

How To Balance Jump Jet Mechs Vs. Non-Jump Jet Mechs
#1
Posted 27 April 2014 - 01:02 PM
One of the things i have thought about is maybe because of their design, jump jetting mechs are less heat efficient. That is to say, maybe they should be x% less efficient at dumping heat than mechs without jump jets. Maybe 10% or 20%, I don't know, but something along these lines.
I'm curious what everyone else things about advantages mechs without jump-jets should have over mechs with jump jets.
Sound off!
#2
Posted 27 April 2014 - 01:08 PM
I think that once JJs are properly tuned, the advantage of mobility will be balanced by the requirement of critical slots and tonnage, and that's all that should be necessary. Whether we're at that point yet or not is something that people debate...
#3
Posted 27 April 2014 - 01:11 PM
Not allowing a Mech to turn in the air would discourage the use of them a little, too. It would make then not very usefull in a battle with a brawler.
#4
Posted 27 April 2014 - 01:16 PM
#5
Posted 27 April 2014 - 01:16 PM
OR (could do both too)
Take the Crap maps like Forest Craponme out of rotation completely and put more maps like Crimson, and River city into the game.
Deletion of Craptic Valley would be another good start.
#6
Posted 27 April 2014 - 05:21 PM
JJs in low amounts are far too good. You should have to add all the JJs your mech is capable of to have the ability that most mechs have with 1 atm.
JJs are whack atm. I have the Spider with the 8? (or 12?) JJs and it's crap, it's not 8x (or 11x) better than if I had 1.
#7
Posted 27 April 2014 - 05:39 PM
Corwin Vickers, on 27 April 2014 - 05:21 PM, said:
JJs in low amounts are far too good. You should have to add all the JJs your mech is capable of to have the ability that most mechs have with 1 atm.
JJs are whack atm. I have the Spider with the 8? (or 12?) JJs and it's crap, it's not 8x (or 11x) better than if I had 1.
That.
JJ's should balance themselves simply with weight and crit space. They currently do not, because 2 JJ's seems basically optimal. And it's usually simple enough to free up that little room and weight for the benefit.
Then again if you put them in line that way it will break every JJ build out there (aside from ppl who already roll with JJ's maxed).
Are they really a problem as is though? Jumpin' mechs make good targets...
#8
Posted 27 April 2014 - 05:46 PM
Jump jets are always beneficial. A single jump jet is all you really need, even with the last nerf. The relative lack of forward thrust means you can pogo-snipe all day. Combined with torso twisting, they give you a decisive advantage in brawls, between damage spreading and making it more difficult for your opponent to aim. And on some maps like canyon network, falling off a steep hill with jump jets equipped doesn't mean a 1 km walk around to link up with your team.
On balancing, there are a number of things to try:
- more heat
- more weight
- more slots
- more appreciable performance with multiple jump jets/minimum jump jet quantity
- location specific = behavior, e.g., leg jump jets can't twist
- more forward thrust/less control
- reticle sway on ascent and descent
- better map design
- etc.
On the other hand, jump jets also don't feel right. I want them to have more range, and to be faster like previous Mechwarrior titles. I really just want this, somehow:

Edited by process, 27 April 2014 - 05:49 PM.
#9
Posted 27 April 2014 - 05:49 PM
Alas, now I'm stuck with a non-JJ Oxide with a negative acceleration quirk, the only 'good' Atlas is the DDC, and the CTF-3D is still the best heavy.
#10
Posted 27 April 2014 - 06:00 PM
zazz0000, on 27 April 2014 - 05:39 PM, said:
Only if the pilot is bad.
A jumping mech moving sideways when jumping has more variable to take into account when you are shooting at it trying to land a shot as it is moving up/down and left/right
They can also drop behind cover quickly and where they appear from is more variable than a land bound mech.
Jump jets are very good - their effectiveness vs the wright and crits are not quite on par.
I do not know why they didnt just keep the reticle shake the entire way through the jump just reduced not eliminated it completely.
#11
Posted 27 April 2014 - 06:05 PM
Edited by dezgra, 27 April 2014 - 06:10 PM.
#12
Posted 27 April 2014 - 06:06 PM
Tlords, on 27 April 2014 - 01:02 PM, said:
One of the things i have thought about is maybe because of their design, jump jetting mechs are less heat efficient. That is to say, maybe they should be x% less efficient at dumping heat than mechs without jump jets. Maybe 10% or 20%, I don't know, but something along these lines.
I'm curious what everyone else things about advantages mechs without jump-jets should have over mechs with jump jets.
Sound off!
The simple and probably best fix (without having to add new game mechanics or make various other nerfs) is to simply have the reticle shake & inaccuracy mechanic to be in effect ANYTIME a mech is in the air. Whether the jump jets are pushing them up, or they are falling down (lack of stabilization from ground contact).
Simple. And quite probably very easy to code since its already in place and just needs condition expansions.
Jump snipers -> Fixed.
Jump brawlers (though not an issue imo) -> equalized.
The current jump meta dependent players will have a screaming fit about this idea, but that doesnt make it any less valid. The reason they will have that fit is because PGi has been so inept at identifying and addressing the issue that they have become dependent on it and assume its right. They have fed the player base an over powered tactic for so long, that taking it away will be a shit storm of rage posts.
The one thing that the jump sniper meta never admit to is that its a very high reward vs. little to no risk tactic. They dont reply to the concept and pretend like its not a talking point.
Sad.
#13
Posted 27 April 2014 - 06:15 PM
-Increased heat past a small threshold (I.e. 3 JJ will never generate heat past 12%)
-Slow down the recharge times
-Collisions, increase scaling fall damage rather than a small negligible number. (also, we need DFA)
-More number scaling where 1-2 should not be very effective. Exponential effectiveness
-Less control when jetting, more unstable flight (rather than just the reticule).
-Inability to just tap the jets repeatedly to kill off JJ turns and infinite slope climbing. (so a 1-2 sec. cooldown on JJ's firing)
Done. Was it that hard? No, but go talk to PGI.
Edited by mwhighlander, 27 April 2014 - 06:16 PM.
#14
Posted 27 April 2014 - 06:21 PM
#15
Posted 27 April 2014 - 06:22 PM
#16
Posted 27 April 2014 - 06:33 PM
in any case Corwin Vickers is right - you really don't need more than 1 JJ since thats all you need to climb hills. if you want height then yes you need 2 or 3, but that's a pop-tart conversation.
one suggestion is to make the max speed of any JJ mech lower than any equivalent weight non-JJ mech - it's not much of a punishment since most people likely don't use the max speed on any mech, but it'd be a start
another suggestion would be to let non-JJ mechs climb ANY hill (except pure 90 degree gradients of course), but at a very reduced speed. i don't care if it's at 1kph, ANY mech should be able to climb an 89 degree gradient or under at some speed just so that ALL mechs are given the right to climb, no matter how slowly. on some maps (ahem - Canyon) JJ are a HUGE plus and non JJ mechs are at a pretty big disadvantage because of it. take away that big advantage and JJ might become slightly less advantageous
a final suggestion which will never be even considered but would make JJ more expensive is to make players buy a 'dummy' JJ before buying any real JJs which would be like a weight 'tax' to install JJs on a mech - so a Highlander would have to install a 2 ton 'dummy JJ' before installing a first JJ which would cost it 4t total for 1 JJ, 2t more for a 2nd JJ so 6t for 2 JJ, etc
#17
Posted 27 April 2014 - 07:02 PM
#18
Posted 27 April 2014 - 07:26 PM
#19
Posted 27 April 2014 - 08:01 PM
#20
Posted 27 April 2014 - 09:02 PM

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