

Fix Jump Jets
#1
Posted 08 March 2014 - 03:07 PM
- on a fitting less then 1/3 you should only be able to hover or jump up a stone.
- on 1/3 to less then 2/3 you can jump like know.
- and above 2/3 you have a free and longer jump with good take off.
The other important thing to fix is the recharging of the JJ. It should start after 3 seconds cool down and generate heat while recharging. If you are over 80% heat it stop recharging, otherwise you cold take damage from it.
There is much fluff you can add. For example.
- no turning with to less JJ
- change directions in air with enough JJ
- longer flight time depending on installed JJ
- slippery turning in air (keep momentum when turning, start momentum on torso move)
#2
Posted 08 March 2014 - 10:56 PM
#3
Posted 09 March 2014 - 07:26 AM
IMHO, JJs need another 10% thrust nerf, but otherwise, they're fine now. You're rewarded for taking more than 1, and more than 2-3 is functionally useful. Heavier mechs can't do acrobatics in the air either.
#4
Posted 09 March 2014 - 12:54 PM
Straylight, on 08 March 2014 - 10:56 PM, said:
Yes that is true, but I have a reasonable expectation of how they work. When I change my reactor to a half as powerful reactor I'll go much slower and also have less acceleration. If the reactor would work like JJ the most people would go with the 100er. And this is the point why I think there are broken. All after the first statement is just a suggestion how I think it would be more fun and better for the game.
Edit: just some numbers to show the issue. I went with my Jenner to Crimson Strait to one of the two square buildings in D5. With 5 JJ I'm not able to reach the top but I got almost to the top to level 10. Lets assume the building is 30m tall and my 5 JJ reach only 25m. OK now the numbers.
1JJ - 6 level - Jump Distance in Mechlab 5
2JJ - 7 level - Jump Distance in Mechlab 10
3JJ - 8 level - Jump Distance in Mechlab 15
4JJ - 9 level - Jump Distance in Mechlab 20
5JJ - 10 level - Jump Distance in Mechlab 25.1
As I figured out 5 JJ let me go up to 25m but 1 JJ let me go up to 16m and not 5 as the Mechlab say.
The other important point; every configuration let me take of in the same way. with 1 second boost I go up 3 level. - IMO broken
Edited by HUBA, 09 March 2014 - 01:49 PM.
#5
Posted 09 March 2014 - 08:34 PM
HUBA, on 09 March 2014 - 12:54 PM, said:
Yes that is true, but I have a reasonable expectation of how they work. When I change my reactor to a half as powerful reactor I'll go much slower and also have less acceleration. If the reactor would work like JJ the most people would go with the 100er. And this is the point why I think there are broken. All after the first statement is just a suggestion how I think it would be more fun and better for the game.
Edit: just some numbers to show the issue. I went with my Jenner to Crimson Strait to one of the two square buildings in D5. With 5 JJ I'm not able to reach the top but I got almost to the top to level 10. Lets assume the building is 30m tall and my 5 JJ reach only 25m. OK now the numbers.
1JJ - 6 level - Jump Distance in Mechlab 5
2JJ - 7 level - Jump Distance in Mechlab 10
3JJ - 8 level - Jump Distance in Mechlab 15
4JJ - 9 level - Jump Distance in Mechlab 20
5JJ - 10 level - Jump Distance in Mechlab 25.1
As I figured out 5 JJ let me go up to 25m but 1 JJ let me go up to 16m and not 5 as the Mechlab say.
The other important point; every configuration let me take of in the same way. with 1 second boost I go up 3 level. - IMO broken
The mechlab lies. Quickdraw with 7JJ jumps seems to higher on HPG manifold than a heavy Metal with max jumpjets, even though from mechlab readouts heavy metal should jump more distance.
#6
Posted 11 March 2014 - 11:43 AM
Poor pilots crying got JJ's neutered. That is a fact!
GIVE US MORE, NOT LESS!!!
#7
Posted 11 March 2014 - 11:47 AM
#8
Posted 11 March 2014 - 11:54 AM
#9
Posted 11 March 2014 - 02:11 PM
Reefwalker, on 11 March 2014 - 11:43 AM, said:
Poor pilots crying got JJ's neutered. That is a fact!
GIVE US MORE, NOT LESS!!!
Sorry I'm not getting it. I think good pilots will take more JJ if it would make a difference. And I'm totally agree with 10 JJ you should have much more possibilities e.g. change speed and direction in air. But 1 JJ and cry I want more?
Modo44, on 11 March 2014 - 11:47 AM, said:
This example is from yesterday with the actual implementation of JJ. 1 JJ give 60% height every JJ extra only 10% more (on my Jenner with 5JJ total). I didn't measure the recharge time but it was not a difference I've noticed.
DEMAX51, on 11 March 2014 - 11:54 AM, said:
Yes I'm excite to see it. Hopefully we get more AND less

#10
Posted 11 March 2014 - 02:16 PM
The problem is they have crippled jets to prevent jump sniping but it means jets are no longer fun or tactical.
I am with you HUBA, make jets much more powerful, directional and add physics (momentum).
Clearly there will need to be other mechanisms put in place to stop them being abused by jump snipers.
Personally I would be happy for reticle shake to occur all the time you are in the air, if it means we get a meaningful jump jet experience.
Edited by Jabilo, 11 March 2014 - 02:18 PM.
#11
Posted 11 March 2014 - 02:25 PM
#12
Posted 11 March 2014 - 02:25 PM
Jabilo, on 11 March 2014 - 02:16 PM, said:
The problem is they have crippled jets to prevent jump sniping but it means jets are no longer fun or tactical.
I am with you HUBA, make jets much more powerful, directional and add physics (momentum).
Clearly there will need to be other mechanisms put in place to stop them being abused by jump snipers.
Personally I would be happy for reticle shake to occur all the time you are in the air, if it means we get a meaningful jump jet experience.
Are you mounting your full complement of JJs? If you're only mounting one, you shouldn't get much out of them.
#13
Posted 11 March 2014 - 02:37 PM
Mechs equipped with Max Jumpjets would really be the only ones able to shoot accurately midair that way IMO, they'd need all that extra weight to get height enough to take a single shot.
I would much rather see all JumpJets allow a little quicker thrust for the first few feet, as long as wobble is there poptarting will be non existent with single jets, they won't be gaining enough height to let their crosshairs recalibrate.
Do it on a dynamic curve, just test the hell out of it so that heights can remain yet thrusting can be a little more exciting at least for anything under Assault class.
Myself personally, I use jets almost primarily for maneuvering and getting up short obstacles and hills, not for poptarting.
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