Willothius, on 13 June 2014 - 07:43 AM, said:
If they pick the numbers right, it won't wreck non-jumpers, it'll only make things more REALISTIC, and that's good!
-If you have JJ's, you NEED to save fuel for landing; takes skill, adds risk to using 'em, and sounds much more real to me.
-If you don't have JJ's, you need to pilot your mech accordingly; don't just run off high cliffs if you can't absorb the shock, you shouldn't be immune to falling great heights! Again, with proper numbers, you won't get dmg for just 'sliding downhill', but you WON'T be immune to falling damage..
You misunderstand why this wrecks non-jumpers in your glee at OMG REALISM! (not that that's a bad thing).
The problem - and it's a serious problem in MWO today - is that jump equipped mechs are vastly more mobile due to our map design and the new movement rules (hill climbing, etc). Obviously, this should be the case, but the reality is that there are sufficient numbers of our maps with such enormous "no-go" zones for non jumping mechs that gameplay devolves into those non-jumpers being limited to various chokepoints.
An obvious example of this is Canyons, but it applies to many more maps. River City and Alpine being particularly egregious offenders. This hurts non-jumpers more than jumpers, because while jumping mechs need to save some fuel for landing, that's not particularly difficult or really an issue at all. However, non-jumpers just found their already limited options even more limited than they were before.
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Finally, descent is not floating down on an invisible elevator, it's just falling. But here's the thing: you don't shake when you fall unpowered, you just fall. In fact, you follow a very predictable path, and one with very controlled and predictable acceleration. The only time this is not the case is when your mass to surface area is so far different that wind resistance(and such) can impact your flight path noticeably. This is definitely not the case for mechs, being extremely heavy for their size. Mechs would fall like bricks.
So, long story short, a falling mech would indeed have very stable firing... well, at least until it fired =)