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Jump Jets So Bad I Stopped Using Them


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#61 MischiefSC

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Posted 22 July 2014 - 01:32 PM

The jj nerf wasn't to stop poptarting. Apparently it was to make them worthless for anything but poptarting.

So you have poptarts who have to pay a pop-jet tonnage tax and you have everyone else, with people who fall a lot putting a single jj on to reduce fall damage.

Jjs as a mobility tool are largely gone. Brawling, moving better around maps, getting unstuck from idiot teammates who pin you in bad spots, all gone.

Can we call them popjets, or pjs now?

#62 FupDup

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Posted 22 July 2014 - 01:46 PM

MW4/Mechassault "goodyear blimp" jumpjets suck. Moving at a snail's pace in an easily controlled arc isn't only boring, but it also makes the dreaded poptarting manuever much easier because it lets the user go up the exact amount they need to, and gives them plenty of time to react.
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MWLL jumpjets were much more fun and more balanced. They gave you a much faster "kick" that catapulted you through the air, and your decent was a bit slower so you'd be exposed longer (bane of poptarts). They were a great tool for repositioning and evasion, and made you feel awesome when you used them.




Edited by FupDup, 22 July 2014 - 01:49 PM.


#63 Mister Blastman

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Posted 22 July 2014 - 01:49 PM

View PostLefty Lucy, on 22 July 2014 - 08:20 AM, said:


I think light mechs *should* feel "flighty."

I mean the one thing they've ever had going for them is good mobility, and an F14 Tomcat weighs 18 tons, and can sustain full flight at over mach 2. I think a mech that only weighs about 50% more should be pretty agile.


Do you mean like a flying brick?

Most modern jet fighters are PIGS stuck in mud when you drop below ~170 knots CAS (calibrated airspeed). The two notable exceptions are the F18 which can pull a higher AoA off vector due ton design considerations but is still piggy and then the F22 which has thrust vectoring and can do crazy **** that shouldn't be possible outside a Extra 300S or a SU-26.

Modern aircraft are heavy as hell and owe most of their agility to aerodynamics and raw speed. When was the last time you saw a mech have to reach 350-400 knots (0.8 mach) to achieve optimal corner velocity or tightest turn radius?

Edited by Mister Blastman, 22 July 2014 - 01:50 PM.


#64 Davers

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Posted 22 July 2014 - 04:05 PM

The only thing worse than the JJ nerf is having to use mechs without JJs.

#65 tayhimself

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Posted 22 July 2014 - 04:17 PM

View PostSephlock, on 22 July 2014 - 11:09 AM, said:


No no, this is PERFECT! Can't you guys see that this is just the setup for the introduction of the Axman?



How do you have a funny Youtube video or gif ready for any situation?

#66 Bullseye69

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Posted 22 July 2014 - 04:34 PM

The problem with jump jets on the highlander is 2 fold this last patch just was the second hit they took the first was the when they adjust the highlanders jump jet a few months back to suppose correct the excessive mobilty that the highlander had. The victor was not nerfed like the highlander was but it was still a playable mech. The second jump jet fixed killed the class and that is a fact. If i spend 10 tons on 5 jump jets for my heavy metal I expect it to actually do something and be able to jump off the ground in a quick manner and have enough thrust to get me to a decent height or distance . It a highlande we jump up and death from above other mechs it what the highlander was know for as it is now we cant get enough hieight to death from above a dashi or atlas and that does not set well with me. I spent a lot of cbills and time mastering my highlander up and i spent a lot of MC for Heavy Metal to screw up a chassis so bad that it not usable anymore especially when it had to be paid for is criminal.

Just wait till the screw with your favorite hero mech and make it unplayable. Be warned the day of your hero mechs is coming beware Misery Jester Death Kneel Fang Flame Boar Head the nerf bat will descend on all of you.





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