Jump Jet Heat Ramp - Feedback
#41
Posted 06 June 2014 - 10:54 PM
Two things can work to fix pinpoint damage uber-builds: convergence and/or appropriately sized hardpoints. But whatever, you keep mucking about and do what you want rather than what makes sense...
#42
Posted 06 June 2014 - 11:13 PM
Peiper, on 06 June 2014 - 10:54 PM, said:
Two things can work to fix pinpoint damage uber-builds: convergence and/or appropriately sized hardpoints.
I completely agree with all this, but I do think there is another alternative, in that burst-fire ballistics will dramatically help the jump-sniping "issue". Doing something with PPCs will be the other key to that (see my signature).
#43
Posted 06 June 2014 - 11:42 PM
#44
Posted 06 June 2014 - 11:58 PM
Peiper, on 06 June 2014 - 10:54 PM, said:
Two things can work to fix pinpoint damage uber-builds: convergence and/or appropriately sized hardpoints. But whatever, you keep mucking about and do what you want rather than what makes sense...
This is true, until you consider that those mechs are using TOTALLY different TYPES of Jumpjets. The sheer amount of power necessary to lift any mech is of course going to create heat, but the difference between lifting 20 tons, and lifting 100 tons, is HUGE. Of COURSE the larger jumpjets are going to generate significantly more heat. Your comparing the Jumpjets to a shuttle is laughably inaccurate to the situation at hand.
#45
Posted 07 June 2014 - 12:23 AM
If the Spider had a good amount of JJs, let's say 5. After using all JJs for the whole duration of 4 (?) seconds, that's 4 s *(5 * 0.1 h/s) = 2 h
If it were 10 times per heat, 1.0 h/s per Class V jump jet, that would be 20 heat. The equivalent of firing 5 ML once. That seems a bit too much and then would discourage the use of more JJs...
Tricky thing to implement. Maybe a non-linear system to keep the use of multiple JJs not too disadvantageous simply because of heat.
Edited by GoldenFleece, 07 June 2014 - 12:27 AM.
#46
Posted 07 June 2014 - 12:45 AM
1. You have over heated from firing weapons. Now as soon as your mech turns back on you can jump and turn. This helps people not be able to core a torso. But with jump jet heat you will just instantly overheat again and fall.
2. In the middle of a fight you have not over heated but are riding the limit. Because of jump jet heat you can now not jump jet at all without over heating. Until the brawl is over you are basicly without jump jets if you are firing.
So can this be compensated for? Well you can make your mech run very very cool. But you will either be very slow or very under powered.
My late light sleep deprived prediction is that this will kill jump brawling for larger mechs as we know it. There will be to many downsides. People will either not take jump jets or will only take enough to get over rocks etc.
#47
Posted 07 June 2014 - 01:19 AM
First:
I hope the heat is added on top of whatever you are at, not as the base like moving, running and jumping (4-8 %) we have now. But as it seems, that will be the case. Just want to be sure.
Second:
It might be a good idea to increase the base value and reduce the multiplier for number of heatsinks to give low-numbers not such a great advantage.
E.G.:
now you have Heat x #-of-JJets x Time
lets take a hevy jumping 4 seconds with 1 JJ vs jumping for 2 seconds with 4 JJets for the same hight (estimate) and say Heat is 1.0 per sec
That would be 1heat x 1jj x 4sec = 4 heat vs 1heat x 4JJets x 2sec = 8 heat
What if the formular would be:
Heat x (#-of-JJets + 2) / 2 x Time ?
Lets take the same heavy mech and values as above 4sec/1JJ vs 2sec/4JJ.
1heat x (1JJet +2)/2 x4sec = 6 heat vs 1heat x (4JJets +2)/2 x 2sec = 6 heat
This is just an example/idea of how to lower the overal impact of the number of JJets in the formular where burntime for the same amount of fuel might be the result.
#48
Posted 07 June 2014 - 03:28 AM
my lights dont burn their jets for long anyway, and assault bunnies will face some serious heat...sounds good enough to try it out..
#49
Posted 07 June 2014 - 03:51 AM
The post was a bit ambiguous. Is the heat generated per second a constant or is it a function of time? I.e. do we have:
totalHeatGenerated(t) = k * n * (t-t0)
where 'k' is a jump jet specific constant and 'n' is the number of jump jets.
Or is it:
heatGeneration(t) = k * n * (t-t0) totalHeatGenerated(t) = heatGeneration(t) * (t-t0) = k * n * (t-t0)^2?
As I read the post it could be interpreted both ways.
#50
Posted 07 June 2014 - 04:09 AM
Deathlike, on 06 June 2014 - 05:09 PM, said:
Why does this sound a tad backwards?
Good point
Cimarb, on 06 June 2014 - 05:26 PM, said:
Penalizing players for bringing MORE jump jets, which this system does, 'reinforces' the habit of using less jump jets, exactly as Deathlike stated. The jump jet post says nothing about a change to the current issue of a single jump jet giving just as much boost as a full set, though I do hope you are right on that point.
Deathlike, on 06 June 2014 - 05:45 PM, said:
IIRC, JJs currently use "scalar values" (aka it's linear).
What they should be is exponential.
Ever wonder why 1 JJ gives essentially "fixed" height increases in the mechlab? That's not good.
Instead of +5m for each JJ, it would be like 3 for JJ #1, then 9 or 10 for JJ #2, and 18-19 for JJ #3, etc.
You can change the lift based on weight or whatever that makes sense.
It would work better really.
-snip-
JJ lift should be exponentially better with more JJs, not linearlly better which is what it happens to be right now.
Using multiple JJs to reach X height should take less time than using a single JJ AND generate less heat (i.e. time to reach said height is significantly quicker using multiple JJs) to incentivise using more JJs at the expense of slots and tonnage ... or is there some technical reason this cannot be done since the exponential vs linear effect of JJs has been discussed multiple times before?
#51
Posted 07 June 2014 - 04:15 AM
p4r4g0n, on 07 June 2014 - 04:09 AM, said:
I would like to point out this is not a change in a vacuum. This change alone would favor taking minimal jump jets, yes, but combined with the fall damage change it does not.
You would need to make an intelligent loadout choice now. Either you reduce heat generated when jump jetting at the increased chance of having insufficient fuel to cushion your landing and snap your own legs off, or you have enough fuel to safely land at the cost of heat generation while jumping.
In essence, the two changes oppose one another, and do so beautifully. You cannot take one without the other. If it was just this change, then you would be correct that it favors a single jet, whereas if you take the other one alone it only favors taking more. Now there is a very good reason to be taking more than just one or two jump jets. However, doing so is at a cost. Not doing so is also at a cost. It is up to the player to decide which is the lesser one.
Edited by Pariah Devalis, 07 June 2014 - 04:20 AM.
#52
Posted 07 June 2014 - 04:42 AM
1 jet on a victor will be like a fart and only good for bypassing small impediments while 4 would allow for toaster-like popping up, but at the cost of higher heat.
This would also make the Spider 5V a blast to drive with it's kagillion jets.
#53
Posted 07 June 2014 - 05:20 AM
Pariah Devalis, on 07 June 2014 - 04:15 AM, said:
Except height is determined by thrust, and in MWO all jets have identical fuel stores.
If I have 2 jump jets and complete a 50% burn, I should have comparable thrust to cushion my landing as if I burned 50% with 8 jump jets. Well, except for that if I made a mistake, I'd pay higher fall damage costs with 8 jets.
Quote
Yes: as few jump jets as possible, since based on Paul's example a single press of the jump keybind would generate 700% additional heat.
Players who don't oppose the penalty for multiple jets have yet to explain:
1. Where this high-up ledge everybody will suddenly be jumping to exists
2. Why players need a heat disincentive to equip more jets
Edited by East Indy, 07 June 2014 - 05:30 AM.
#54
Posted 07 June 2014 - 07:21 AM
#55
Posted 07 June 2014 - 08:51 AM
Edited by CapperDeluxe, 07 June 2014 - 08:51 AM.
#56
Posted 07 June 2014 - 09:08 AM
1 JJ shouldn't be sufficient to put the mech higher than couple meters off the ground.. pretty much just used for snap turns.
And if it were up to me, I'd make the JJs:
A: Generate ridiculous amounts of heat.. like 2-4 per second so they become maneuver tools, not pop-tart/crouching tiger fighting tools.
B: Generate quick thrust upwards and burn for less time.
This would make them the mobility tools they should be.
#57
Posted 07 June 2014 - 09:19 AM
Jakob Knight, on 06 June 2014 - 09:10 PM, said:
According to the table-top rules, the farther and higher a battlemech jumped, the more heat it generated. Why you think Light Mechs should not be penalized for having the longer and higher jump abilities over other battlemechs seems odd. Why should a light mech pilot -not- have to balance their jump jet use against the heat generated by heavy use of this system, when other units do?
Ever since I saw a stationary Jenner take two AC/20 hits from another stationary firing unit at close range directly to its rear torsos and only take yellow armor damage, I've long suspected a bias towards bending the rules for light mechs, and this smacks of the same. If a light mech is not engaging in combat while using their jump jets overmuch, then there wouldn't be a problem with heat, would there? Yet, apparently, the same issue that is attempting to make heavier units not use their jump jets in combat is something light mechs are intended to get a pass on?
Quit making special cases for light mechs, and just let every unit be treated fairly under the rules. Heavier units already have to pay more tonnage for their jump jets, -and- cannot jump as far. Why must they now also take -more- heat simply because they are not lighter units?
Light mechs already have the advantages of speed, damage reduction, and small size. They do not need, nor should have, any other 'special rules' simply because they are Light mechs. Let light mechs be -light- units.
Maybe they doing all these "favors" to light Mechs because they want that someone actually play them ?
Or you think that Light Mechs should be erased from the game completely because they are just waste of tonnage anyway ?
About your case with Jenner and yellow torso after AC40 hit:
Most people around see that as broken hit-reg, not "Light Mechs conspiracy theory".
#58
Posted 07 June 2014 - 09:27 AM
CapperDeluxe, on 07 June 2014 - 08:51 AM, said:
Our 'Mechs would need a TWR of 1 or higher to not be slow or floaty. That means that for every 1kg of 'Mech, we need roughly 10N of force.
So assuming metric tons, a 20 ton 'Mech should be 20000kg, which would require 200kN of engine power to lift at a TWR of 1. A 100 ton 'Mech is even harder to lift, being 100000kg and requiring a whopping 1000kN of thrust to lift at a TWR of 1. 200kN of thrust is a LOT of thrust, even with today's standards, and 1000kN of thrust is just insane.
Sure we're using plasma jets, but that's still a f**k-ton of thrust needed. There's a certain point at which even Handwavium just doesn't work, and 20+ tonne 'Mechs with a TWR of 1 or higher is getting close to it.
#59
Posted 07 June 2014 - 09:32 AM
#60
Posted 07 June 2014 - 10:15 AM
In other words, we just snipers are going to barely notice it and otherwise adapt, so if you kiddies thought this was the end of jump sniping, think again
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