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Jumpjets Suggestion


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#1 Cabal LV426

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Posted 15 July 2014 - 09:02 PM

Dear Developers, instead of do difference between 1 and max heatsinks you also lowered vertical boost by 25% and did jumpjets (JJ) not useful to jump over surface of maps. Summoner, which have 5 JJ of III class (5 t, fixed) now can't jump on low hills, houses, towers, buildings. It's lost half of it's mobile functions. At the same time it lose 5 critical slots and 5 tons for new nerfed JJ, which already can’t effort moving advantage to him.

I think you need backward the vertical boost and see how heat cooling effect on jump snipers.
If it not have result do JJ fixed on maximum quantity. For example: fix JJ for Victor on 5. So, it lose 5 tons and 5 critical slots. In result it will have lower heat dissipation, lower ammo. More balanced. Or do the choice, 0 JJ or Max. This resolve the problem.Posted Image

Edited by Cabal LV426, 15 July 2014 - 09:49 PM.


#2 Cabal LV426

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Posted 15 July 2014 - 10:21 PM

Why JJ class III and class IV now have tha same vertical boost=45? But with same vertical boost JJ class III weight twice more?
JJ class III vertical boost 45, weight=1 t
JJ class IV vertical boost 45, weight=0.5 t

#3 Cabal LV426

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Posted 15 July 2014 - 10:26 PM

View PostHUBA, on 08 July 2014 - 01:18 PM, said:


This is only about JJ and how the (should) work.
  • As already mentioned hill climbing with th space spamming have to go. I would suggest a 3 Second cool of after last use (even in air)
  • The initial boost should be less effective but further boost need an increase - 50% increasing to 100% boost in the first second. (continues boost will be more effective then more little boosts)
  • More JJ need to be more effective optimal would be 2JJ are twice as effective then 1JJ. Here you can use the number of JJ for the total jump time. As an idea 1 + 1 second for every tonne JJ. A Spider with 12JJ and an assault with 3JJ would have 7 seconds boost time.
  • More JJ less heat, because the heat will generate at different spots and can be distributed easier. Also should be considered, that the boost time is longer so that even if 2JJ have less heat/s it make in total more over the complete boost time.
  • The boost it self should depend on the no. of JJ. More JJ gives a better boost so that light mechs can have also a fast vertical speed. It have to be balanced with the longer boost time. The spider with 12JJ have much more agility then the heavy brother with 3JJ
  • Horizontal speed should be changeable. Simply by pressing W or S you can in- or decrease the horizontal speed even a jump strait up and then move forward to land on a building should be possible.
  • Damage on landing also should be increased. Everyone who uses JJ have to learn to keep some fuel for the landing otherwise bad things can happen.


#4 Egomane

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Posted 15 July 2014 - 11:02 PM

Content already posted in the Jumpjet feedback thread for this patch.

Closing!





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