Praehotec8, on 17 July 2014 - 11:03 AM, said:
On the other hand, what else is the answer to the fact that anyone who could would take 1-2 JJs on their mech, as they provided huge bonus with little investment?
Pretty easy, actually. The old JJ system was something like:
1 jet = 5 meters (initial lift-off) + 3 meters thrust -> 8 meters total height
2 jets = 5 meters + 6 meters thrust (3m per jet x 2 jets) -> 11 meters total height
...
5 jets = 5 meters + 15 meters thrust (3m per jet x 5 jets) -> 20 meters total height
The numbers are illustrative, not actual. The main thing to notice is the 5-meter initial lift-off. Again, these numbers are just to show what was going on - I don't know what the actual height of the initial lift-off was, but it doesn't matter here.
The point is, as soon as you had even one jump jet, your mech would leap into the air with just a slight feathering of the space bar. This was a physical leap, not a blast from your jets; jet thrust was added on top of the initial lift-off. So even one jet gave you this. Two jets would NOT double your total possible jump height - it would only marginally increase it, because the initial lift-off height remained identical, and only the added value of JJ thrust doubled.
So, your actual increase in height was well under double. Two jets did not give twice the height of one, six did not give twice the height of three, etc. Not even close. Every jump jet you added on actually gave less of a height advantage, in terms of percentage gained, than the one prior to it. This is the whole reason that one jet was the most effective addition, closely followed by two. Three was OK. Once you got to four, there was hardly ever any reason to add more. The difference in a QKD-4G with four jets and the same mech with seven was marginal, at best.
However, PGI never seemed to be aware of this problem. More likely, based on their approach to other problems in the past, and taking Paul's post into account, they didn't see it as a problem at all. They only heard people complaining about pop-tarts, and so came to the conclusion jump jets were too powerful. Across the board. Which was, of course, nonsense...
PGI's solution to this problem of jump jet superiority, implemented as per this latest patch? They did two separate things. The first was, they lowered the total thrust output for all jump jets. The second, as described in Paul's initial post informing us of the upcoming (now implemented) changes, was to lower the
cumulative thrust value for each successive jet installed. Here's what this looks like in practice:
1 jet = 1 meter (initial lift-off) + 5 meter thrust = 6 meters total height
2 jets = 1m + 9m thrust (4.5m per jet x 2 jets) -> 10 meters total height
...
5 jets = 1m + 15m thrust (3m per jet x 5 jets) -> 16 meters total height
They appear to have also lowered the initial lift-off value, though I can't really be sure. From 1PV, there doesn't seem to be any actual lift-off, just JJ thrust. The jumping animation in 3PV, amusingly enough, still shows the mech taking a "hop" - although if you immediately release the space bar, the mech teleports back onto the ground instead of dropping down, which confirms what happens in 1PV(no actual hop).
Either way, jets are much weaker than before. To compare the two systems, using values of one, two, and five jump jets in each:
System 1 gives heights of: 8m, 11m, and 20m
System 2, the current system, gives heights of: 6m, 10m, and 16m
So, was pop-tarting nerfed? Sure. You'll need a lot more jets than before to get the same amount of air. You no longer gain a massive advantage with the first few jump jets. It's good that a pop-tart should have to spend more weight (and heat, but that's a separate issue that has no bearing on JJ performance as mobility tools) to take advantage of such a useful tactic.
But NON-poptart jump-jet mechs are the ones that suffer the most. They now have to take the same tonnage in jump-jets as pop-tart mechs, for no benefit. These jump jet changes have, in effect, converted jump-jets into a pop-tart item. They no longer have much use for mobility or brawling. It's a shame. It's short-sighted. It's... typical :/
And to finally reach an answer to your question - how better to do it? Easy. The one good change PGI implemented is absolute (apparently) removal of the initial hop when using jets. Keep that. But then make jets more powerful than they were before. Such that:
1 jet = 8m total height
2 jets = 16m total height
3 jets = 24m total height (just enough to safely jump over an Atlas while still having enough fuel left over to land on the other side without damaging your legs)
...
7 jets (generally speaking, the highest possible JJ in the game; only the SDR-5V can carry more) = 56m total height
There are many ways to balance this further, aside from weight, crits, and heat. You could make each successive jet not only propel you farther, but faster as well. Pop-tarting
benefits from slow lift-offs and falls; the low speed makes it easier to line up your shots. if you want to mount five jets, you'll get good height, but aiming will become more difficult because you'll be moving faster. You could even reflect this in the degree to which the reticle shakes. One jet barely vibrates it, seven turns it into a pinball. You could also simply make jets not provide mostly upward lift; make all jets launch the mech at a 45-degree angle. This would severely limit poptarting not only in limiting the number of appropriate spots from which to do it, but by making it harder to aim since you're moving along a horizontal axis. Point being, there are many, many ways to balance pop-tarting without nerfing mechs that use jets for their intended purpose.