

Jump Jet Feedback - 1.3.306
#161
Posted 22 July 2014 - 11:26 PM
The new JJ are just frustrating and make the game less fun.
#162
Posted 23 July 2014 - 06:22 AM
#163
Posted 23 July 2014 - 06:58 AM
#164
Posted 23 July 2014 - 04:32 PM
VXJaeger, on 18 July 2014 - 04:18 AM, said:

Hate to break it to you, but they're not crying. These changes made JJs useful for poptarting and poptarting only. Until something is done about pinpoint damage, poptarts will still be one of the dominant metas. All this nerf did was destroy JJ's utility for moving through the area. You can no longer jump over buildings, climb even short hills without multiple attempts, or even slow your descent from a long fall. If they ever restore collisions, forget being able to land a DFA either, as the thrust of full JJs is insufficient to jump over another mech, let alone on it.
#165
Posted 23 July 2014 - 05:43 PM
I mean seriosuly, I know I'm setting a low bar here, but it would go a long way if oh, I don't know, say, a mod posted saying "we've read your feedback and are looking into possible changes," or even "we've read you're feedback and come to the conclusion that you can blow it right out your arse, which incidentally, now grants you more lift than jumpjets powered by a fusion reactor."
Yeah, there's a lot of saltiness on ye old mechawrrior forums, but not communicating with the player base at all, isn't necessarily better than communicating a message that will make people mad. At the moment, the silence speaks volumes.
#166
Posted 24 July 2014 - 12:42 PM
Edited by SpDmnAdam, 24 July 2014 - 12:45 PM.
#167
Posted 24 July 2014 - 06:16 PM
SpDmnAdam, on 24 July 2014 - 12:42 PM, said:
Sudden
Urge
To
Choke
The
Living
****
Out
Of
This
Person.
#168
Posted 24 July 2014 - 06:35 PM
SpDmnAdam, on 24 July 2014 - 12:42 PM, said:
Sure 1 jj is how you would expect. Try running max. It's stupid. Also poptarting with 1 jj is still viable.
#169
Posted 25 July 2014 - 07:10 AM
SpDmnAdam, on 24 July 2014 - 12:42 PM, said:
not sure whether to LOL or not on this one... basically what Mister D said ^^
#170
Posted 25 July 2014 - 03:19 PM
SpDmnAdam, on 24 July 2014 - 12:42 PM, said:
Think you drank enough of the Kool Aid?
Battlemechs canonically have jump capabilities that range from 90m to over 240m. Each Jump jet gives about 30m of jumping distance. Jump-capable battlemechs are supposed to be capable of safely landing from their own combat drops, without the aid of breakaway thrusters. The Jump Jets in this game are not capable of jumping you 30m with 6+ JJs, and they sure as hell will not decelerate you from a long fall, both these issues make them useless for navigating obstacles and terrain.
Nobody is complaining about a single jumpjet having measly thrust, they are complaining that you have measly thrust even when you are carrying the maximum number of jets a mech can carry. Try jumping in a Summoner: They have FIVE fixed jets, and they are no better than having one for all the tonnage devoted to what should be a highly mobile heavy mech.
Edited by Vanguard319, 25 July 2014 - 03:30 PM.
#171
Posted 27 July 2014 - 10:19 AM
#173
Posted 27 July 2014 - 11:57 PM
Vanguard319, on 27 July 2014 - 10:20 AM, said:
Quote
- with all due respect if you want to balance and to follow the board game rules....why nerf clan mechs?
- why does the Atlas have ECM and only light (kit fox) in clan can have ECM
- why as pointed out in a previous post by another member you have limited the JJ. This means a mech can’t deploy from a dropship at altitude ...something they could do ...including IS mechs
- by the way that would make an interesting start to a game … others with out would have to wait till the drop ship landed and then fight their way out.
I understand your tying to provide a balanced game and respect that but your placing restrictions on players that limit adaptations...
I understand its not a claners way not to hide beneath ECM but you restrict the damage of the advanced claners mech so no balance
point being one advantage off sets another disadvantage
and for all:
to stop fall damage or at least reduce...as soon as you go over the wall edge press S and reverse this will slow the mech in its decent, if its against the wall, and prevent minimise/fall damage.
NOTE : It doesn’t help when jumping off bridges or buildings (sheer drops)
Where there is a will there is a way.
Edited by gloowa, 27 July 2014 - 11:57 PM.
#174
Posted 28 July 2014 - 09:44 PM
Put a goddamn Cone of Fire into the game instead, and make JUMP Jets actually WORK!
Please, just buff the damned things. Put mechs into orbit if need be, but give us Jets that allow us to use them to Maneuver, instead of just hop on the spot like that Damned Otter Gif.
Vent done.
#175
Posted 29 July 2014 - 08:00 AM
Thunder Child, on 28 July 2014 - 09:44 PM, said:
Put a goddamn Cone of Fire into the game instead, and make JUMP Jets actually WORK!
Please, just buff the damned things. Put mechs into orbit if need be, but give us Jets that allow us to use them to Maneuver, instead of just hop on the spot like that Damned Otter Gif.
Vent done.
so very true...... SERIOUSLY CONSIDER THE CONE OF FIRE!! it is the very best solution to your supposed pop tarting issue (poptarter here btw) which u have not "fixed" in anyway shape or form fyi. do u play your own game at all PGI?
Edited by Summon3r, 29 July 2014 - 08:01 AM.
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