It says that 1 jumpjet on my quickdraw-4G gives me 7 meters of jump.
Then it says that 7 jumpjets on my quickdraw-4g gives me 46 meters of jump.
Then I tested it out, and 7 jumpjets instead of only 1 gives me roughly double the jump height.
Why the &%*# would anyone ever want to use more than 1 JJ? The vast majority of obstacles can be jumped over with a single JJ.
Why would I spend extra tons and slots for such a tiny boost in height?
Jumping heights need to be balanced and reflect the numbers given.
1
Jump Jet Numbers Are Way Off.
Started by ScoutMaster, Dec 12 2013 06:56 PM
5 replies to this topic
#1
Posted 12 December 2013 - 06:56 PM
#2
Posted 12 December 2013 - 07:04 PM
Ding-ding-ding-ding-ding-ding! We have a winner!
I see that it took your less than five posts to figure out this problematic balance issue that PGI has been struggling to deal with for almost a year now, where assault mechs can take just one jumpjet and get a huge benefit from it while not having to waste tonnage, letting them take heavier weapons to pop up, shoot, and fall.
Yes, it should be a linear increase in jump height per jumpjet, but for some reason, PGI refuses to change the system they have now, which is really balance at its worst.
Long story short, you are correct, never take more than one jumpjet unless you really really really need that extra jump height for some reason.
I see that it took your less than five posts to figure out this problematic balance issue that PGI has been struggling to deal with for almost a year now, where assault mechs can take just one jumpjet and get a huge benefit from it while not having to waste tonnage, letting them take heavier weapons to pop up, shoot, and fall.
Yes, it should be a linear increase in jump height per jumpjet, but for some reason, PGI refuses to change the system they have now, which is really balance at its worst.
Long story short, you are correct, never take more than one jumpjet unless you really really really need that extra jump height for some reason.
#3
Posted 12 December 2013 - 07:07 PM
ScoutMaster, on 12 December 2013 - 06:56 PM, said:
It says that 1 jumpjet on my quickdraw-4G gives me 7 meters of jump.
Then it says that 7 jumpjets on my quickdraw-4g gives me 46 meters of jump.
Then I tested it out, and 7 jumpjets instead of only 1 gives me roughly double the jump height.
Why the &%*# would anyone ever want to use more than 1 JJ? The vast majority of obstacles can be jumped over with a single JJ.
Why would I spend extra tons and slots for such a tiny boost in height?
Jumping heights need to be balanced and reflect the numbers given.
Then it says that 7 jumpjets on my quickdraw-4g gives me 46 meters of jump.
Then I tested it out, and 7 jumpjets instead of only 1 gives me roughly double the jump height.
Why the &%*# would anyone ever want to use more than 1 JJ? The vast majority of obstacles can be jumped over with a single JJ.
Why would I spend extra tons and slots for such a tiny boost in height?
Jumping heights need to be balanced and reflect the numbers given.
Speaking from experience; I have run the minimal and max JJs on each mech that I own and I can say that 1 JJ is never enough for me. I jump excessively using it to throw enemy aim off, maneuvering, turning, getting a better shot, climbing obstacles, and the list goes on. Yes for those that use them just to overcome obstacles then 1 JJ will do but for others that heavily use them then 1 is never enough and sometimes 5 is not enough. That being said I agree that the JJ system needs an overhaul and better tool tips to express what adding more does to performance; it would be nice if they added vectoring to them too.
#4
Posted 12 December 2013 - 07:09 PM
1 Jump Jet gets you several seconds of flight, but each jump jet after that just adds another second more.
The first one is the one that gets you the most.
The first one is the one that gets you the most.
#5
Posted 12 December 2013 - 07:11 PM
Also, dont forget that most of your JJ fuel is being used for distance, not just eight. I do agree however, that the height issue needs to be addressed, i hate not being able to jump high enough to clear an obstacle even with 5-7 JJ because my feet get caught on the edge, or not being able to get out of the way of an assault mech that stopped in front of me...
#6
Posted 12 December 2013 - 08:18 PM
This is how PGI deals with problems.
"Sir, poptarts are plaguing the game right now! What shall we do?"
"We have no time to lose! Double PPC heat, invent a new charging mechanism for the gauss rifle-"
"You mean new charging mechanism for PPC? After all, they're the main prob-"
"Shut up! Double PPC heat, new gauss charging mechanism, introduce some kind of vomit-inducing cockpit shake and nerf jump jets!"
"Sir, these are some major changes on multiple levels. Are you sure this won't have a lot of unforseen consequences?"
"Nah. No way."
Basically, their idea of fixing poptarting seems to be to determine the amount of lift that is useful without causing too much trouble. This is what you get from 1 jump jet. To prevent multiple jump jets from being too effective, they just make each additional jump jet add 1% of lift. So you get the illusion of choice. And then you can buy a Victor 9K thinking "It's time to try something new. Oh look, an assault mech with 6 jump jets! Sweet!", only to find out that the bonus lift from spending 5 extra tonnes on jump jet is on par with an old lady farting.
"Sir, poptarts are plaguing the game right now! What shall we do?"
"We have no time to lose! Double PPC heat, invent a new charging mechanism for the gauss rifle-"
"You mean new charging mechanism for PPC? After all, they're the main prob-"
"Shut up! Double PPC heat, new gauss charging mechanism, introduce some kind of vomit-inducing cockpit shake and nerf jump jets!"
"Sir, these are some major changes on multiple levels. Are you sure this won't have a lot of unforseen consequences?"
"Nah. No way."
Basically, their idea of fixing poptarting seems to be to determine the amount of lift that is useful without causing too much trouble. This is what you get from 1 jump jet. To prevent multiple jump jets from being too effective, they just make each additional jump jet add 1% of lift. So you get the illusion of choice. And then you can buy a Victor 9K thinking "It's time to try something new. Oh look, an assault mech with 6 jump jets! Sweet!", only to find out that the bonus lift from spending 5 extra tonnes on jump jet is on par with an old lady farting.
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