Jump Jet Update Feedback
#461
Posted 08 September 2014 - 05:03 PM
On the plus side, very few jump snipers.
On the down side, trying to clear obstacles with jump jets feels like an exercise in futility. It's often faster to just walk around.
Have you considered just making the jet acceleration a lot faster for a shorter duration, making it hard to aim but allowing fast travel over terrain obstructions?
#462
Posted 27 September 2014 - 05:41 PM
So it pretty much can jump on top of any mech and have enough height for momentum and gravitational energy potential to smash it onto the mech... meanwhile in game it can't even jump on top of another mech that's bigger then 60 tons+
I see the need of doing it. For most heavies and assault mechs jumpjets was to get to a location and typically people didn't fire when jump jetting. But it seems so weak at the moment for the bigger mechs.
Perhaps reduce the acceleration of heavier mechs but still make them go the same height?
I agree with the heat changes though.
#464
Posted 10 October 2014 - 07:10 AM
#465
Posted 10 October 2014 - 08:24 AM
That said its an awful fix to make it so every mech with jump jets feels bad and unfun when it uses its jump jets.
#466
Posted 10 October 2014 - 11:43 AM
#467
Posted 11 October 2014 - 07:47 PM
If you have to have some sort of explanation why you can't jump and fire at the same time, it is simple. In order for something the size of a mech to jump, all the power output from its fusion engine gets shunted to the Jump Jets for the duration of the flight. Then once the jets are shutdown, power gets redirected back to weapons systems.
Poptarting solved.
#468
Posted 11 October 2014 - 07:55 PM
#469
Posted 12 October 2014 - 12:25 PM
Redshift2k5, on 11 October 2014 - 07:55 PM, said:
What he said.
Reticle shake already simulates that, and we all know how ineffective that is in stopping poptarting.
#471
Posted 13 October 2014 - 07:50 AM
#472
Posted 13 October 2014 - 12:56 PM
DeadMetal89, on 12 October 2014 - 09:33 PM, said:
Nah, but the jump jet heat change was a good start. JJs should generate a bit more heat still, imo, but poptarting has been effectively removed as an issue right now. Once the quirks are put back in, hopefully PGI can start focusing on bringing jump jets back up to where they should be without reverting the progress they have made so far.
#473
Posted 13 October 2014 - 02:55 PM
I believe once thrust/ rise rate have been brought in line that brings mechs with 5 fixed JJ back into the "able to poptart again" range, we can see the JJ heat adjusted so there has to be a choice made on if it's a good idea to fire those PPCs while in the air, before letting the heat dissipate from the JJ's.
Gone are the days of back to back poptarting, but I see no problem with a jump-shot every now and then at the price of some serious heat for the combo move.
#474
Posted 14 October 2014 - 05:39 AM
Still does not fix the fact that erppc and ac10 are perfectly sync now.
used to be be PPC / ac5
Edited by SaltBeef, 14 October 2014 - 05:41 AM.
#475
Posted 14 October 2014 - 06:05 AM
SaltBeef, on 14 October 2014 - 05:39 AM, said:
Still does not fix the fact that erppc and ac10 are perfectly sync now.
used to be be PPC / ac5
And make every light and medium with jump jets effectively ground bound? How about we just completely remove jump jets too, since that will "solve the problem forever", or even better, just remove the weapons completely, as that will also "solve the problem forever"...
No thanks...
#476
Posted 14 October 2014 - 10:01 AM
#477
Posted 14 October 2014 - 12:40 PM
Basically this allows for JJ to function solely as a mobility tool and also allows for PGI to loosen the restrictions on them and make them function like they should. Jump OR Fire but not both.
#478
Posted 14 October 2014 - 12:56 PM
#479
Posted 14 October 2014 - 01:19 PM
Viktor Drake, on 14 October 2014 - 12:40 PM, said:
Basically this allows for JJ to function solely as a mobility tool and also allows for PGI to loosen the restrictions on them and make them function like they should. Jump OR Fire but not both.
I would like to refer you to my post, just two above yours...
Cimarb, on 14 October 2014 - 06:05 AM, said:
No thanks...
#480
Posted 14 October 2014 - 06:19 PM
Viktor Drake, on 14 October 2014 - 12:40 PM, said:
Basically this allows for JJ to function solely as a mobility tool and also allows for PGI to loosen the restrictions on them and make them function like they should. Jump OR Fire but not both.
Why shouldn't jumpsniping and jumpbrawling be both possible and viable?
It's only an issue if it dominates the metagame, and now it doesn't anymore. The problem is already solved.
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