then hit jets again if you need them. even after releasing the spacebar aim should sqew until the mech has fallen for at least 1 second. this alone might force more exposure & hieght allowing grounded mechs behind terrain better opportunity to return fire.
Really we just need better jumpjet design in general, and this needs to be handled in conjunction with DFA & collisions returning.
Edited by Colonel Pada Vinson, 25 October 2013 - 12:40 PM.