

#1
Posted 05 August 2014 - 06:34 AM
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
Posted 05 August 2014 - 06:38 AM
#3
Posted 05 August 2014 - 06:39 AM
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
Posted 05 August 2014 - 06:40 AM
http://youtu.be/GF8uZ4VYRW8?t=1m21s
#5
Posted 05 August 2014 - 06:42 AM

Edited by KingCobra, 05 August 2014 - 06:43 AM.
#6
Posted 05 August 2014 - 06:50 AM
#7
Posted 05 August 2014 - 06:52 AM
#8
Posted 05 August 2014 - 06:53 AM
I can't handle it.
#9
Posted 05 August 2014 - 07:49 AM
#10
Posted 05 August 2014 - 07:54 AM
Quickdraws used to be able to jump like crazy... now??? LOL good luck with that.
#11
Posted 05 August 2014 - 07:58 AM
#12
Posted 05 August 2014 - 08:04 AM
http://www.twitch.tv...stman/c/4794302
Edit: stupid android
Edited by Mister Blastman, 05 August 2014 - 08:26 AM.
#13
Posted 05 August 2014 - 08:04 AM
Regards
#14
Posted 05 August 2014 - 08:07 AM
With changes to the hill climb system changes can come to jumpjets, but that honestly seems a far way off.
#15
Posted 05 August 2014 - 08:09 AM
#16
Posted 05 August 2014 - 08:11 AM
#17
Posted 05 August 2014 - 08:12 AM
Regards.
#18
Posted 05 August 2014 - 08:14 AM
#19
Posted 05 August 2014 - 08:15 AM
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
Posted 05 August 2014 - 08:18 AM
Rhaythe, on 05 August 2014 - 06:52 AM, said:
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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