Jump Jet Update Feedback
#341
Posted 13 July 2014 - 05:56 PM
Also, I'd love to see falling damage scaled a bit - and maybe lessened if a mech is mounting Jump Jets based on the # ... you can even say given all the JJ, the actuators have been adjusted, etc. whatever.
#342
Posted 13 July 2014 - 06:27 PM
Macksheen, on 13 July 2014 - 05:56 PM, said:
If your Victors need "un-sucking", you might be using them wrong ...
There are numerous reasons why the VTR-9S, -9B, and -9K are not as good at jump-sniping as the Dragon Slayer, but my -9B and -9S are phenomenal brawlers ... have been for about a year with almost exactly the same build. Depending on how jump jets work on the Victor after the nerf bat (finally) swings, the VTR-9K could possibly have a place (with six jets instead of four, equipped with Gauss, 2xPCC or similar).
Edited by Kageru Ikazuchi, 13 July 2014 - 07:22 PM.
#343
Posted 13 July 2014 - 06:37 PM
YueFei, on 13 July 2014 - 02:34 PM, said:
Or you could shove 5 JJs in and get 3 meter/sec^2. 5 JJs are not an insignificant investment. It'd take you over 2 seconds to jump clear for a jump shot. Still longer than it currently takes for a jump shot.
Trying to figure out fall height adds work and complexity, and it's really not needed. The equation really only needs to look at the fall speed at moment of impact. That makes it simpler and easier to implement. Then, to compute the damage from the fall, just square the velocity.
Who wants them to figure out fall height? The system doesn't seem to - it just keeps track of falling speed, which can be affected by jump jets. My initial comment was asking why you'd want to do it any other way, and I also question the relative merits of criticizing game mechanics based on physics over game balance.
I would like to see a more acceleration-based jump performance model - I've often thought that it could be better to have jump jets work faster, with a longer cooldown, rather than the current implementation. You'd retain the mobility aspect of jump jets, but still curtail poptarts a bit. But it's important that we focus our feedback, especially, on the grounds of gameplay balance and design rather than purism over physics.
PS: While I still like my solution, because of course it is the best solution possible since I made it, I still have to note that the proposed changes would have the same net effect on poptart - they're just getting it by focusing on heat buildup, which is probably a better limiter anyways.
#344
Posted 14 July 2014 - 08:08 AM
Quote
I'm pulling them from my electronic copy of TacOps- all of the current books are also released in PDF purchasable formats.
Point being that a 'Mech firing opportunistic poptart shots is a tremendously inaccurate method of fire- which MWO stops simulating the second you cut your jets. And it has no reason to. Heck, in TT with a best-range shot on a target that didn't move, jumping is 50/50 hit rate...never mind trying to fire in mid-jump rather than after you landed!
#345
Posted 14 July 2014 - 10:04 AM
#346
Posted 14 July 2014 - 10:11 AM
#347
Posted 14 July 2014 - 10:51 AM
wanderer, on 14 July 2014 - 08:08 AM, said:
Well, a best-range shot on a stationary target is actually a bit more than even (~58%) if you're an average MechWarrior; if a Veteran or Elite pilot takes the shot, the probability goes up to ~72/83% respectively. Add a targeting computer, and you're looking at an ~83/93% hit chance. Even if you're using the opportunity fire rules, your hit chance as a Veteran or Elite gunner is ~27/41% - and if you add in the targeting computer, you're back to a 58% hit chance. Thus, if we want to consider how hard it "should" be to hit during a turn where you jumped, it's not the horrifyingly unlikely gamble that it's often made out to be - that's why people did it. It's harder for the Inner Sphere, but it's not the desperation/gambling tactic it's so often claimed to be.
The problem is that we've got a disconnect in how we're applying the rules here. Sure, jumping is supposed to be less accurate than other modes of fire. Yet we've only looked at it from the attacker's point of view, while ignoring the target's actions. Even if we use the Opportunity Fire rules - which are not applicable here; every 'mech you shoot has the opportunity to fire back - the Attacker Modifiers from jumping are still dwarfed by the defensive Target Modifiers available. Something like a Locust or Dasher can have a maximum of +10 to their target number through the use of speed, terrain, and partial cover; if they gain a +8 (using Regular Mechwarrior stats for convenience,) even at Close range, it doesn't matter what the attacking 'Mech does, because he's got to roll boxcars to hit anyway. Even an Assault 'Mech can easily get a +5 or +6 in good terrain. These modifiers (or rather, their equivalents) are totally absent in MWO. The primary difficulty I have in hitting targets with anything but a slow projectile weapon is determined primarily by whether or not I can see it due to the fracking distance haze, weather, and fog. In terms of tabletop rules, that's Sensor/Visual Spotting, not Target Modifiers.
It all comes back to the different game format. NONE of tabletop Battletech's system of to-hit modifiers are authoritative to MWO, because the randomization effect of the dice is absent in this format - and many of the mechanisms which made up that system are simply semi-arbitrary abstractions that cannot be translated to MWO directly. Heavy v. Light woods, engine tonnage break points, and jump jet class cutoffs all have problems if we try to import them directly from tabletop. If my probability of hitting targets in MWO was, on average, less than 50-50, I'd find the game much less enjoyable to play.
That's why this jump jet change makes sense. It's a jump jet change focused only on how jump jets work, - as opposed to how they "ought" to work - In MWO. The linkage to engine rating will allow them to smooth out the jump jet class breakpoints, while the changes will still address the ways jump jets are enabling poptarts to over-perform. Certainly, jump-jets aren't a panacea for every real or percieved ill in the game - but then, we can't really ask it to be.
Edit: Grammar is hard
Edited by Void Angel, 15 July 2014 - 02:53 PM.
#348
Posted 14 July 2014 - 04:57 PM
And yes I think the Victors could use their torso twist speed again. Maybe up to -10% from -20%. Just saying... with JJs becoming less useful it could use a little bit of love. Especially with all these Timber Wolves running around.
#349
Posted 14 July 2014 - 07:08 PM
#350
Posted 15 July 2014 - 02:59 AM
This could then be affected by the gravity of each map and make a really interesting and dynamic system.
The maths behind this is incredibly straightforward. It should really tie into a complete collision system which tracks the velocity of your mech in 3D space and then applies damage based on any acceleration (or deceleration more specifically) beyond a given threshold. Location of damage could be guesstimated by apportionment based on the direction of the deceleration vector.
They probably have better things to spend their bandwidth on though...
#351
Posted 15 July 2014 - 06:35 AM
The location of damage can simply be detected by the component reporting the collision for damage calculation...
#352
Posted 15 July 2014 - 07:35 AM
Void Angel, on 13 July 2014 - 08:55 AM, said:
Jump jets should be an agility tool that is why in the canon they are at +1 difficulty to hit for using jump jets. However in MechWarrior Online jump jets just float in the air like a blimp which in the canon would probably be a bonus of -5 to the difficulty to hit. I invested 7 tons in jump jets for my QuickDraw in MechWarrior Online which is the weight of a PPC/ER PPC with more than twice the space but for their investment the performance of 7 jump jets is equal to that of a flamer. However, in MechWarrior Online the performance of 1 jump jet in a Highlander for its investment is equal to the UAC/20 in the canon.
YueFei, on 13 July 2014 - 10:51 AM, said:
You have clearly demonstrated and show with a video that it is the movement nerfs that made jump sniping the only competitive playstyle; yet no one cares, they just want to nerf jump jets and in a way which would have no effect on jump sniping and exterminate the few brawlers left that depend on jump jets to overcome the movement and sensors nerfs.
Void Angel, on 13 July 2014 - 06:37 PM, said:
Now this is a real solution that makes sense instead the popular nerfing method. Having jump jets powered by the engine with cooldowns that go from massive for 1 jump jet to minimal for 5+ jump jets. Having jump jets powered by fuel makes no sense when your engine is a powerful reactor. Jump jets should not need micromanagement to avoid falling damage. Jump jet cooldown should only be for lift not to avoid falls. Jump jets should activate instantly overriding cooldown in the case of a fall to avoid fall damage including those mechs with only 1 jump jet. This would make 1 jump jet the only requirement for fast moving mechs to avoid falling damage as it should be.
Edited by Yokomohoyo, 15 July 2014 - 07:50 AM.
#353
Posted 15 July 2014 - 10:37 AM
Yokomohoyo, on 15 July 2014 - 07:35 AM, said:
I don't buy the idea that hill climb penalties made jump sniping "only competitive playstyle." Jump snipers were dominant long before reduced hill movement was implemented; I can name you the exact patch, actually. I've already explained how this will affect jump snipers, and affect them more due to the high heat cost of their bread and butter weapon, the PPC - yet you've simply returned over and over again to the tired, sad formula of game conspiracy theorists everywhere: "I didn't get the change I wanted, so [Game Company] wants to exterminate [Class, Build, Tactic, Gender, whatever] since they like [thing I dislike] here!" That your assertion: relies on information you don't have; draws conclusions that are not supported by what information you do have; and contradicts not only how our devs have told us they develop games, but the common practice of the entire game development industry does not seem to trouble you in the slightest - if you've even considered these points at all.
Edited by Void Angel, 15 July 2014 - 02:50 PM.
#354
Posted 15 July 2014 - 12:40 PM
SethAbercromby, on 15 July 2014 - 06:35 AM, said:
The location of damage can simply be detected by the component reporting the collision for damage calculation...
Your idea falls apart from the start because there are more than four classes of jump jets, and none of them align with the weight classes of battlemechs. Then it falls apart further because you are giving the heaviest of the weight class the full power of the jump jets, but say the lower of the weight classes would somehow get less results out of the same jets...
#355
Posted 15 July 2014 - 12:56 PM
#356
Posted 15 July 2014 - 01:03 PM
#357
Posted 15 July 2014 - 01:49 PM
#358
Posted 15 July 2014 - 02:37 PM
This seem really backwards, that spending tonnage on 6 jets gets you only 1 level in height. Even in table top you got to jump 1 level per jet. At the least let 6 jump jets clear half that. Jump snipers are going to be just fine taking multiple jets (since most blocking objects are only level 1 height), the only thing this really did is hurt those who were using jets to maneuver around maps that had some interesting elevation differences (Tourmaline, 2-level deck on Crimson Straight).
Mechwarrior Living Legends is the model for how to make sure jump jets are fun for non jump snipers and yet still balanced for them. They jet you fast and high, but build up lots of heat, recharge slowly, and leave you in hang-time for longer amounts of time open to retaliation. See what I mean here:
http://youtu.be/GF8uZ4VYRW8?t=1m21s
Edited by CapperDeluxe, 15 July 2014 - 02:39 PM.
#359
Posted 15 July 2014 - 02:42 PM
At the very least let me manipulate the direction of the jump vents from back to down to maximize height or length but never both at once?
#360
Posted 15 July 2014 - 02:57 PM
The only positive thing I have to say is making the heat not dissipate while jets are active was actually a good idea. Please keep this feature, but change the verticality.
Edited by CapperDeluxe, 15 July 2014 - 03:00 PM.
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