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Jump Jet Update Feedback


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#441 Avarice1of2

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Posted 30 July 2014 - 11:29 AM

why is PGI tying engine size to jump jet performance. The engine only indirectly effects the jumpjets. I engine refills the jj fuel once the tanks are filled the engine is no longer tied to the jj performance. So what PGI should do is make it so engine size affects the refuel rate of jjs, instead of performance.

Also if PGI wanted to actually affect jump snipers they would unchain the anti jump sniper weapons. But instead PGI puts charge time on gauss and ghost heat on PPCs. I used to see it happen very often, teammate reports a Jumpsniper, team is paying attention, team members in range look in direction of jumpsniper, jumpsniper pops up and is met by a volley of er pppcs,ppcs, and gauss slugs. Jumpsniper is now dead, crippled, or having to move to a new location and not firing for the next 15-20 seconds.

Edited by Avarice1of2, 30 July 2014 - 11:34 AM.


#442 Cimarb

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Posted 30 July 2014 - 03:40 PM

Actually, "fuel" for jump jets is only used in low atmosphere situations. In all other situations, jump jets just use internal lasers to superheat the oxygen in the air.

Quote

Jump jets work in a similar, albeit more limited, fashion to the fusion rockets installed on Aerospace Fighters. Inside a magnetically shielded reaction chamber buried deep inside the 'Mech, an electron beam superheats a reaction mass and expels the expanding gases through nozzles located on the back of the 'Mech or in its legs. Reaction mass is commonly provided in the form of air forced into the reaction chamber by a system of turbo-compressors, but most 'Mechs have a small amount of alternate reaction mass, usually in the form of hydrogen, water or mercury, in order to facilitate operation in a vacuum and to reduce the wear on the jets from superheated oxygen when in an atmosphere that contains it.

The reaction mass provided by an atmosphere is effectively infinite, but the supplementary reaction mass carried on-board is limited by the number of thruster assemblies installed unless additional tankage is added to the 'Mech

Source: http://www.sarna.net/wiki/Jump_jets


Just sayin...

#443 Avarice1of2

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Posted 30 July 2014 - 03:56 PM

Either way the engine is not directly effecting the jump jets fuel.

#444 Cimarb

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Posted 30 July 2014 - 04:10 PM

View PostAvarice1of2, on 30 July 2014 - 03:56 PM, said:

Either way the engine is not directly effecting the jump jets fuel.

Correct.

#445 Avarice1of2

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Posted 30 July 2014 - 11:31 PM

all I have to say ish PGI ****** up I have started pulling the jumpjets off all my jump capable mechs if possible. Why because 22.6 meters from 5 jjs on a summoner is just ridiculous.

#446 Cyborne Elemental

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Posted 03 August 2014 - 07:51 AM

You wanted to nerf single jets, fine, but you screwed up your #'s that full jets should have

#447 CN9 ACE PILOT

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Posted 03 August 2014 - 04:41 PM

Shouldn't legged 'mechs tumble over if they Jet and land with a non functioning leg?

#448 SolasTau

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Posted 04 August 2014 - 01:54 PM

I still want to know where the dev team comes up with the idea that 31st century technological advances can't make a mech rocket across the battle field. That is explicitly the idea-they aren't designed for hovering, they are designed for breaching compounds and getting behind enemy lines.

#449 CN9 ACE PILOT

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Posted 05 August 2014 - 09:33 AM

View PostSolasTau, on 04 August 2014 - 01:54 PM, said:

I still want to know where the dev team comes up with the idea that 31st century technological advances can't make a mech rocket across the battle field. That is explicitly the idea-they aren't designed for hovering, they are designed for breaching compounds and getting behind enemy lines.


At the cost of a large chunk of armor and weapon capacity. But yeah, they have a fission engine powering those boosters, it's not a matter of power but just bad planing for a multiplier game. The lore is greatly romanticized you cant use that as a competitive formula.

Just look at the cries for balance for Clan mechs and how in the lore a single Clan Star(5) could wipe out nearly an entire Company of IS mechs(12).

#450 Ace Selin

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Posted 07 August 2014 - 05:39 PM

Seems like a good change, im happy with this one. :D

#451 XphR

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Posted 07 August 2014 - 05:44 PM

How... its a ring of limited feather fall. Spring boots would be better.

Edited by XphR, 07 August 2014 - 05:50 PM.


#452 Grayblue

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Posted 08 August 2014 - 07:08 AM

Now my heavy with 4 jump jet works worse than what it did with 2. This is a mobility kill not poptart kill.

#453 CN9 ACE PILOT

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Posted 09 August 2014 - 09:54 AM

I think the concept took a wrong turn, but in the right direction.

They have been tinkering with the concept of Gauss/ERppc not being able to fire because both take a large toll on the engine.

Why not implement that against pop-tarts instead? It should be able to leap high, yes, should it be able to leap high AND alpha? no, i don't believe so. Also, i'd prefer a fall% incinerating chance to tumble over the higher you go instead of higher fall damage legs alone. The mechs we have available are not exactly streamline.

#454 Grayblue

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Posted 09 August 2014 - 12:35 PM

4 Jump jets on a Catapult and it cannot hop on most obstacles. Now it is better for "peek a boo" than maneuvering.

#455 XphR

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Posted 10 August 2014 - 05:26 PM

Fix the jump jets.. bring back maneuverability.. This is sad................. HGN 732.. 3 jets.. kneecap scrapes and yawn inducing death from equal planes.

Edited by XphR, 10 August 2014 - 05:29 PM.


#456 RacerX

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Posted 13 August 2014 - 07:34 AM

I am sick of how nerfed JJs are. JJ's increase mobility but in their current incarnation I can baily hop over a small rock no bigger than my foot even with four JJs on my catapult. And if I do make it over the rock then I'm looking at taking leg damage when I land.

#457 Caboose30

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Posted 15 August 2014 - 07:58 AM

View PostNikolai Lubkiewicz, on 08 July 2014 - 11:36 AM, said:

Please leave us your feedback on the incoming Jump Jet update!

So, what's the intended max height? There are no numbers in that post at all, aside from some vague references to heat. In table top, one JJ gave you 30m travel and 5m height. Right now, four JJs give my Catapult 19m travel and *maybe* 10m height. What is the freaking deal here? This is why me and so many others have quit putting any more money into this game. When it started out, the devs said they would be taking TT values and "tuning" them. Right now it looks like they're taking TT values, throwing them out the window, and then making up something so they can get people to play the game how they feel it should be played, rather than allowing a creative player experience.

Lastly, they say that Jump Jets aren't meant for rocketing around the battlefield. Um, yes they are. Again, one JJ is equal to a single level (5m) and one hex (30m). That means in TT, a Spider can jump 40m high, and 240m in length. In the technical readouts it goes into detail about how it's extraordinary jump capabilities played hell with pretty much and targeting system on any mech. Now, they're pretty much only good for making it turn around faster, and jumping small gaps/rocks. And by small, I mean something it would take it about two seconds to run across.

Edited by JuiceCaboose, 15 August 2014 - 08:11 AM.


#458 -Deliverance

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Posted 18 August 2014 - 07:34 PM

The concept Is correct, the more JJ you have the further you should be able to go across the board no matter what size engine you have, it is only fair. Why else would we want any JJ for anything bigger than a light. We are paying the tonnage difference that should be all that it takes. And tying the JJ to Engine size is ridiculous. Right now they should roll back the Jump Jet Changes and figure out how to appropriately apply JJ in this game. I liked the implementation of MW:LL Jump Jet system. It isn't rocket science to get this working. Also Death from Above needs to be implemented as well.

#459 FireDog

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Posted 05 September 2014 - 01:09 PM

Thanks to PGI for taking the "Jump" out of Jump Jets..... Not.

Edited by FireDog, 05 September 2014 - 01:09 PM.


#460 Summon3r

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Posted 08 September 2014 - 02:24 PM

for the love of god please give the Summoner a positive JJ quirk or universally give JJ at least 25% thrust boost





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