

Jj 1.5
#1
Posted 31 May 2014 - 10:17 PM
#2
Posted 31 May 2014 - 10:19 PM
Weight?
#3
Posted 31 May 2014 - 11:00 PM
#4
Posted 31 May 2014 - 11:02 PM
#5
Posted 31 May 2014 - 11:07 PM
What it will hurt is the Griffin, Wolverine, Spider, and the like, who tend to mount 6+ JJ.
#6
Posted 31 May 2014 - 11:10 PM
Btw, there are 0.5 ton, 1 ton, and 2 ton jumpjets depending on which mech.
#7
Posted 31 May 2014 - 11:10 PM
By adjusting how much lift/thrust/flight time then you can influence how many JJ a player will want/need (a recent jj change made having too few jets less desirable by nerfing JJ thrust/lift) and I could see some further revision in this direction as a possibility (in other words, make them bring more jump jets instead of adjusting the weight of the jump jet)
#8
Posted 01 June 2014 - 12:00 AM
Instead, they managed some kind of voodoo. What'd fix it?
1) Number of jets doesn't change how long your burn is- only how much thrust and your agility in the air.
2) Jets are considered much like an engine for a 'Mech. Your speed and agility are equal to having:
Your tonnage x number of jump jets = aerial "engine rating".
Your movement speed equals your "walk speed" (that is, 66% throttle). Your twist and turn in midair is as if you had an engine of that rating- thus, a Highlander with two jets has a mid-air agility equal to having a 180 engine.
3) Maximum number of jets = Your engine rating/your tonnage (rounded down)or whatever the chassis allows, whichever is lower.
Example: A Spider-5K has a 150 rated engine. It can mount up to 5 jump jets. If it upgrades to a 240, it still can only mount 6 because the chassis maximum is still 6, even if the engine can handle more. If it'd been a Spider-5D, the 240 engine would have allowed 8.
#9
Posted 01 June 2014 - 12:22 AM
#10
Posted 01 June 2014 - 12:48 AM
1.5 = fail
#11
Posted 01 June 2014 - 01:12 AM
half of the jumppower gets to heights, half gets to forward thrust, so (as intended originally) JJ make you jump in a high bow... and not straight upwards... Poptarts fixed (while still doable, but harder and more time consuming) , JJ functionality closer to their purpose...
i promote this knowing that we will never get to CHOOSE if we want to jump forward unless we run...
Edited by Alex Warden, 01 June 2014 - 01:14 AM.
#12
Posted 01 June 2014 - 02:35 AM
For example with 3 JJs (a 6 ton investment, which is very significant), a highlander takes like 4 seconds to lift off the ground to clear minor obstacles. That is really really bad and makes it pointless for anything other than poptarting or (very slowly) getting over small hills.
4 JJs on a thunderbolt are also very lackluster.
#13
Posted 01 June 2014 - 08:35 AM
JC Daxion, on 31 May 2014 - 10:17 PM, said:
Please try and remember, other people are not privy to what random thoughts bubble around inside your head.
Should JJ's be 1.5 what? Kitties? Tons? Springs? Commandos?
I'd personally love to see JJ's generate a lot of thrust, for a very limited time, so mechs are pushed upward fast, to the same overall height... and fall just as fast.
#14
Posted 01 June 2014 - 05:51 PM
#15
Posted 01 June 2014 - 07:52 PM
#16
Posted 01 June 2014 - 08:21 PM
Samziel, on 01 June 2014 - 07:52 PM, said:
Highlanders JJ´s (class 1) are 2 tons already... JJ class 2 (victors) are 1.5...
70 Tons Cataphracts has class 3 which are 1 ton (same as catapults) , cant say for sure which ones the 75 ton jumpers get... (my guess is class 3 though, which starts at 60 ton mechs)
Edited by Alex Warden, 01 June 2014 - 08:32 PM.
#17
Posted 01 June 2014 - 08:24 PM
That way, we can make up more hilarious stuff as it continues on.
#18
Posted 01 June 2014 - 08:32 PM
Mounting additional JJs increases the fuel available.
taadaa.
Edited by Eglar, 01 June 2014 - 08:35 PM.
#19
Posted 02 June 2014 - 08:06 AM
#20
Posted 02 June 2014 - 08:29 AM
But hey...maybe I am 100% wrong.
Ebonkosh
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