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#1 VagGR

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Posted 04 March 2014 - 12:55 PM

well turning rate is definately slower kudos on that.

thrust on the other hand i didnt really see any difference. in a victor with a single JJ i am able to lift just fine..almost same as before, if i saw a difference i think JJ reloading takes a bit longer...

anyone else?

#2 HUBA

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Posted 04 March 2014 - 02:45 PM

no differences 1 JJ is still enough.
More JJ should give more seconds boost and the reload of the JJ shouldn't start immediately after landing. (no more jump climbing)

Edited by HUBA, 04 March 2014 - 02:46 PM.


#3 Ramwold

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Posted 04 March 2014 - 03:57 PM

Pretty sure they're nerfing jump snipers :)

#4 Helmer

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Posted 04 March 2014 - 04:27 PM

View PostRamwold, on 04 March 2014 - 03:57 PM, said:

Pretty sure they're nerfing jump snipers :)



It's more a tweak and fix to Jump Jets , than a "nerf" to anything else.

I'm hoping to see a bit more personally. I think the in air turn speeds of lights is nice, and acrobatic . A lessening of the turn speed of mediums, heavies and assaults would be great. To the point where assaults can't turn much at all in air.

I'd also like to see a heavier leg damage penalty based on weight and distance fallen. That's just me....



Cheers.

#5 eleazr

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Posted 04 March 2014 - 06:07 PM

I tested the jets on a spider (class 5) and a shadow hawk (class 4) both before and after the patch. In terms of loft performance, these jets remain unchanged and nonlinear. Each additional jet adds loft equal to 25% of the loft of the first jet

#6 Xoxim SC

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Posted 04 March 2014 - 07:07 PM

View PostHelmer, on 04 March 2014 - 04:27 PM, said:



It's more a tweak and fix to Jump Jets , than a "nerf" to anything else.

I'm hoping to see a bit more personally. I think the in air turn speeds of lights is nice, and acrobatic . A lessening of the turn speed of mediums, heavies and assaults would be great. To the point where assaults can't turn much at all in air.

I'd also like to see a heavier leg damage penalty based on weight and distance fallen. That's just me....



Cheers.

Makes perfect sense for a 100 ton hunk of steel to take quite a bit of damage after falling a decent distance. And they shouldn't be able to turn much at all either.

#7 John80sk

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Posted 05 March 2014 - 01:11 AM

Amount of lift is definitely less with only 1 jumpjet, and you can definitely see a significant difference between running 1 and 3 jumpjets in bigger mechs. Turning rate is also pretty slow with only 1, and recharge rate is much slower. The largest difference I think is the lift rate, which seems to be much slower. Saw a large amount of 733C jumpsnipers at the start of the day, barely any when I played later in the day.

Great change, I doubt it killed jumpsnipers (which I don't think is necessary) but it might just have brought them in line with everything else. Was disappointed with DX11 being kind of a bust, but today was the most fun I've had playing MWO in a long while thanks to the jumpjet changes. This is of course an early assessment, but I think today's patch was a big step in the right direction balance wise.

#8 Modo44

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Posted 05 March 2014 - 01:34 AM

I like. Assaults require multiple JJs to be as mobile as they used to be, and lights can reach for the moon now.

There appears to be an issue when landing, though. The direction changes are inconsistent with what the minimap shows, and I noticed heavy rubberbanding/terrain clipping on some landings.

#9 l33tworks

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Posted 05 March 2014 - 04:46 AM

I see what they did. They removed the little push of the ground with your legs "jump" boost at the start of a jump. I always liked that mechanic, it reminded me of tribes 2. The noobs could never jump jet properly in tribes 2 because they couldn't time the jump then jetpack procedure. MWO felt like it was automatically doing that but its gone. Oh well. At least the jump snipers are more benign now.

#10 Exarch Levin

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Posted 05 March 2014 - 10:44 PM

View Postl33tworks, on 05 March 2014 - 04:46 AM, said:

I see what they did. They removed the little push of the ground with your legs "jump" boost at the start of a jump. I always liked that mechanic, it reminded me of tribes 2. The noobs could never jump jet properly in tribes 2 because they couldn't time the jump then jetpack procedure. MWO felt like it was automatically doing that but its gone. Oh well. At least the jump snipers are more benign now.

I miss Tribes 2.

So this is why jump jets have been nerfed, jump snipers? That's pretty weak, to gimp all of us to try and stop a trend.

Quote

Makes perfect sense for a 100 ton hunk of steel to take quite a bit of damage after falling a decent distance.

Nothing about MechWarrior makes sense. That's part of the fun. But on the topic of sense, it doesn't make sense that one day my mech's jumpjets worked in one manner and now, with no changes from me, they work completely differently; I don't like this "tuning/balancing/retconning" that MWO keeps doing as it breaks both my playstyles (I wasn't a jump sniper, just a fan of 3D movement) and my immersion.

#11 Cyborne Elemental

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Posted 06 March 2014 - 04:48 AM

Only real difference I've found, is that on larger mechs the recharge of JJ's is slowed down quite a bit.

You can still Poptart, just not over and over as quickly.

Thrusting in general feels sluggish even in lights, I'm guessing across the board.

There is a curve to jumps now, and once you hit a certain rate of climb you get a big acceleration in the last few seconds of a jump.

Single jets are just maneuvering thrusters for getting over sticky terrain now, not for jumping and popshotting at anything.

Mountain climbing in heavier mechs is also much harder to do, maybe now they'll get around to fixing the HillClimb module that we payed 6,000,000 CB and 15,000 GXP for that IMO should always have been for improving the angle that you can climb then you're not getting stuck everywhere.

#12 J0anna

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Posted 06 March 2014 - 05:06 AM

it's very noticeable on assaults. I think the turning rate tweak is fine, but the lift seems weaker even with multiple jets on heavier mechs.





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