

Soo Are Jj Balanced?
#1
Posted 05 March 2014 - 12:13 AM
thoughts??
#2
Posted 05 March 2014 - 12:42 AM
The jump jets received no modification to their weight or altitude potential. They work the same as before. Just that now an assault can't turn as fast a light did with JJs.
As far as being over powered, they really aren't. They give you great mobility, but they take up slots and weight. It's a fair trade off, especially since you are exceptionally slower when flying.
EDIT: In addition, that mobility is a double edged sword. Yeah you can go places faster than most, but that also means you're usually alone and your team can't cover you if you are spotted.
Edited by IraqiWalker, 05 March 2014 - 12:43 AM.
#3
Posted 05 March 2014 - 05:20 AM
mostly people seem to be sticking to the builds they already have and adjusting to the changes, resuting in somewhat less lift and less mobility for bigger mechs using jump jets.
#4
Posted 05 March 2014 - 06:22 AM
Example, if I have thrusters only on my back and I torso twist...my thrusters are now facing a different direction, but there's no adjustment of movement. Granted I do not want sudden shifts like gundams, but I'd like to see if I jump and keep the thrusters going while twisting my torso that I get the initial forward velocity and an ever so slight adjustment in my horizontal movement in the direction of my twist. This would be enough to slightly throw off aim.
What this really says though if I spin around 180, I'd probably almost lose my forward thrust altogether, preventing me from using the leap jump to fly forward and then shoot things backwards with the thrusters on. ...Also, if the thrusters are off there should not be any turning ability at all (though I think this is in play already).
Now if I have thrusters on my back and my legs pointing in certain directions, you'd expect some to participate more in lift, some more in increasing speed, and then the torso one to help make fine corrections or even tilt.
One thing I was thinking of is what if you jump, and you start aiming to the side...and you begin tilting since the biggest thruster is on your back and it's throwing off your balance. Oops, you didn't land on your feet. Had a similar idea for jumpjet counts and/or placement.
Oh I can't wait for knockdowns. Imagine when knockdowns includes weapons as causes for falling over as it should. Poptart leaps, BANG! Poptart's hit! Poptart fell! Poptart took damage to his back! Poptart can't get up! Poptart sees big guns pointed at him! Poptart is dead! YAY!
That'll be the day. That, and the mountains on Alpine. Just imagine... You're in a Stalker, you get near that ledge to perform that fast escape from some dude that's trying to kill you, and you take the hill sideways, slip, and then Peppy from Star Fox yells into your comms, "Do a barrel roll!" and you tumble down with about 5 or 6 somersaults. Some damaged parts. But hey, you escaped with your life and made it! Hopefully you get up while that Jager takes a face plant chasing you so you can blast him while he's trying to get up.
...One can dream. Of course, knockdowns would solve the twin AC/20 problem too on heavies and smaller mechs. Fire. Fall over. "...Oops. Should have fired one at a time."
Edited by Koniving, 05 March 2014 - 06:37 AM.
#5
Posted 05 March 2014 - 06:44 AM
#6
Posted 05 March 2014 - 06:56 AM
Edited by TygerLily, 05 March 2014 - 07:32 AM.
#7
Posted 08 March 2014 - 01:38 AM

In MW4 I was fairly effective with a Bushwhaker with a gauss in its right arm, when you fired that the tors would twist up to 45 degs. to the right because of the recoil. Brilliant!
#8
Posted 08 March 2014 - 02:44 AM
Well, a mech that doesn't use jump jets obviously has more tonnage available for weapons. In the extreme case, a Heavy Metal can have ten tons of jump jets.
I guess that if the recent change encourages people to put more JJs into their JJing mechs, then yes, the firepower advantage from not having them increases.
#9
Posted 08 March 2014 - 04:03 AM
#10
Posted 08 March 2014 - 12:18 PM
Hammerhai, on 08 March 2014 - 04:03 AM, said:
Wait, wait. . . You're telling me they had maneuvering jets coded in at some point . . .
and then they took it out? What the hell ???!!!***
Edited by no one, 08 March 2014 - 12:18 PM.
#11
Posted 08 March 2014 - 12:30 PM
Koniving, on 05 March 2014 - 06:22 AM, said:
The rest of your post is filled with physics based yummyness that will, sadly, probably never be included. Despite how much more interesting it would make the game. Oh well.
As for the quoted section, you're half correct. You can turn mid-air without burning fuel, but only if you have fuel left. If you do not there is no mid-air mobility at all.
This nerf hasn't really affected any poptarts other than the HGN-733C though. It's more of a hindrance to jump brawling Victor's from what I've seen.
Edited by Lunatech, 08 March 2014 - 12:31 PM.
#12
Posted 08 March 2014 - 12:52 PM
Lunatech, on 08 March 2014 - 12:30 PM, said:
This nerf hasn't really affected any poptarts other than the HGN-733C though. It's more of a hindrance to jump brawling Victor's from what I've seen.
That's what I thought but I wasn't sure because my Jenner would blatantly stop turning in mid air if I stopped burning fuel.
#13
Posted 08 March 2014 - 01:17 PM
no one, on 08 March 2014 - 12:18 PM, said:
Wait, wait. . . You're telling me they had maneuvering jets coded in at some point . . .
and then they took it out? What the hell ???!!!***
In closed beta June 2012... what he said wasn't true. May have happened before, but it was never like that for the time I've played. His account's younger than mine.
It was inertia based. No forced direction what so ever. You went in the direction you were moving, that was it, and you kept going that way until you landed or hit something. If you were going really fast you could even face plant against a building, but then you just either stopped and fell or you hit the thrusters to go up. But you only needed 1 jumpjet to do anything, and you really took off. Like an actual jump to full height and the rest was to hold you up.
I might even still have the email where I thanked someone in the GameMasters for not doing the jumpjet crap that was in the MW4 mektek packs.
I do.
Quote
My first battle experience was thrilling. Briefly my Jenner was walking behind a really large enemy Atlas-like battlemech. It was fun, and even a little terrifying when he started to realize I was behind him. The jump jets took me to the air but I couldn't seem to really get them to propel me forward. Do they require momentum first like MW3? They don't seem to function like MW2.
Rob's reply. June 08 2012.
Quote
So no corner turning.
The next day.
Random one I also found.
I missed the 3 second lock on times... But with how devastating LRMs were back then, I bet it made sense.
-------------
Now, that's not to say turning corners isn't a bad idea. I think the thrust should turn with you or at least with your torso twist. The ability to slightly change direction or -- if you have enough JJ thrust -- rapidly change direction at the cost of every bit of fuel you have...would be pretty cool. But nothing where you could zig zag in mid air on a single jump. Too gundam-like then.
I definitely do not want it to be like this.
Edited by Koniving, 08 March 2014 - 02:23 PM.
#14
Posted 09 March 2014 - 09:08 AM
Yes, for a very short time one could steer with Rudder pedals in mid jump. It could be that that was limited to rudder pedals only, and was actually a bug, that may be. But I could do it. I joined somewhere around Oct 2012(?), and if I recall correctly this would have been pre battlemap implementation, which about happened 2 to 3 weeks after I had joined.
Once again, I correct you with the utmost respect, but here I am certain of what happened.
Hmmm. Your quote is very definite. Odd. Well, I distinctly recall doing that. FWIW. I feel very OLD right now somehow ...
Edited by Hammerhai, 09 March 2014 - 09:20 AM.
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