Can Someone Explain Why Jump Jets Only Recharge When You Land?
#1
Posted 01 January 2014 - 01:30 AM
#2
Posted 01 January 2014 - 01:34 AM
Edited by Niko Snow, 02 January 2014 - 08:27 AM.
Removed Political Reference
#3
Posted 01 January 2014 - 01:39 AM
ColonelMetus, on 01 January 2014 - 01:34 AM, said:
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
Posted 01 January 2014 - 01:39 AM
#5
Posted 01 January 2014 - 01:46 AM
#6
Posted 01 January 2014 - 01:59 AM
#8
Posted 01 January 2014 - 03:17 AM
Mekwarrior, on 01 January 2014 - 01:46 AM, said:
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
Posted 01 January 2014 - 06:23 AM
#10
Posted 01 January 2014 - 06:37 AM
Quote
#11
Posted 01 January 2014 - 06:40 AM
#12
Posted 01 January 2014 - 07:34 AM
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
Posted 01 January 2014 - 09:43 PM
#14
Posted 01 January 2014 - 11:32 PM
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
Posted 02 January 2014 - 12:38 AM
#16
Posted 02 January 2014 - 12:39 AM
Edited by Colonel Pada Vinson, 02 January 2014 - 12:42 AM.
#17
Posted 02 January 2014 - 02:24 AM
Unless there is a physical reason why not.
#18
Posted 02 January 2014 - 05:43 AM
Mekwarrior, on 01 January 2014 - 11:32 PM, said:
You really don't want that at all. Otherwise, this would be Tankwarrior Online.
Quote
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
Posted 02 January 2014 - 05:53 AM
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
Posted 02 January 2014 - 05:55 AM
Mekwarrior, on 01 January 2014 - 01:46 AM, said:
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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