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Jj's Are Stupid Now

Balance Gameplay

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#1 Roland

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Posted 05 August 2014 - 06:34 AM

At this point, I think it's time the devs revised their approach to JJ balancing.

JJ's are still useful for jumping around in combat (and at this point, generally creating lag warping via the broken animations). I can jump snipe with them. It's perhaps harder than it was, but it's not impossible.

What has become far harder though, is simply using JJ's to navigate terrain. JJ's feel so sluggish and underpowered, that jumping up and over ridges is often impossible.

The Alpine mountains are a prime example of this. You'll be stuck on the cliff face, and jump up some.. only to land, and slide back down. Often, you're doing this while able to see the top of the ridge, only one mech height down.

I honestly don't care about jumpsniping. I do it, and I like it.

But if I have to choose between preserving the ability to jumpsnipe, and being able to jump around terrain? I'm gonna take the mobility. That's a much more interesting gameplay mechanic than jumpsniping.

So if PGI is determined to prevent the domination of mechs like jumping victors and MadCats, can we just deal with the problem at its source, and add the JJ shake back in like it was originally? Then fix JJ's so that we can actually use them for maneuvering easily?

As it stands, they're useful for jumping and spinning in close combat, and hopping slightly to snipe over ridges... but not for real mobility.

#2 Turist0AT

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Posted 05 August 2014 - 06:38 AM

Jump Jets are Hover Jets now.

#3 CeeKay Boques

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Posted 05 August 2014 - 06:39 AM

Jump jets are currently very low on fun. This is fixed by not letting JJs be so linear:

Curb people that put under the max JJs, by making those work how they do now, clunky, non working. But if I put all 8 on a spider, or 7 on a Quickdraw, I just hit the "lets have some fun button". I just invested in fun, via JJ tonnage. Lets see some payoff. DFAs can't even occur now, is a Highlander burial from level terrain even possible under the new rules?

#4 Mechteric

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Posted 05 August 2014 - 06:40 AM

There's no shame in adopting mechanics from Mechwarrior Living Legends. The jets were fun and balanced, give it a chance!

http://youtu.be/GF8uZ4VYRW8?t=1m21s

#5 KingCobra

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Posted 05 August 2014 - 06:42 AM

I agree they should have left the Jump Jets alone they were just fine BUT like they say =(The more you put in the plumbing design the easier it is to plug it up) PGI has this overwhelming problem with the Devas or staff overcomplicating everything in MWO.

Posted Image

Edited by KingCobra, 05 August 2014 - 06:43 AM.


#6 Novakaine

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Posted 05 August 2014 - 06:50 AM

I want jj's for my Stalker.

#7 Rhaythe

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Posted 05 August 2014 - 06:52 AM

Jumpjets are still fine in the medium and light range. But yes, they are sluggish when strapped onto heavies and assaults. And you know what? I think it should be. You're talking 70+ ton monsters. They shouldn't be flying around easily with anything less than a Saturn V rocket strapped to their backside.

#8 Alistair Winter

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Posted 05 August 2014 - 06:53 AM

So much truth in this thread.

I can't handle it.

#9 Felbombling

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Posted 05 August 2014 - 07:49 AM

I love the fact that four Jump Jets on my Victor [4 tons, 4 crits] outperform five Jump Jets on my Summoner [5 tons, 5 crits]. Yeah, this was well thought out and executed by PGI.

#10 Clydewinder

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Posted 05 August 2014 - 07:54 AM

The thrust output is completely borked. A 45 ton Blackjack with 2 tons of jumpjets can jump fairly well, but a 90 ton Highlander C with 8 tons of jumpjets is basically a piece of furniture. Lets see, 2 tons JJ for 45 tons = 4% of weight for thrust on BJ, 8 tons of JJ for 90 tons = 9% of weight for thrust on HGN. ????

Quickdraws used to be able to jump like crazy... now??? LOL good luck with that.

#11 charov

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Posted 05 August 2014 - 07:58 AM

They should raise the exponential curve much more (so, more JJ→more thrust) and provide some quirks to mech which are actually supposed to use JJ such as Summoners, or Highlanders.

#12 Mister Blastman

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Posted 05 August 2014 - 08:04 AM

They are almost a waste of tonnage at the moment. I know it is a different game... But check out how they work in my Terra Nova footage. THAT is EXACTLY how they should work!

http://www.twitch.tv...stman/c/4794302

Edit: stupid android

Edited by Mister Blastman, 05 August 2014 - 08:26 AM.


#13 Andross Deverow

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Posted 05 August 2014 - 08:04 AM

Even Mediums are a bit sluggish to be honest.

Regards

#14 Adiuvo

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Posted 05 August 2014 - 08:07 AM

They need to be balanced in comparison to non-JJ mechs. At least you can climb that hill, a non-JJ mech can't entirely.

With changes to the hill climb system changes can come to jumpjets, but that honestly seems a far way off.

#15 Jalik

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Posted 05 August 2014 - 08:09 AM

I like that you now have to invest some tonnage and crit slots if you want to do some serious jump jetting. It should be like this. However, after playing with max JJ in a blackjack and Jenner I find that the JJ generally feel sluggish no matter how many you put into a mech. It feels weird if you move at 130+ kph and fire 5 JJ. Try it and you'll know what I mean. It feels like a good improvement of the existing system but maybe at some timepoint one should look into it and maybe redo the mechanics.

#16 WarHippy

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Posted 05 August 2014 - 08:11 AM

The fun with jump jets is all gone. The few mechs I have them on I rarely even think to use them during a game anymore because they are pretty useless. The entire jump jet system needs to be redone in my opinion. Perhaps a system where when you hit the jump button it starts a 2 second charge then launches you up and forward like a catapult a certain distance based on the number of jj equipped, and no leg damage should occur assuming you don't fall much further than your initial launch height.

#17 Andross Deverow

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Posted 05 August 2014 - 08:12 AM

The system is completely broken. You can be moving along at 100 Kph then fire your JJ and what happens? You frigging stop forward momentum almost completely. Now that is a joke, its like physics seem to no longer exist when you fire your JJ while moving.


Regards.

#18 Trauglodyte

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Posted 05 August 2014 - 08:14 AM

But, community warfare is coming!!! That will make JJs better, right?

#19 Simbacca

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Posted 05 August 2014 - 08:15 AM

I completely agree. Players taking multiple jumpjets should not be penalized as they are not trying to game the mechanics. They are spending the tonnage and critical slots to gain expected performance.

EDIT: It seems PGI forgot about the "Highlander Burial" -- the use of the jumpjets to achieve that.

Edited by Simbacca, 05 August 2014 - 08:16 AM.


#20 Bishop Steiner

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Posted 05 August 2014 - 08:18 AM

View PostRhaythe, on 05 August 2014 - 06:52 AM, said:

Jumpjets are still fine in the medium and light range. But yes, they are sluggish when strapped onto heavies and assaults. And you know what? I think it should be. You're talking 70+ ton monsters. They shouldn't be flying around easily with anything less than a Saturn V rocket strapped to their backside.

I agree...but disagree.

JJs certainly should not be quite as gundamy the larger you get. But lets use the Heavy Metal for example... a Highlander, a mech known for using it's JJs to land on other mechs. Mounting 5 for 10 tons, I don't think it can get high enough to clear an Atlas, let alone drop on one. And even a drunk Direwolf has more than enough time to move.

JJs start using real weight in Heavies, and especially 90+ ton assaults. I don't mind them having less distance, but the big difference should be in jump agility, more than anything. And a little speed is not going to return a HGN to a jumpsniping terror.





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