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Jumpjet Changes (For The Better)


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#1 Skyfaller

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Posted 15 January 2014 - 08:04 AM

Jumpjets would be more functional if:


- Jumpjet initial thrust is twice as powerful as it is now and consumes no fuel for the first 1 second of burn. Instead of fuel, the mech generates 4% heat in that 1 second. After that 1 second it consumes fuel rather than generate heat.

*** This is to fix two problems at once: 1) When you get stuck in terrain and your fuel runs out you're out of options. Can't get unstuck. 1 second of stronger thrust with no fuel consumption will allow you to break free. 2) Fixes problem of mechs burning up almost half of the fuel just to raise the knees above their chest height.

- Jumpjets generate heat after their fuel is spent to keep functioning. 3% heat /s ?
- Jumpjet thrust in mid-air changes vector of mech (gently not abruptly). We used to have this in early beta albeit the ability to change vector was too strong back then.
- Jumpjets initial thrust can only happen after the Jumpjets have not been used for 2 seconds.
- No height limit. Just like in early beta, if you thrust and spend the fuel (or in this case, fuel and are willing to heat your mech up) you can reach as high as you want.

*** This is to prevent the 'swirling in midair' that was seen in early beta where mechs could change direction in midair. In this system, if you keep the jet key pressed and turn legs right the mech will VERY slowly curve left. However, if you jump, achieve enough altitude and let go the jets for 2 seconds ...at this point you can turn legs right and thrust again and the mech will change vector within its 1 second of initial thrust. The 3% heat/s after fuel is spent is to enable mechs to access high ground and high terrain objects...careful jumping is required less the fall damage could be crippling!

- Re-work fall damage: Make it based exclusively on downward speed not height of the fall. Increase fall damage to 2x current when the 'take damage' threshold downward speed is achieved.

- Jumpjet location in mech chassis determines the thrust vector. Torso (CT/LT/RT) jets provide 70% upward thrust and 30% forward thrust. Leg jets provide 100% upward thrust.

- Mechs can equip jets larger or smaller than their chassis size. Larger = heat/fuel consumption penalty for the benefit of 25% more powerful thrust per size (aka a spider with assault mech jets gets 50% boost). Smaller = heat/fuel consumption greatly reduced however thrust is 25% less powerful per size (aka assault with light mech jet is 50% weaker thrust).

Finally,

Add a mech skill box & equipment (not module, mech equipment): Shock Absorbers. This equipment goes in the legs and makes the mech be able to hit the ground at x% higher speed than without shock absorbers. Mech tree skill 'Jumpjet Operations' is under the Elite category and it increases the performance of shock absorber equipment.

#2 T0rmented

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Posted 15 January 2014 - 08:25 AM

Dear PGI, please buff 'poptarts' more.

#3 Skyfaller

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Posted 15 January 2014 - 10:40 AM

Oh, that one is easily solved: Firing weapons when jets are on = double ghost heat :)

#4 Rhaythe

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Posted 15 January 2014 - 10:42 AM

View PostT0rmented, on 15 January 2014 - 08:25 AM, said:

Dear PGI, please buff 'poptarts' more.

That's pretty much how I read it too, unfortunately.

#5 Curccu

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Posted 15 January 2014 - 10:46 AM

View PostSkyfaller, on 15 January 2014 - 10:40 AM, said:

Oh, that one is easily solved: Firing weapons when jets are on = double ghost heat :)

And if I'm shooting weapons that won't get any ghost heat?

#6 Skyfaller

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Posted 15 January 2014 - 11:48 AM

Seriously, if you're getting poptarted by medium/small lasers you have a bigger problem than the guy using jets to fire that. Gauss? No heat true but there's no mech I know of that mounts 2 or more gauss and has jumpjets.

Single PPC / etc they would get ghost heat penalty because the jets on would trigger it. You can't do anything about them firing when jets off however...that'd make all mechs get ghost heat as they fire when falling.

Poptarts are effective only when they 'boat' high damage weapons for pinpoint accuracy and instant damage application. 2, 3 or 4 ppcs, etc.

#7 thesleepyslam

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Posted 15 January 2014 - 06:10 PM

this is an unnecessary fix to a problem that needs a different solution and a buff to a system that's already a problem. You are the only person who has posted in this thread who does not know why poptarting is overpowered right now.

#8 T0rmented

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Posted 16 January 2014 - 08:23 AM

View PostSkyfaller, on 15 January 2014 - 11:48 AM, said:

Seriously, if you're getting poptarted by medium/small lasers you have a bigger problem than the guy using jets to fire that. Gauss? No heat true but there's no mech I know of that mounts 2 or more gauss and has jumpjets.

CTF-3D

#9 Imperius

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Posted 16 January 2014 - 08:26 AM

I'm ok with all buffs to jump jets... As long as you are unable to fire until you land is added to their functionality.

Edited by Imperius, 16 January 2014 - 08:27 AM.


#10 Trip Hammer

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Posted 16 January 2014 - 08:34 AM

View PostT0rmented, on 16 January 2014 - 08:23 AM, said:

CTF-3D


This!





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