


Jump Jets So Bad I Stopped Using Them
#21
Posted 20 July 2014 - 10:49 PM

#22
Posted 20 July 2014 - 11:35 PM
1 JJ should get you waist height on a Cent.
2 JJs should get you Cent height off the ground.
3 JJs should get you 1 1/2 Cent height off the ground.
4 JJs should get you 2 Cents height off the ground.
It was based off the concept of height levels. 1/2 a mechs height was a single story home. It's L1 - it provides cover for a mech from the waist down. You could kick one to destroy it. You could jump on top of it - if you didn't mind decent odds of flattening it and falling on your backside. L2 was full cover for a mech, but not indirect cover. L3 and above was enough to block LoS and most sorts of indirect fire from the associated direction. Each JJ lifted you 1 height level. Average height for mechs was often based around the Centurion; pretty much the baseline 50 ton mech. It's a good example of 'average height'.
It doesn't matter the size of the mech for JJs though; - that's why a Griffin spends 2 tons to get 4 JJs and a Highlander spends 2 tons to get 1 JJ. The Highlander is paying for the greater thrust/jet via the weight.
I would say that you need a big enough engine to hit the TT equiv of 3/5/3 to mount 3 JJs, 4/6/4 to mount 4, etc. The idea being that the JJs are venting thrust from your engine, that's why you don't run out of fuel.
In the current model, 1 JJ gets me a Cents height off the ground. 2 JJs gets me 1.25 Cents height off the ground. 3 JJs gets me 1.5 Cents height off the ground, etc.
The result? 1 Cents height is generally as high as I need to get in 1 jump. Spending an significantly bigger chunk of tonnage for a correspondingly reduced amount of lift is silly and pointless.
Also, they're too slow. Fire it, get a kick in the backside. Fast up, fast down. Magic anti-gravity lifting apparatus super Feather Fall giant mech edition...
Meh. Meh I say! Meh on all of it.
#23
Posted 21 July 2014 - 12:52 AM
Has it really just gone back to how it was.....BEFORE they buffed JJ's where 1 was all you needed or was useful ?
Ahahahahahhahahah..............
I dont see why they cant increase burn time for heavier mechs, well some of them, but keep the thrust low. (dont do this to lighter mechs or mechs that in lore are supposed to be agile with JJ's.)
Basically each JJ could just add more fuel. (has to be enough to be worth it ffs) If speed of climb is still an issue but you want to let people quickly "hop" over small things, then SCALE the thrust via the height of the mech.
IE mech at 0m (feet on ground) gets 100% thrust. (which would be adjusted for each mech with JJ's so it can hop over things somewhat, not some blanket case encompassing them all which nerfs some and buffs others etc etc)
Once you hit whatever height PGI deems should be the slowdown height, you cut the thrust to where it will JUST make the mech rise slowly......
The more JJ's you stack the longer you can ride the lower thrust and gain more height......... possibly give more thrust the faster your fallspeed is also, so you can still save fuel for landing without having to burn for the whole drop to avoid your legs falling off etc
That or just make them like MW:LL already ??

Edited by Fooooo, 21 July 2014 - 12:56 AM.
#24
Posted 21 July 2014 - 01:10 AM
Signal27, on 20 July 2014 - 07:04 PM, said:
It's an 80 ton mech. The dev's goal was to give a good smack to jump-jet capable assaults. Lighter mechs weren't hit as hard - I can still get my lights, mediums, and heavies up on short ledges (like in River City) with only 1 jump jet.
If that's the case then your mech must be barely making it up to those platforms.
I tested my FS9-K after reading your post - mate, they've bit hit pretty hard too...
#25
Posted 21 July 2014 - 03:24 AM
For example if a Victor can have 5 jumpjets, and you only have 2 jumpjets equipped you should only get 2/5 or 40% of your max thrust.
Max thrust would be a derived formula based on the max jumpjets a mech can have and the weight class of the mech.
#26
Posted 21 July 2014 - 03:32 AM
#27
Posted 21 July 2014 - 03:48 AM
Roland, on 20 July 2014 - 07:14 PM, said:
So that if you invest in many JJ's, you actually get a massive boost.
As it stands, you get the most bang for your buck from one JJ, and taking more is kind of a waste since it doesn't increase your jumping ability much.
They tried to nerf jumpsniping, but the fix they put in was backwards.
every attempt they have put in has been abject, convoluted, failures.
Extend reticle shake .5 seconds after thrust is cut. Problem fixed. With an existing mechanic. But nope, lets go ruin something else, peripherally related instead, and force people even more into the Poptart Meta.
I'm convinced one of the comp teams has some incriminating photos of Paul and he is intentionally trying to turn this into PogoStickWarrior Online.
#28
Posted 22 July 2014 - 02:08 AM
As it sounded bad, I was going to pull the 4 JJ's off the Highlander and spend the 8 tonnes on engine/DHS. But it can still peekaboo over medium sized hills 1.5x it's height, so I might leave them there.
However the Jenner is screwed. I'm probably going to take it down to 1 JJ and spend that weight on something else.
#29
Posted 22 July 2014 - 03:06 AM
Lefty Lucy, on 20 July 2014 - 07:02 PM, said:
I have to say no... Need a certain amount of thrust to prevent high damage on very tall drops..
Or maybe I need to try see whether I can slide down with JJs.
#30
Posted 22 July 2014 - 03:24 AM
"Drivers dont use their mirrors, so we're going to put the steering wheel at the back facing the rear,so that they are always watching who's coming behind them...and we will put cameras on the front so that they can see were they're going on a display."
The whole thing is pointless and makes things even worse because again you're not watching the rear because you're trying to see were you're going.
PGIs logic is quite similar.....maybe they should visit a mental institution from time to time, they're going to like the "ideas" of some patients. Maybe they can become patients themselves...
#31
Posted 22 July 2014 - 04:58 AM
#32
Posted 22 July 2014 - 05:19 AM
My 5 hardwired JJs on my Nova and Summoner work ok.
#33
Posted 22 July 2014 - 05:33 AM
I don't really know if this is the best solution for JJs, but I am glad we have seen a semi shake up in the meta with the registering SRMs, and the nerfed JJs.
#34
Posted 22 July 2014 - 06:16 AM
#35
Posted 22 July 2014 - 06:40 AM
WarHippy, on 22 July 2014 - 06:16 AM, said:
Jump jets are tools.
They are also fun.
PGI, please find that balance. Stop crushing fun because JJ are so useful.
#36
Posted 22 July 2014 - 06:56 AM
Poptarting might be harder when your mech goes forward and into whatever is in front of you rather than up.
#37
Posted 22 July 2014 - 07:00 AM
CygnusX7, on 22 July 2014 - 06:56 AM, said:
Poptarting might be harder when your mech goes forward and into whatever is in front of you rather than up.
That would not have much impact as you can just jump perpendicular to the direction you fire. That is what they were doing already because it makes you more difficult to hit.
#38
Posted 22 July 2014 - 07:02 AM
I doubt it was worth for anything more than jumping over car sized obstacles, small stones and for feathering falls.
#39
Posted 22 July 2014 - 07:12 AM
Rouken, on 22 July 2014 - 07:00 AM, said:
Makes sense but I'm thinking a lot more forward thrust.
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