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The Ultimate Jj Fix: Completely Rework Jj From The Ground Up.


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#41 SolasTau

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Posted 27 July 2014 - 12:24 PM

7 stories sounds a little bit low, but close enough that it would be in the realm of acceptability.

The big thing in TT is that to fire ones jets, you have to move forward at least 1 hex (30m). This doesn't happen in MWO.

I mean, one of the things that bothers me most is that for an assault mech, the Highlander is supposed to be fast BECAUSE it has powerful Jump Jets. And then it should also have a quirk that greatly reduces fall damage to it because of its over-engineered legs. I know DFA doesn't exist in game, and we don't need it to preserve the purpose of JJ's. I just wonder who thought that up.

Edited by SolasTau, 27 July 2014 - 12:31 PM.


#42 CocoaJin

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Posted 27 July 2014 - 09:17 PM

I think the first thing the devs need to do to model JJ performance accurately is set JJs to automatically launch mechs at approximatly 40 degs resulting in a landing point 30m down range using standard gravity per unit(standard trajectory). The JJ burn time should be based on time required to reach the apex of the 30m trajectory. The JJs will exhaust their fuel, but recharge fast enough to provide braking for a standard trajectory...mean pilots doing pure vertices jumps or some variation other than a standard trajectory jump, will need to come off the jets as appropriate before they exhaust their fuel in order to insure there enough to soften the landing.

Using this acceleration profile for JJs, you can use standard gravity to impact jumps at other than 40 deg, like pure vertical jumps, which should result jump heights of about 40% max distance. This could result in 75m jump height, which puts us back into pop-tart land.

So to deminished pop-tarting as apparently desired by the devs, I say we need two JJ jump styles. Slow speed, long burn time for heavies and above. High speed and short burn time for mediums and below. This would mean heavier mechs would vertical burn slow, so they'd pop-tart slow.

This also means heavies would have a modified standard trajectory for jumps. In this case, the JJs would burn at full power to the apex of the standard jump, but then kick into a lower power burn to ease the heavier mechs through the trajectory to landing. The lower burn wouldn't be sufficient to keep the mech aloft, only to slow its descent safely from the apex of the standard trajectory. So while lights will get a kick in the pants for their jumps, heavies will sort of float. The float would be much slower than lighter mech jumps, but still faster than typical heavy and assault walk speeds, and a much faster alternative to crossing rough terrain at reduced walking speeds.

One aspect of the heavy JJ style, would be the low power burn for descent would keep the mech shaking through the whole jump, unless the pilot choose a period of free fall.

In addition, the low power burn stage could be provided for lighter mechs also. This way, all mechs could do a standard trajectory jump and just hold the JJ button for an auto soft landing...assuming the landing point is approximately the same elevation has the launch point.

Edited by CocoaJin, 27 July 2014 - 09:26 PM.


#43 Sephlock

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Posted 27 July 2014 - 09:21 PM

View PostLefty Lucy, on 26 July 2014 - 10:16 AM, said:

JJ can be "feathered" to climb almost any incline, even if you take only one.


I spotted the one aspect most likely to get a fix within our lifetimes.

#44 Lefty Lucy

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Posted 28 July 2014 - 06:22 AM

View PostSephlock, on 27 July 2014 - 09:21 PM, said:

I spotted the one aspect most likely to get a fix within our lifetimes.


I suppose it is time for another bandaid.

#45 Mister Blastman

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Posted 28 July 2014 - 06:31 AM

Ya know what else had neat jump jets? Battletech 3025. Wow. Javelin fights up in the air! It was such a rush. They even modeled the creaking of the 'mech under the stresses of acceleration.

I believe this is where MW:LL got their jump jet functionality from, in spirit, at least.

#46 Pht

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Posted 28 July 2014 - 06:40 AM

View PostSolasTau, on 27 July 2014 - 12:24 PM, said:

The big thing in TT is that to fire ones jets, you have to move forward at least 1 hex (30m).


Even if this were in the TT you can go straight up and down in the lore.

Besides which, unless you are going to stop people from jumping directly behind walls or other vertical surfaces, it wouldn't do any good to otherwise force forwards movement.

The wall would keep them from moving forwards, as long as they didn't clear it.

Edited by Pht, 28 July 2014 - 06:41 AM.


#47 Malleus011

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Posted 28 July 2014 - 07:38 AM

All in favor of most of these suggestions - just please, please, fix the garbage JJ's we have now.

I actually want to be able to JUMP when I fire the Jump Jets!

#48 Screech

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Posted 28 July 2014 - 09:46 AM

I would rather we go back to the JJ from closed beta when they actually provided lift. I never understood why we took so many steps backwards when the only issue JJ had in closed beta was that you only needed 1.

I don't need directional thrusters or any of that jazz. Just go back to them providing lift.

#49 SolasTau

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Posted 28 July 2014 - 04:58 PM

View PostPht, on 28 July 2014 - 06:40 AM, said:

The wall would keep them from moving forwards, as long as they didn't clear it.


Uhm. If you moved forward into a wall while thrusting while attempting to jump snipe, you would most likely end up clearing the wall, which would then put you on top of it, thereby destroying the benefit of poptarting. If you did not fire over the wall, while it is possible you would get your shot off, it is much less likely to occur. Furthermore, you may get caught on a slope and actually stand there unexpectedly for a moment or two, which would at least be better than it is presently.

#50 CocoaJin

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Posted 28 July 2014 - 06:31 PM

Not if you jumped far enough away that your jump's apex was reached before reaching the wall. For instances, if the apex will be reached at 20m distance, then jump 25m back from the wall.





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