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Can Someone Explain Why Jump Jets Only Recharge When You Land?


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#1 Mekwarrior

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Posted 01 January 2014 - 01:30 AM

I am curious to know the reason why jump jets only recharge when you land, shouldn't they start to recharge once you turn them off? Why would being in the air stop them recharging?

#2 ColonelMetus

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Posted 01 January 2014 - 01:34 AM

because the nerds would complain [redacted]

Edited by Niko Snow, 02 January 2014 - 08:27 AM.
Removed Political Reference


#3 Nick Makiaveli

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Posted 01 January 2014 - 01:39 AM

View PostColonelMetus, on 01 January 2014 - 01:34 AM, said:

because the nerds would complain [redacted]


Umm......yea not touching that.


It's a balancing mechanic. Otherwise mechs with large numbers of JJs (think Spiders) could achieve actual flight for all intents and purposes.

Edited by Niko Snow, 02 January 2014 - 08:27 AM.
Quote Cleanup


#4 xCico

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Posted 01 January 2014 - 01:39 AM

More poptart power!!!!!!!!!!!!

#5 Mekwarrior

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Posted 01 January 2014 - 01:46 AM

So there is no reason it's just a balancing issue?

#6 Monkey Lover

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Posted 01 January 2014 - 01:59 AM

Ya be nice so when you get stuck you could get out if you had jj.

#7 OneEyed Jack

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Posted 01 January 2014 - 02:39 AM

View PostMekwarrior, on 01 January 2014 - 01:46 AM, said:

So there is no reason it's just a balancing issue?

Correct.

#8 Nick Makiaveli

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Posted 01 January 2014 - 03:17 AM

View PostMekwarrior, on 01 January 2014 - 01:46 AM, said:

So there is no reason it's just a balancing issue?


In the original TT game, mechs had a maximum distance they could travel, so I would assume this is a way to simulate that.

But other than that, there is no programming reason that I can conceive of.

#9 Mekwarrior

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Posted 01 January 2014 - 06:23 AM

I hope they change it because it seems unrealistic.

#10 stjobe

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Posted 01 January 2014 - 06:37 AM

Quote

Because of the heat produced by jump jet activation and limited on-board fuel, jump jets can only maintain thrust for a few seconds. A far cry from flight, jump jets nevertheless allow a 'Mech to make short leaps sufficient enough to outmaneuver 'Mechs not similarly equipped or bypass obstacles and unfavorable terrain
http://www.sarna.net/wiki/Jump_jet

#11 keith

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Posted 01 January 2014 - 06:40 AM

explain y JJs only give heat at 0% and not at 50%?

#12 Hellen Wheels

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Posted 01 January 2014 - 07:34 AM

In Netmech (MW2) one could indeed achieve actual flight in certain mechs on certain planets with a certain gravity.

One did so by tapping quickly / continously on the jump jet key, in effect, recharging them whilst airborne. And a DFA was quite glorious from altitude.

Good times.

Edited by Hellen Wheels, 01 January 2014 - 07:35 AM.


#13 lsp

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Posted 01 January 2014 - 09:43 PM

Because "balance" usually doesn't make any sense.

#14 Mekwarrior

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Posted 01 January 2014 - 11:32 PM

I wish balance would come second after realism though.

Mechs would still have a maximum distance from the ground but sometimes it seems silly how for one example you fall off a cliff and are falling for a significant amount of time but you can't recharge at all for the landing.

Or just in a normal jump it would be nice if you could recharge a bit while falling and fire the jump jets at the last second to not have such a heavy landing that delays moving in the middle of battle.


Also it would be nice to see some lower gravity maps.


I was reading that description of jump jets, can you burn/melt/damage/overheat an enemy mech with the jump jets in MWO?


lol yes I remember in MW2 the map with the old volcano cores ;)

Edited by Mekwarrior, 01 January 2014 - 11:46 PM.


#15 Dirus Nigh

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Posted 02 January 2014 - 12:38 AM

Or you could not spend all of your jump fuel jumping and learn to save some for the landing.

#16 Corvus Antaka

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Posted 02 January 2014 - 12:39 AM

someone explain why jumpjets are so lame?


Edited by Colonel Pada Vinson, 02 January 2014 - 12:42 AM.


#17 Mekwarrior

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Posted 02 January 2014 - 02:24 AM

Oh well, but I still think it would be better if they recharge anytime when they are not being used.

Unless there is a physical reason why not.

#18 MustrumRidcully

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Posted 02 January 2014 - 05:43 AM

View PostMekwarrior, on 01 January 2014 - 11:32 PM, said:

I wish balance would come second after realism though.

You really don't want that at all. Otherwise, this would be Tankwarrior Online.

Quote

Unless there is a physical reason why not.

Jump Jets generates fuel by extracting it from the ground. This technology only works when applied towards the direction of a strong gravitation force field and has a very short range, so it cannot be weaponized easily, and definitely needs material that is solid.

That is not the official explanation, but if it makes you believe it and accept the rules, you should treat it as such.

#19 Mekwarrior

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Posted 02 January 2014 - 05:53 AM

Yes it is science fiction of course but I wish there would be no limitations done only for balance with no other reason.

Also I think it would be more fun with the ability of jump jets to recharge at any time they are not on.

I'm sure many advanced players probably have macros etc. to stop jump jets using all the fuel anyway.



From the ground you say, then maybe I can install a larger vacuum module and a bigger bag for storage. lol

Edited by Mekwarrior, 02 January 2014 - 05:57 AM.


#20 Raso

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Posted 02 January 2014 - 05:55 AM

View PostMekwarrior, on 01 January 2014 - 01:46 AM, said:

So there is no reason it's just a balancing issue?

It's a video game, not an accurate simulator trying to mimic reality to 110%. Sometimes that happens. If you want to play a scientifically accurate mech simulator pop in Forza or IL2: Sturmovik. You get all the uber accurate physics models along side the most accurate portrayal of giant robots ever (ei the complete and total lack there of).





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