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Jump Jets Drawback


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Poll: Should JJs have further drawbacks (162 member(s) have cast votes)

Should JJs have further drawbacks

  1. Yes (56 votes [34.57%])

    Percentage of vote: 34.57%

  2. No (106 votes [65.43%])

    Percentage of vote: 65.43%

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#1 Diego Angelus

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Posted 19 November 2013 - 03:02 PM

I Have been thinking why jump jets don't have any drawback all you need is one ton to use it and even if you max it out its still light/takes little crit slots. So I was thinking that JJs should weight more,take more slots or create heat. Problem i noticed is that you don't gain anything from drooping JJs since they don't have drawback. I would expect JJs mech to trade that ability for firepower but in this game that is not true.

What are your thoughts on this ?

Edited by Diego Angelus, 21 November 2013 - 08:50 AM.


#2 Cpt Leprechaun

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Posted 19 November 2013 - 03:06 PM

make it so you cant shoot your weapons while in the air. poptart fixed. its a draw back and they will be used for what they are supposed to be used for getting to sniping positions or getting over rough terrain. not poptarting over both of them.

#3 Mystere

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Posted 19 November 2013 - 03:07 PM

JJs already have a major drawback: You can be shot out of the sky. :)

Which reminds me, is this a legit poll or another anti-poptart rant masquerading as one. :blink:


View PostCpt Leprechaun, on 19 November 2013 - 03:06 PM, said:

make it so you cant shoot your weapons while in the air. poptart fixed. its a draw back and they will be used for what they are supposed to be used for getting to sniping positions or getting over rough terrain. not poptarting over both of them.


And you just killed the fun out of JJ-equipped lights taking full advantage of the third dimension ( :wacko:). As such, instead of asking for nerfs with unintended consequences, maybe you should just learn how to properly deal with poptarts by not being like a big, fat, and slow British Matilda II tank trying to rush an Afrika Korps 8.8 cm Flak 37 ( :)).

Edited by Mystere, 19 November 2013 - 03:15 PM.


#4 Lucian Nostra

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Posted 19 November 2013 - 03:10 PM

Silly me thinking Tonnage, crits and heat generation where drawbacks to being able to jump!

#5 Bront

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Posted 19 November 2013 - 03:14 PM

View PostLucian Nostra, on 19 November 2013 - 03:10 PM, said:

Silly me thinking Tonnage, crits and heat generation where drawbacks to being able to jump!

This! Not to mention you can't change your vector in the air and jumping backwards is harder now.

It's possible they need to adjust JJ's vertical lift so 1 JJ isn't as effective as it is. I've heard rumors that there was an error where a single JJ was as effective as full JJs, but I have not seen any evidence of this myself.

Edited by Bront, 19 November 2013 - 03:15 PM.


#6 Diego Angelus

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Posted 19 November 2013 - 03:15 PM

View PostMystere, on 19 November 2013 - 03:07 PM, said:

JJs already have a major drawback: You can be shot out of the sky. :)

Which reminds me, is this a legit poll or another anti-poptart rant masquerading as one. :)




And you just killed the fun out of JJ-equipped lights taking full advantage of the third dimension.


Its real I don't want pop tarting to go away because I like to able to play differently and see others do same its dumb to remove one aspect of game because some don't like it. But my point is that there is no real drawback in using JJs, I would love to have that drawback, for example mech with no jjs is always going to bring more weapons.


View PostLucian Nostra, on 19 November 2013 - 03:10 PM, said:

Silly me thinking Tonnage, crits and heat generation where drawbacks to being able to jump!


Yeah two tons two slots and negligible heat is real draw back

Edited by Diego Angelus, 19 November 2013 - 03:19 PM.


#7 Mystere

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Posted 19 November 2013 - 03:18 PM

View PostBront, on 19 November 2013 - 03:14 PM, said:

This! Not to mention you can't change your vector in the air and jumping backwards is harder now.

It's possible they need to adjust JJ's vertical lift so 1 JJ isn't as effective as it is. I've heard rumors that there was an error where a single JJ was as effective as full JJs, but I have not seen any evidence of this myself.


Unfortunately, that would not be enough for people totally incapable of dealing with poptarts. They need JJs to be useless in actual combat. See my Matilda II reference above for why.

#8 Lucian Nostra

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Posted 19 November 2013 - 03:18 PM

View PostDiego Angelus, on 19 November 2013 - 03:15 PM, said:


Its real I don't want pop tarting to go away because I like to able to play differently and see others do same its dumb to remove one aspect of game because some don't like it. But my point is that there is no real drawback in using JJs, I would love to have that drawback, for example mech with no jjs is always going to bring more weapons.


Uhm.. they do mount less weaponry or less something already? It's not like the 4 JJs on my Quickdraw just magically appeared afterall. A good friend of mine runs more Heatsinks and a larger engine because he doesn't run JJs like I do.

edit: and if your going to tell me that 4 tons is nothing but you run a mech that's 80 tons or under with endo I'm gonna have to hurt you since your talking about 4 tons or less for using endo.

Edited by Lucian Nostra, 19 November 2013 - 03:21 PM.


#9 Mystere

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Posted 19 November 2013 - 03:23 PM

View PostDiego Angelus, on 19 November 2013 - 03:15 PM, said:


Its real I don't want pop tarting to go away because I like to able to play differently and see others do same its dumb to remove one aspect of game because some don't like it. But my point is that there is no real drawback in using JJs, I would love to have that drawback, for example mech with no jjs is always going to bring more weapons.


As mentioned by Lucian, JJs have weight, use criticals, and produce heat. The only fix that JJs really need is to make a single one of them be not almost as effective as having multiples. That's it.

#10 DEMAX51

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Posted 19 November 2013 - 03:25 PM

JJs do have drawbacks. They take up weight and crit slots, so you can't cary as much other stuff, and they do generate heat when used. Not to mention screen shake while using them, and the fact that your 'Mech completely stops for a moment after you land.

Granted, poptarts are still pretty much better than anything else, so maybe JJ drawbacks need to be increased, but they're not exactly "cost-free."

#11 Diego Angelus

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Posted 19 November 2013 - 03:26 PM

View PostLucian Nostra, on 19 November 2013 - 03:18 PM, said:


Uhm.. they do mount less weaponry or less something already? It's not like the 4 JJs on my Quickdraw just magically appeared afterall. A good friend of mine runs more Heatsinks and a larger engine because he doesn't run JJs like I do.

edit: and if your going to tell me that 4 tons is nothing but you run a mech that's 80 tons or under with endo I'm gonna have to hurt you since your talking about 4 tons or less for using endo.


It is just like that they magically appear even when you think about it 2 tons to lift 70 ton mech is magic. You can mount 2 jjs and still work fine and you call that a drawback really ?

#12 Scandinavian Jawbreaker

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Posted 19 November 2013 - 03:30 PM

View PostMystere, on 19 November 2013 - 03:23 PM, said:

and produce heat.

The heat the produce is barely noticable, probably because of SHS (lol). JJ's give huge advantage in every map and IMHO they should have some drawbacks. Just look at the 12-man queue... How many non-JJ mechs you see there? Not many. How many JJs you need to be effective? Just one.

And I'm not talking about poptarts here. I'm talking about the superior maneveurability JJs give you in any situation without real drawbacks. Shake means nothing.

#13 Mystere

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Posted 19 November 2013 - 03:31 PM

If people really want a better( :)) solution to poptarts, why not just have an independent reticule for each weapon mounted, or at the very least have 6 (left arm, right arm, left torso, right torso, center torso, head). Just don't complain about any possible intended consequences, if any ( :)).

Seriously, though, people are really barking at the wrong tree. The problem is not the jump jet. The problem is the combined instant convergence and pinpoint accuracy we currently have. Fix that and you fix a lot of problems.


View PostIV Amen, on 19 November 2013 - 03:30 PM, said:

How many JJs you need to be effective? Just one.


Then fix that particular problem.

View PostIV Amen, on 19 November 2013 - 03:30 PM, said:

And I'm not talking about poptarts here. I'm talking about the superior maneveurability JJs give you in any situation without real drawbacks. Shake means nothing.


JJs are supposed to give mechs superior maneuverability, most especially when it comes to lights.

Edited by Mystere, 19 November 2013 - 03:35 PM.


#14 Scandinavian Jawbreaker

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Posted 19 November 2013 - 03:32 PM

If you rant about poptarts, you're definitely missing the point...

#15 Thorqemada

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Posted 19 November 2013 - 03:33 PM

JJs have drawbacks - you be an easy to hit airborne target and even an Atlas turns so fast you cant shot its back after jumping over it (at least in my SHD).

Idetify first what Mechs have to much Advantages from JJs and why!

#16 Lucian Nostra

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Posted 19 November 2013 - 03:34 PM

View PostDiego Angelus, on 19 November 2013 - 03:26 PM, said:


It is just like that they magically appear even when you think about it 2 tons to lift 70 ton mech is magic. You can mount 2 jjs and still work fine and you call that a drawback really ?


If that is your gripe than your OP and topic title are wrong. JJs have drawbacks but than your agruement is that 1-2 JJs is to strong which I can sorta agree with. Being a TT player I know 1 JJ provides 30 meters of movement regardless of the mech mounting them. while MWO tries to play with weight and thrust.

Edited by Lucian Nostra, 19 November 2013 - 03:34 PM.


#17 Mystere

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Posted 19 November 2013 - 03:37 PM

View PostLucian Nostra, on 19 November 2013 - 03:34 PM, said:

If that is your gripe than your OP and topic title are wrong. JJs have drawbacks but than your agruement is that 1-2 JJs is to strong which I can sorta agree with. Being a TT player I know 1 JJ provides 30 meters of movement regardless of the mech mounting them. while MWO tries to play with weight and thrust.


I would really love my Spider to jump 360 meters vertically. :)

#18 Mercules

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Posted 19 November 2013 - 03:39 PM

There is no drawback to mounting a Medium Laser.

The heat they produce is barely noticeable, probably because of SHS (lol). MLs give huge advantage in every map and IMHO they should have some drawbacks. Just look at the 12-man queue... How many non-ML mechs you see there? Not many. How many MLs you need to be effective? Just one.

#19 Lucian Nostra

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Posted 19 November 2013 - 03:40 PM

View PostMystere, on 19 November 2013 - 03:37 PM, said:


I would really love my Spider to jump 360 meters vertically. :)


have you played with the 12 jj spider variant? granted it's not flying 360 meters but holy {Scrap} can you get some air in that mech! good for a laugh or two but not terribly useful

#20 OneEyed Jack

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Posted 19 November 2013 - 04:25 PM

View PostBront, on 19 November 2013 - 03:14 PM, said:

I've heard rumors that there was an error where a single JJ was as effective as full JJs, but I have not seen any evidence of this myself.

That is an old issue fixed long ago.





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