

Jump Jets Drawback
#21
Posted 19 November 2013 - 04:32 PM
#22
Posted 19 November 2013 - 04:50 PM
#23
Posted 19 November 2013 - 04:57 PM
Bront, on 19 November 2013 - 03:14 PM, said:
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.
On early days of closed Beta 1x JJ was enough to provide maximum lift possible, in fact adding more JJ didn't increase the trust either.
Before the end of closed beta PGI fixed this part and mech began to behave as today with different numbers of JJ BUT and big BUT the vertical lift was nerfed 1-2 weeks later
Also there is rumours JJ vertical lift was nerfed again like 2-3 months ago (can't say for sure) but i can testify today JJ can't lift as high as the 1st months of Open beta. (at least from a 4x JJ Catapult who was aside the Jenner the only JJ capable mech i used )
Edited by Lord Perversor, 19 November 2013 - 04:58 PM.
#25
Posted 19 November 2013 - 05:22 PM
If a Highlander or Cataphract jumps to its max height and just falls, it should be falling down and taking a significant amount of damage.
Assaults should have to save about half of their fuel for landing to avoid taking damage. Suddenly, jumpjets are being used for mobility instead of jumpshots, because jumpshots are going to start blowing out legs.
#26
Posted 19 November 2013 - 05:29 PM
Sable Dove, on 19 November 2013 - 05:22 PM, said:
If a Highlander or Cataphract jumps to its max height and just falls, it should be falling down and taking a significant amount of damage.
Assaults should have to save about half of their fuel for landing to avoid taking damage. Suddenly, jumpjets are being used for mobility instead of jumpshots, because jumpshots are going to start blowing out legs.
^This
Why does a light which weighs 25 tonnes take MORE fall damage than an 90 tonne Highlander or 70 tonne Phract? I think this is the part that needs fixing. Nothing else. If you poptart and don't leave JJ fuel for a buffered landing, then expect to take noticeable damage to your legs. Do it too often and expect to lose a leg. This would be great balance because many assaults and heavies already skimp on leg armour for more firepower anyway.
#27
Posted 19 November 2013 - 05:59 PM
But then other mechs with jumpjets have no drawbacks at all. The Highlander has the same number of hardpoints as an Atlas.
#28
Posted 19 November 2013 - 06:24 PM
#29
Posted 19 November 2013 - 07:26 PM
- take tonnage and crit-space (well, duh...)
- generate heat
- lack any directional control
- benefits of having more than a base number are minuscule
Yeah, if anything, JJ kind of need a buff (especially in cases where you have more than one installed) and more features. Make them more fun. And not in a stupid pop-tart direction, please.
#30
Posted 19 November 2013 - 07:58 PM
What they would need to do to fix them, would be collisions and piloting failures: landing badly should make your mech fall prone and cause damage to yourself.
Poptarting and mobility advantage has been dominating in every mechwarrior game before this one, I'm not sure why people say it doesn't belong to Mechwarrior?
Because of stupid weapon hardpoints, there simply is no point using anything but jump capable mechs in serious games. If we had more restricting weapon hardpoints, balancing JJ capable mechs against others would have been much easier.
#31
Posted 19 November 2013 - 08:09 PM
Diego Angelus, on 19 November 2013 - 03:02 PM, said:
It think JJ's have plenty of draw backs, just like any weapon system. Do I take JJ's or do I take an extra tonne of ammo or a medium laser or maybe some more heat sinks? There's plenty of trade offs.
I am against any nerf to JJ's as it will be an indirect nerf to lights which are bad enough as it is. I'm all for naking fall damage greater for heavies / assaults because at the moment the damage they take from falling max distance is completely negligable.
#32
Posted 19 November 2013 - 08:12 PM
Troutmonkey, on 19 November 2013 - 05:29 PM, said:
Why does a light which weighs 25 tonnes take MORE fall damage than an 90 tonne Highlander or 70 tonne Phract? I think this is the part that needs fixing. Nothing else. If you poptart and don't leave JJ fuel for a buffered landing, then expect to take noticeable damage to your legs. Do it too often and expect to lose a leg. This would be great balance because many assaults and heavies already skimp on leg armour for more firepower anyway.
Because free fall acceleration has nothing to do with weight? The longer you fall, the faster you go. And it is the speed that is exponentially affecting kinetic energy. So lights falling from higher should take more damage unless we throw the physics out from the window. Also, bigger mech most likely has bigger shock absorbers and stronger structure anyway, so it might only make bigger hole on the ground after fall.
#33
Posted 19 November 2013 - 08:15 PM
xRatas, on 19 November 2013 - 08:12 PM, said:
E = MC^2
Notice how mass is a crucial part of this formula? And going by the "shock absorber" theory lights would also have that, if not better. Have you ever noticed how MotorCross bikes can have much better suspension than any Big Rig / Prime Mover?Because the larger you get the harder it is to absorb the extra energy from the fall.
#34
Posted 19 November 2013 - 08:20 PM
I see no mass there. You all are crazy. Everybody knows that the field of magic replaced physics in Battletech.
#35
Posted 19 November 2013 - 08:32 PM
Diego Angelus, on 19 November 2013 - 03:02 PM, said:
It is not just one ton to use. There are weight class differences. Jenner JJ is .5 ton, Catapult JJ is 1 ton, Highlander JJ is 2 tons.
The idea of taking more slots (based on tonnage of JJ?) would not necessarily appeal to me but not an unreasonable idea I suppose.
#36
Posted 19 November 2013 - 08:43 PM
xMEPHISTOx, on 19 November 2013 - 08:32 PM, said:
The idea of taking more slots (based on tonnage of JJ?) would not necessarily appeal to me but not an unreasonable idea I suppose.
Something like that could work because its logical for that jj system to be larger. I would even go to a point to increase heat considerably (all classes) but that is not good at the moment since heat system is a mess.
Edited by Diego Angelus, 19 November 2013 - 08:44 PM.
#37
Posted 19 November 2013 - 08:54 PM
#38
Posted 19 November 2013 - 09:23 PM
Levi Porphyrogenitus, on 19 November 2013 - 08:54 PM, said:
This would be a good start.
You also need to make the turning speed with jump jets a function of battlemech tonnage, number of jump jets, jump jet class, and chassis turning speed on the ground so that people don't just equip one jump jet to get the faster turning radius.
I think this should allow certain mechs (Spider) to be able to easily do 360+ turning jumps due to high number of jump jets while some jump mechs (Highlander) really only use it to clear obstacles.
Edited by Zyllos, 19 November 2013 - 09:23 PM.
#39
Posted 19 November 2013 - 09:34 PM
Levi Porphyrogenitus, on 19 November 2013 - 08:54 PM, said:
That's a great idea Levi, either this or the heavy leg damage somebody mentioned earlier would be a good way to balance out the current poptart meta.
#40
Posted 19 November 2013 - 09:45 PM
LEARN HOW TO PLAY!!!! post yet?
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