Jump to content

Jump Jet Feedback - 1.3.306


  • This topic is locked This topic is locked
174 replies to this topic

#21 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 15 July 2014 - 12:26 PM

JJ's are pretty worthless now other than for scaling cliffs.

No reason to equip more than 1 now, same as it always was.

CTF-3d, full 4 jumpjets you get about as high as you did with 2 pre-nerf, so yeh.. pointless.

The one thing that could have helped, especially since the big fall damage nerf would be changing how jets work when in a fall.

We need a thrust boost for when you're in the NEGATIVE fall #'s, 25% would be enough, because now with reduced thrust even max jumpjets you can barely control a fall.

When the fall hits 0 or +anything the boost needs to go back to normal thrust #'s.

You guys at PGI still don't seem to "get it" when it comes to controlling poptarts.

Smart things like convergence, crosshair drift when jumping, impulse/recoil from heavy weapons causing problems mid-flight, or even fixing the twitchy animations when jumping seem to just keep going right over your heads.

JJ Heat is fine "on its own" and will help, but then you overnerf the thrust variables.

You guys always Double Whammy on these nerfs.

They still don't get that its not the JJ's, or even the mechs that are the big issue, which is why we have a Piece of garbage Victor just sitting idle in our Mechbays now.

Its the weapons involved, and maintaining the PinPoint 100% precision when midair during a jump.

Stop taking the fun out of this game.

Edited by Mister D, 15 July 2014 - 10:47 PM.


#22 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 15 July 2014 - 12:46 PM

Frankly: This was a step backwards, not forwards.

Reducing the heights to linear advancement was a good thing. Makes higher jump require more JJs.

However.. We do not have "Jump" jets.. we have anti-gravity drives that noisily float you into the air. Even with Max Jumpjets, my XL375 Timber Wolf S feels like the Hindenburg.
A JUMPJET would rapid thrust you into the air. What we have is Crouching Tiger Hidden Dragon meets Halo, good for gliding over a stream, bad for actually jumping.

I am very much disappointed.

Better option: Rapid thrust that burns fuel more quickly. Something that allows you to JUMP into the air, not glide and linger like a dirigible.

Edited by Livewyr, 15 July 2014 - 12:52 PM.


#23 Felwadar

    Rookie

  • The 1 Percent
  • 2 posts

Posted 15 July 2014 - 12:47 PM

My favourite mech the Highlander 733C has just been made redundant. I loved it for it's JJ's, roling with an AC20, 3lrm 5 and 2 medium lasers. I don't consider it a poptart fit, but it has been hit hard with this JJ "patch".
This has ruined my MWO gaming experience. I doubt this post will do anything to get it back to what it was, but I thought I'd just let my opinion known for whatever it's worth.
Piranha games, thank you for ruining my occasional fun in your strive for whatever you are striving for with this.

If you ever get to implementing community warfare, I'd might come back to take a peek and most likely laugh at the pathetic way you will "patch" it to death.

A disgruntled Highlander 733C pilot, signing off for a long time.

#24 Koniks

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,301 posts

Posted 15 July 2014 - 01:11 PM

The mechs could also use a pass on their jump animations. In 3PV, the TBR and VTR look like they get 5m of lift before the jets really start to fire. The SHD looks like it gets 1/4th of its height/ The FS9 seems to get about half its height. It looks like the mechs are using their legs to leap off the ground.

If you re-trigger the jump jets after landing but before the flame animation ends, the mechs lift off without the leap.

Either all ground based mechs need some kind of leaping ability like that or the jump jet mechs need the bunnyhop removed.

Edited by Mizeur, 15 July 2014 - 01:14 PM.


#25 Zolaz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,510 posts
  • LocationHouston, Tx

Posted 15 July 2014 - 01:22 PM

How many JJs do you need to actually get up the cliffs? Seems like the nerf didnt really effect pop tarts and made it so that it is harder to use JJs for getting around terrain.

#26 BARBAR0SSA

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,136 posts
  • LocationCalgary, AB

Posted 15 July 2014 - 01:22 PM

Forget the upward thrust, have them launch a mech forward and up at a 45 degree angle with some pep, no more popping straight up and down, more so leaping action.

Hold down the jump button to pick the amount of thrust up to half, then when landing use an equivalent of JJ energy to safe land.

Have a hologram projection of the angle and destination landing point.

#27 ztac

    Member

  • PipPipPipPipPipPipPip
  • 624 posts

Posted 15 July 2014 - 01:28 PM

Well my sumoner show no heat at all when I use the JJ on it, could be that the heat management with the heatsinks on it is dissipating any heat before it rises!

#28 Herod

    Member

  • PipPipPip
  • Guillotine
  • Guillotine
  • 68 posts

Posted 15 July 2014 - 01:53 PM

Just awful. Way over-shot the mark on the JJ changes.

H

#29 Captain Davis McCall

    Member

  • PipPip
  • Clan Exemplar
  • Clan Exemplar
  • 29 posts
  • LocationGermany

Posted 15 July 2014 - 02:10 PM

  • Jump-Jets heat enabled
    • Heat increases on a linear scale with each additional Jump-Jet.
    • Thrust increases on a linear scale with each additional Jump-Jet.
Jump-Jet heat is a great idea(but no heat detected ingame; should be way more!), but the thrust is way to bad!! No real movement is possible.

Please consider to nerf only the heat and not the thrust!

#30 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 15 July 2014 - 02:25 PM

OK after testing I think they over nerfed the jump height. There needs to be more reward for having 4 or more jump jets.

Jump jet heat is not bad. It slows or stops my from dissipating or adds a bit of heat depending on how many jump jets I have and how many heat sinks.

#31 Tipsy McTartan

    Member

  • PipPip
  • The Blood Bound
  • The Blood Bound
  • 21 posts
  • LocationScotland

Posted 15 July 2014 - 02:27 PM

Apparently Mediums would "barely notice" the JJ changes . I'd just like to say thanks for fitting the free lead lined boots to my favorite mechs, it's great being able to barely jump over a jenner in my Jump brawling Trebuchet with 5 JJ's. I will remember fondly the days of catching a stray Atlas alone and dancing around it with medium lasers and SRM's blazing away pulsing the JJ's as he tried to catch me with his high damage weaponry. Sometimes I'd win, sometimes they would, it didn't matter cause doing the Death dance in an agile jumpy mech with tissue for armour against an Assault was real fun .............fun.

This is the point where your fixes against Meta players just dumped all over non Meta players, cheers.

P.S. any chance PGI could sell some huge tarps in the store, I need one for the Loup de Guerre I bought the other week as i doubt it'll be out the Mechbay for a while.

#32 Sjef

    Member

  • Pip
  • The Clamps
  • The Clamps
  • 17 posts

Posted 15 July 2014 - 02:39 PM

The jumjets are realy bad after the new pats I heate the developer for that!!!!
Go do somting usful!! assh*ll and give us the old jump jets!!

#33 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 15 July 2014 - 02:44 PM

Jump jets really need to be set about half way between where they are now and where they were before. Both on height and burst.

#34 JimboFBX

    Member

  • PipPipPipPipPipPip
  • 345 posts

Posted 15 July 2014 - 02:51 PM

My 733C has more horizontal thrust than vertical thrust. When I try to get up to a surface just barely taller than it, it takes all of my thrust, 15 seconds, and I spend so much time scraping against it that I'm not even landing where I started and in some cases will just plain slide to somewhere else.

It's dumb. It feels dumb. This is a bad user experience. It has no balance purpose other than to piss off the driver and make him take something else. Nobody had issues targeting a skyscraper sized floating balloon. I walk up steep hills 4x faster than I can thrust up them. Even for horizontal thrust, I can barely float my way over. The jump jets are worthless for preventing falling damage if you step off of a ledge.

#35 Sjef

    Member

  • Pip
  • The Clamps
  • The Clamps
  • 17 posts

Posted 15 July 2014 - 02:53 PM

View PostXX Sulla XX, on 15 July 2014 - 02:44 PM, said:

Jump jets really need to be set about half way between where they are now and where they were before. Both on height and burst.


Now we want the old Jump jets Back ore we will spend no $ anymore on this game.
I wand also mony back i buy a mech that can fly 22 meter and it does not anymore.
Go doing somting use full. Bug fixing ore make a new level instad *******!!! whit our jump jets
If we cant fly we will play MWF 3 ore something els!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Please undo the chance fore the ''CATAPHRACT CTF-3D'' first

Edited by Sjef, 15 July 2014 - 03:41 PM.


#36 JimboFBX

    Member

  • PipPipPipPipPipPip
  • 345 posts

Posted 15 July 2014 - 03:00 PM

My Victor with 5 tons of class II jump jets is significantly better than the highlander with 6 tons of class I jump jets, despite only being 10 tons lighter. Yet, my victor now sucks at pop tarting which is what I made it for in the first place and is now performs like I would have expected the highlander to.

edit: I changed my mind, the victor feels about right, maybe a little heavy, but there's still no reason it should be THAT much better than the highlander. For the record, the highlander was super slow last patch as well.

Edited by JimboFBX, 15 July 2014 - 03:17 PM.


#37 Scarcer

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 213 posts

Posted 15 July 2014 - 03:04 PM

Really missed the mark. TBR with full set now can hardly scale terrain.

Quick thrusts into the air, and a quick fall will keep mechs highly mobile and make it extremely difficult to poptart.

Figure it out please.

Edited by Scarcer, 15 July 2014 - 03:37 PM.


#38 ImperialKnight

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,734 posts

Posted 15 July 2014 - 03:08 PM

lights and mediums get shafted harder every patch. fall damage and now JJ nerf all hurts lights and mediums more than heavies and assaults who can get by without the mobility.

light and medium mechs should still be able to get by with 1 or 2 JJs and should take next to no fall damage (/off topic)

#39 Leigus

    Member

  • PipPipPipPipPip
  • 112 posts
  • LocationSierra, Free Worlds League

Posted 15 July 2014 - 03:17 PM

I don't feel like this jump jet nerf was very well implemented. To echo many above, Assaults don't seem to have lost effectiveness from this nerf nearly as much as Lights and Mediums. I feel like the original Max Jump Height values were good, and that abuse was as a result of players getting too much thrust for too few jump jets.With that in mind, why not hold the original Max Height as an anchor point, and increase the slope of Height / Jump Jet? This results in 1-2 Jump Jets being minimally effective, while max jump jets perform same as always.Posted Image(This graph is meant to pertain to the Spider 5V, using 8 as the Anchor Point because "8" is the stock number of Jets and has a set, known value).If you force players to choose between that extra tonnage, and a decent jump height I feel there would be a much more positive alteration in balance. As it is, my Victor feels the same with 2 JJs as it does with 4, I just overall can't jump as high as I used to.

Edited by Leigus, 15 July 2014 - 03:21 PM.


#40 Rebas Kradd

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,969 posts

Posted 15 July 2014 - 03:20 PM

View PostMister D, on 15 July 2014 - 12:26 PM, said:

You guys at PGI still don't seem to "get it" when it comes to controlling poptarts.

Smart things like convergence, crosshair drift when jumping, impulse/recoil from heavy weapons causing problems mid-flight, or even fixing the twitchy animations when jumping that seem to just keep going right over your heads.


These are solutions that would reset the balance on every loadout in the game and require a whole comprehensive design pass.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users