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Jj 1.5


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#1 JC Daxion

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Posted 31 May 2014 - 10:17 PM

do what do you all think?? should JJ's be 1.5?

#2 Nothing Whatsoever

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Posted 31 May 2014 - 10:19 PM

Please explain further.

Weight?

#3 Malcolm Vordermark

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Posted 31 May 2014 - 11:00 PM

I'm guessing you mean 1.5 tons. I think that would be terrible.

#4 Alaskan Nobody

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Posted 31 May 2014 - 11:02 PM

Well, if nothing else it would invalidate most stock builds

#5 Alaskan Nobody

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Posted 31 May 2014 - 11:07 PM

That and it wouldn't really hurt anything that needs hurting -as most poptarts only use one (and tend to use the 1 ton JJ to begin with - half ton loss isn't going to slow them down much)

What it will hurt is the Griffin, Wolverine, Spider, and the like, who tend to mount 6+ JJ.

#6 Koniving

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Posted 31 May 2014 - 11:10 PM

Do you mean 1.5 times their current jump height?

Btw, there are 0.5 ton, 1 ton, and 2 ton jumpjets depending on which mech.

#7 Redshift2k5

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Posted 31 May 2014 - 11:10 PM

Item weight is not a parameter they can change, since it would ruin stock mechs. Note that different weight mechs use different classes of jump jets so different mechs are already spending different amounts of tonnage on jump jets.

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 wanderer

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Posted 01 June 2014 - 12:00 AM

JJ's had a nice, simple mechanic in tabletop that could have been easily adapted to MWO.

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 XX Sulla XX

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Posted 01 June 2014 - 12:22 AM

It would hurt jump brawlers that use 4 + jump jets and do nothing to hurt jump snipers.

#10 Mycrus

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Posted 01 June 2014 - 12:48 AM

He is referring to an Olympic style scoring system.

1.5 = fail

#11 Alex Warden

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Posted 01 June 2014 - 01:12 AM

if anything should be changed than implement this:

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 Jun Watarase

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Posted 01 June 2014 - 02:35 AM

Im kind of dissapointed by how little height/speed you get with JJs.

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 Wintersdark

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Posted 01 June 2014 - 08:35 AM

View PostJC Daxion, on 31 May 2014 - 10:17 PM, said:

do what do you all think?? should JJ's be 1.5?

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 Diablobo

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Posted 01 June 2014 - 05:51 PM

If we are talking about tons, I propose we change the lower weight threshold for two ton jumpjets to 80 tons. Make the Victor's JJ cost two tons instead of one. If that messes up stock builds, then just halve the stock number of JJ they come with.

#15 Samziel

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Posted 01 June 2014 - 07:52 PM

Well there are half ton JJ's, so I think Victor should get 1,5 tons (or 2 tons). Could also be that when we get a jumpjetting 75 tonner (TimberWolf S?) they would use the 1,5 jumpjets as well (or another 80-tonner).

#16 Alex Warden

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Posted 01 June 2014 - 08:21 PM

View PostSamziel, on 01 June 2014 - 07:52 PM, said:

Well there are half ton JJ's, so I think Victor should get 1,5 tons (or 2 tons). Could also be that when we get a jumpjetting 75 tonner (TimberWolf S?) they would use the 1,5 jumpjets as well (or another 80-tonner).


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 Deathlike

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Posted 01 June 2014 - 08:24 PM

I love non-specific suggestions.

That way, we can make up more hilarious stuff as it continues on.

#18 Eglar

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Posted 01 June 2014 - 08:32 PM

Spacebar = full JJ fuel usage till emptied. Cockpit-shake during fuel usage. Change JJ recharge to how they used to be. May change Jumping direction in-flight, while the fuel is being burned.
Mounting additional JJs increases the fuel available.
taadaa.

Edited by Eglar, 01 June 2014 - 08:35 PM.


#19 Wintersdark

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Posted 02 June 2014 - 08:06 AM

I'm sad that the OP hasn't added anything to his original and nonsensical post.

#20 Ebonkosh

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Posted 02 June 2014 - 08:29 AM

Well, part of the problem is PGI making maps where JJs are very OP. So why bring anything else? Well, if there were maps that were say indoors factory maps with ceilings just above an atlas head then there wouldn't be any JJs/poptarts running around. Then there would be some real penalty for having JJs on a non-JJ map like those without JJs get currently. Create some hangers and other big places where JJs won't work. Its really based on what works for the maps. With the random maps it is hard to fix it. If you could que for the maps then JJs /poptarts would end up facinf each other and they advantage would be mitigated. That is one part of it. I could care less about the Tabletop rules of mech since this is not TT and this is more of a FPS.Jump jets should have a limited amount of fuel and not recharge IMO. I don't care if there is some fusion tech or infinite JJ fuel. For this game JJs should be treated like an AC20....very powerful but limited use based on fuel /ammo. You want more fuel bring more jets. Want to lift a 80 ton mech bring 5 JJs. want to lift a Spider then bring 2 JJs. How many times can a spider jump with 2 jump jets compared to a 80 ton mech with 5? Lets say 5 times per JJ brought and then you are walking the rest of the match. people make tough choices....more ammo for the AC5 or AC20 or an extra MedL or more armor...make it the same for JJ but make it realistic. Third is the shake from using the JJs and shooting. should be more shake. Allow modules or upgrades to reduce shake using gyros or something. However, they will weigh tonnage so its a choice. Make JJs explode when damages like ammo. So, they can hurt them if hit. These are the things that make the risk/reward work.

But hey...maybe I am 100% wrong.


Ebonkosh





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