Jump Jet Update Feedback
#481
Posted 14 October 2014 - 06:22 PM
#482
Posted 15 October 2014 - 06:35 AM
Sjorpha, on 14 October 2014 - 06:19 PM, said:
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.
XphR, on 14 October 2014 - 06:22 PM, said:
Well, my unit ran up against a team that still very effectively used jump sniping (a pair of synchro-jumping Summoners, to be precise, leading the flank attack) just yesterday, and I can safely say that, used properly and with skill, jump sniping is very much alive and well. (Edit: and if you think the only people dominated by jump snipers were those that refused to move, you must not play against top teams much - and no, that is not a challenge to prove how uber your invisible Elo is...)
The difference is the amount of skill required to use it successfully, which has went up quite a bit since a few months ago. Just like the Gauss charge "nerf", eventually people will get used to the changes and you will see it more often, but I think, like the Gauss change, this is all a positive thing. Skill should be rewarded, and jump sniping is getting to that point now, where you need skill to use it. This keeps it out of the solo queue, for the most part, and only used (well) in the very top levels of group play.
What people here are wanting in the near future, though, is to have this level of balance in the jump sniping, while still being able to use their jump jets for more than just hopping a couple meters. For instance, the 12 JJ Spider should absolutely skyrocket when you hit the space bar. On HPG, it should be able to clear the radar dish on a single bound! They/we just want jump jets to be the tactical tool they were meant to be, without allowing them to be abused for weapons fire delivery like we have been dealing with the last year or so.
I think we are moving towards that quite well, so hopefully we keep the momentum and can find a happy medium (no pun intended).
Edited by Cimarb, 15 October 2014 - 06:37 AM.
#483
Posted 15 October 2014 - 11:28 AM
I am in no way a high elo player (nor does it bother me), Im just a MechPilot of old, I play Mechwarrior to enjoy playing Mechwarrior.. Never been a fan of seeing things removed from a game due to hyperbole (not quite sure how you missed that). Point being, sometimes people feel there is no other option than removal of something they do not understand how to evade, avoid or counter..
Edited by XphR, 15 October 2014 - 11:32 AM.
#484
Posted 15 October 2014 - 12:31 PM
XphR, on 15 October 2014 - 11:28 AM, said:
I am in no way a high elo player (nor does it bother me), Im just a MechPilot of old, I play Mechwarrior to enjoy playing Mechwarrior.. Never been a fan of seeing things removed from a game due to hyperbole (not quite sure how you missed that). Point being, sometimes people feel there is no other option than removal of something they do not understand how to evade, avoid or counter..
Totally agree. <o
#485
Posted 27 October 2014 - 08:50 PM
#486
Posted 21 November 2014 - 04:57 AM
I do not want to bring up the lore jumpjets into the question but 1 single jumpjet (for any mech) would bring it up for 30... I would at least thing 5 jumpjets would be better in MW: O then 1 lore-correct jumpjet....
#487
Posted 21 November 2014 - 07:51 AM
For instance, if you have 5 jump jets on a 20 ton mech, and the same jump jets on a 40 ton mech, they should not jump the same height/speed. The first 20 tons of additional weight on the 40-toner should be cancelled out first, effectively making it perform as if it was a 20 ton mech with 4 jump jets.
#488
Posted 08 February 2015 - 06:18 AM
Cimarb, on 15 October 2014 - 06:35 AM, said:
The difference is the amount of skill required to use it successfully, which has went up quite a bit since a few months ago. Just like the Gauss charge "nerf", eventually people will get used to the changes and you will see it more often, but I think, like the Gauss change, this is all a positive thing. Skill should be rewarded, and jump sniping is getting to that point now, where you need skill to use it. This keeps it out of the solo queue, for the most part, and only used (well) in the very top levels of group play.
What people here are wanting in the near future, though, is to have this level of balance in the jump sniping, while still being able to use their jump jets for more than just hopping a couple meters. For instance, the 12 JJ Spider should absolutely skyrocket when you hit the space bar. On HPG, it should be able to clear the radar dish on a single bound! They/we just want jump jets to be the tactical tool they were meant to be, without allowing them to be abused for weapons fire delivery like we have been dealing with the last year or so.
I think we are moving towards that quite well, so hopefully we keep the momentum and can find a happy medium (no pun intended).
I am still using the SMN as a poptarter. It's basdically my solo queue ride though and I wouldn't recomend it in comp drop decks unless you count TBRs with 1 or 2 JJs as poptarters (I don't).
Everyone should do 1v1 summoner poptart builds more often because no one wants to do them even though poptarting is fun as hell :3
Also IIRC HPG is 1.1g. So it have more gravity than Earth does meaning you need more thrust to get higher.
#489
Posted 08 February 2015 - 08:03 AM
#490
Posted 08 April 2015 - 05:33 AM
There are many maps where jumping is a deathtrap for some builds as there is no cover when reaching the heights and the player can get alpha targeted by an entire lance. For light mechs, I do not find much problem with cover, but alas, for mediums such as the Shadowhawk, it is a challenge.
Some of the advantages in the more jump jet friendly maps look like:
Cutting across steep inclines where other players have to find a ramp, the player can cut through the map middle easier. Closing with the enemy faster.
Avoiding hazard areas such as lava, acid, or steep falls.
High ground sniping positions. -Cover.
High ground scouting positions. -Concealment.
Faster access to king of the hill locations via jump.
Barriers which would normally be impossible to pass through giving access to an enemy's flank or approach vector.
Quicker retreat from combat.
Jump-jet exclusive brawling spots for jump-jet verse jump-jet duels.
I would like to see more consistent jump-jet level design so that jump jets feel more useful. Some maps the jump jet locations feel like a side note.
Edited by Sir Wolfenx, 08 April 2015 - 05:34 AM.
#491
Posted 08 April 2015 - 06:13 AM
Edited by SgtMagor, 08 April 2015 - 06:13 AM.
#492
Posted 08 April 2015 - 10:06 AM
the issue i encounter is simply lack of fuel, the height you reach is ok, but to jump over an assault you need a full burn of 4 jumpjets, this does not allow you to continue using the flying advantage for long.
and the Jester simply is not nearly as fun anymore, my timber wolf just entirely out paces it in every way, it desperately needs some nice JJ tweaks, i vote in favor for recharge speed.
#493
Posted 08 April 2015 - 10:08 AM
Now I going to talk about the sadder state of JJs on assaults. Lets take the Heavy Metal. You put 5 JJs, that's ten tons, you get 33.3 meters. WTF you get less for more then the Urbie. Now in TT you would get about 150 meters. I would be fine with 50 meters. But we should get at least half of TT values, so 75 meters. As is I do not take JJs on assaults. You can not even use them to maneuver in Canyon. They be week sauce.
JJs need a change sooner then later PGI. Getting really tired of you being unable to balance, properly. You have a long history of doing this. Do not take a year or more before you get back to JJs. I do not care about being able to poptart. I just want good mobility.
Edited by MonkeyDCecil, 08 April 2015 - 10:10 AM.
#494
Posted 08 April 2015 - 10:13 AM
here we are today
So don't thank PGI, thank the whiners who can't figure out how to deal with a poptart
#495
Posted 08 April 2015 - 06:30 PM
cSand, on 08 April 2015 - 10:13 AM, said:
here we are today
So don't thank PGI, thank the whiners who can't figure out how to deal with a poptart
You put poptarts in the toaster!
#497
Posted 10 April 2015 - 08:06 PM
#498
Posted 12 April 2015 - 10:23 AM
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 just have to say this is the worst idea of all time
#499
Posted 10 May 2015 - 08:04 AM
next, make each JJ worth 2sec or 3sec of JJ fuel - so if you have 3 JJ you have 6sec or 9sec of burn time (testing required for optimization)
or
make it take 30sec for your JJ fuel to regenerate fully with 1 JJ, and each additional JJ cuts the fuel regeneration time by half again. so:
1 JJ = 30sec fuel regeneration
2 JJ = 15sec
3 JJ = 7.5sec
4 JJ = 3.75sec
#500
Posted 11 May 2015 - 08:27 AM
The JJ update is fine for light and medium mechs but i've experienced 2 bugs.
1: if i fall down next to a wall that isn't 90 degrees straight down the mech scrapes along the surface or something.
Massive damage to the legs.
2: When i have a lot of JJ's and i jump on top of a building the mech sometimes makes an unaturall "hop" after the landing.
This "hop" is often high enough to damage the legs badly.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users