My Feedback About The Jj Nerf
#1
Posted 19 July 2014 - 02:10 PM
I repeat... 2 JJs on a 50 ton mech at peak apex are NOT ENOUGH TO CLEAR A KITFOX.
If this nerf happened before the clan package I would have canceled and got a refund.
#2
Posted 19 July 2014 - 02:13 PM
lockwoodx, on 19 July 2014 - 02:10 PM, said:
I repeat... 2 JJs on a 50 ton mech at peak apex are NOT ENOUGH TO CLEAR A KITFOX.
If this nerf happened before the clan package I would have canceled and got a refund.
Here, use this.
http://norrisdev.com...lab/jumplab.htm
#3
Posted 19 July 2014 - 02:20 PM
I really do hope they have collected data and re-evaluate things in regards to the JJs because this "fix" has nerfed the fun out of about a dozen of my mech. Hell my Heavy Metal running 5 JJs and max engine is so bad I can't see me ever playing it again and this is a mech I paid what...$40 real money for. Thanks for wasting my money PGI, you rock (or something).
#4
Posted 19 July 2014 - 02:22 PM
lockwoodx, on 19 July 2014 - 02:10 PM, said:
blame PGI because you ran into him because, after WELL DOCUMENTED CHANGES, that told you in advance that skimping on JJs wouldn't cut it anymore. That's not PGI's fault, that's yours for running into him...
I took my JJ highlander out last night (2JJs) and liked the fact that I can no longer jump over tall buildings in a single bound anymore unless I dedicated more JJs to the task. It was nice.
Viktor Drake, on 19 July 2014 - 02:20 PM, said:
I really do hope they have collected data and re-evaluate things in regards to the JJs because this "fix" has nerfed the fun out of about a dozen of my mech. Hell my Heavy Metal running 5 JJs and max engine is so bad I can't see me ever playing it again and this is a mech I paid what...$40 real money for. Thanks for wasting my money PGI, you rock (or something).
now there I see an issue, if you're maxing out your JJs then you should still have quite a bit of thrust
#5
Posted 19 July 2014 - 02:31 PM
You guys really want to feed bad over PGI's insanity? Well take a look at the past glories of this game. Here is the Intro to the Hero Jester Mech. First view the Jester Youtube Clip (I thought the two Jesters on top of the tall buildings on Crimson looked especially sad.) and then read the Would-never-happen-in-a-million-years now fable. I lined though a few select words to give it a bit more realism in light of the present game. (BTW the Jester can only carry 2 JJs, so sad.)
Catapult Hero - Jester
by InnerSphereNews in [ Announcements ] on, Nov 5, 2013 5:40 PM UTC
YouTube Clip:
http://mwomercs.com/...ult-hero-jester
“Hahaha, BAM, did you see that ‘Phract-get-Pulted?
“Stay off the comms Voss! Bravo Lance, what is your situation?” replied her Commander, clearly annoyed at her clowning in live combat.
“We are fine, I’ve just pushed through their left flank!” she replied, grinning a grin reminiscent of her Mech, the ‘Jester’.
“How the hell are yo-“
“WOO! Highlander down,

“VOSS! STAY OFF THE COMS! Bravo are you close to Voss?” the Commander yelled back, clearly unable to deal with Leigh and her unorthodox (and borderline insubordinate) style.
“We’re right behind her Sir, not much left to take out, their left flank has disintegrated.”
“Speaking of disintegrated, check out that Shadowhawk – he went down with no arms OR legs!” she replied with a smarmy undertone.
The Commander didn’t bother replying, and to be honest, her
“This is Charlie lance,
The Commander looked at the retreating enemy ahead of him, firing his weapons into the back of an Atlas, removing its right torso and arm in a dull ‘thud’ he heard even 400 metres away. He’d heard about this pilot – Leigh Voss and her bizarre brightly coloured Catapult; grinning cat face on the front – but never imagined she would be this difficult to command… or this difficult to deny her skill.
“Confirmed. Alpha lance also advancing, all lances forward.” He sighed, happy they were going to win this, but at the same time…
“Told you it’d be fine Sir!
Edited by FireDog, 19 July 2014 - 02:32 PM.
#6
Posted 19 July 2014 - 03:30 PM
#7
Posted 19 July 2014 - 03:46 PM
Iron Riding Cowboy, on 19 July 2014 - 03:30 PM, said:
it's already there, that's why they have a scaling JJ trajectory based on how many JJs you take
#8
Posted 19 July 2014 - 03:49 PM
Sandpit, on 19 July 2014 - 03:46 PM, said:
Yeah it scales the wrong damn way though. There is basically NO point in taking more than a JJ or two unless you like giving the enemy a chance to play duck hunt again
#9
Posted 19 July 2014 - 03:51 PM
Pgi needs to get their **** together and decide what they want in regards to jump sniping. If they want to stop it, then just apply that fix again.
If they don't want to stop it, then stop making JJ changes that are aimed at stopping it, because those changes are totally failing to address the issue, while simultaneously nerfing the usage of jjs for mobility.
With the most recent changes, JJs are much less useful for simply jumping up hills or over obstacles, while I can still use them to jumpsnipe.
Their changes are accomplishing the opposite of they stated goals.
#10
Posted 19 July 2014 - 03:55 PM
But with the additional heat, using JJs in a Brawl is now a death sentence. And with the lack of altitude on anything but a 12 jj Spider, you can't even use them to get around the map.
#11
Posted 19 July 2014 - 04:06 PM
Sandpit, on 19 July 2014 - 02:22 PM, said:
I took my JJ highlander out last night (2JJs) and liked the fact that I can no longer jump over tall buildings in a single bound anymore unless I dedicated more JJs to the task. It was nice.
A Kitfox is NOT a tall building. I was at the apex of FULL thrust as we advanced towards each other making the conditions ideal. My medium mech could not clear a light mech, then the game became all glitchy, we stuck against each other both stuttering until his arm blew off and my legs were mangled, and were both like "WTF just happened?".
Try again Spampit.
Edited by lockwoodx, 19 July 2014 - 04:10 PM.
#12
Posted 19 July 2014 - 04:47 PM
#13
Posted 19 July 2014 - 05:25 PM
#15
Posted 19 July 2014 - 08:22 PM
Roland, on 19 July 2014 - 03:51 PM, said:
Pgi needs to get their **** together and decide what they want in regards to jump sniping. If they want to stop it, then just apply that fix again.
If they don't want to stop it, then stop making JJ changes that are aimed at stopping it, because those changes are totally failing to address the issue, while simultaneously nerfing the usage of jjs for mobility.
With the most recent changes, JJs are much less useful for simply jumping up hills or over obstacles, while I can still use them to jumpsnipe.
Their changes are accomplishing the opposite of they stated goals.
They should just have a slightly reduced shake on the downward fall so that long range jump sniping would be very hard but if you are jumping in close you can still spray and pray - then you can let JJs allow more mobility without giving even further advantages to jump sniping.
Jump sniping should be a viable tactic - but the risk vs reward of the move is so tilted in favour of the reward that its a bit silly.
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