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So Jump Nerfing And Leg Damage Was All Wasted Effort?


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#21 Lefty Lucy

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Posted 09 August 2014 - 10:51 PM

View PostBishop Steiner, on 09 August 2014 - 04:05 PM, said:

LAMs.


"in MWO"

#22 MischiefSC

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Posted 09 August 2014 - 11:20 PM

The issue with leg damage and JJS and the like really hammers lights. It's a problem; it's not the whole problem though. Lights are just flat out inferior to bigger mechs. With hit detection fixed so their speed is not nearly the defense it once was they're in a bad spot now. Less armor, less firepower, but a bit faster. It's not that good of a tradeoff. It would be...

If there was some sort of role warfare.

That's just a story told around campfires though. I heard of this cool BT game once that was going to make that a pillar of its game development.

Unfortunately it was tossed aside in favor of a F2P (periodically P2W for a few months at a go) deathmatch arena game based roughly on BT.

Sad, really. That game sounded really cool.

#23 Zervziel

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Posted 10 August 2014 - 02:06 AM

View PostJoseph Mallan, on 08 August 2014 - 08:57 PM, said:

Mechs don't fly. VTOLs and Aerospace/Conventuonal fighters Fly.

Fine, fine. Mechs that fall with style!

#24 Alex Warden

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Posted 10 August 2014 - 03:30 AM

my suggestion: put thrust back up, alot... divide forward and upward thrust by 50/50 (or 30/70) what ever... so that you have something like this...
Posted Image

maybe not that steep, but you get the idea...
poptarts would have a harder job, because they had to run a good way back after each jump, and everyone else could enjoy their jumpjets ... just a thought...

Edited by Alex Warden, 10 August 2014 - 03:33 AM.


#25 TopRay

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Posted 10 August 2014 - 06:13 AM

For those claiming mech's don't fly, Mech's cover a greater distance and gain more altitude than the Wright Brothers did.
So the Wright Brothers didn't fly either?

#26 Lexx

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Posted 10 August 2014 - 06:28 AM

View PostTopRay, on 10 August 2014 - 06:13 AM, said:

For those claiming mech's don't fly, Mech's cover a greater distance and gain more altitude than the Wright Brothers did.
So the Wright Brothers didn't fly either?


Just like the Wright Flyer, mechs barely get off the ground and move forward at a very slow rate. Plus keep in mind that whole aircraft would be about the size of your mech's foot. When it comes to mechs, think more along the lines of Howard Hughes making the Spruce Goose fly, because mechs are HUGE.

Technically they do "fly", but not in the jumping circular arc they are supposed to. The problem is the lack of altitude. What everyone is so upset about is how you can't even jump up on top of a building that's barely as tall as your mech anymore and they made climbing steep hills with them much more difficult than it used to be.

In my opinion jump jets should only do what they do now if you have 1 or 2 of them on a heavy or assault. The problem is adding additional jump jets doesn't give a very good return on the investment. Mechs that mount maximum, or in some cases above what the maximum was for them on tabletop should really be able to get up in the air. PGI said they wan't us to still be able to poptart. If you have to mount 4+ jump jets on a heavy or assault mech in order to get the altitude needed to jump snipe, then it won't be problem anymore because that doesn't leave as much room for weapons and heat sinks. As it is now, even with max jump jets, you don't get nearly as much altitude as you should.

When it comes to PPCs, I actually like the new speed. Compare the stats on the PPC and the AC/10. They move at the same speed now and have the same range. I used them together before on one of my Orions, but now it's an even better combination. There wasn't many AC/10s on the battlefield before this patch. Once players figure out how well they synch up with the new speed of the PPC, I think we might be seeing a few more of them out there.

#27 EgoSlayer

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Posted 10 August 2014 - 06:37 AM

View PostLefty Lucy, on 08 August 2014 - 09:10 PM, said:


Mechs have never "flown" in MWO, even when JJ were at their best.


That's not true. Paul said that the JJ thrust revisions were to remove the ability for mechs to fly around... ;)

#28 Mister Blastman

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Posted 10 August 2014 - 06:39 AM

View PostSpheroid, on 08 August 2014 - 08:54 PM, said:

PPCs are now massively, massively slower. So much so that PPC tarting may be on its way to extinction.

If they were going to destroy PPCs why did they screw around with jump jet thrust for so long?


Can we have flying scouts and jump brawlers back please? I don't see why jump jets need to be so weak any longer.


PPCs are still fine.

#29 Livewyr

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Posted 10 August 2014 - 07:02 AM

View PostLefty Lucy, on 08 August 2014 - 09:10 PM, said:


Mechs have never "flown" in MWO, even when JJ were at their best.


I remember doing quite a bit of Matrix-esque fighting in my spider... (particularly running up to the edge of the river in River city, jumping, turning around and feathering the jumpjets so I could shoot directly at my opponent as I glided all the way to park on the other side..

not quite flying, but not all that far off... lol

#30 5th Fedcom Rat

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Posted 10 August 2014 - 07:10 AM

Jump jets are still fundamentally broken vis a vis hit state rewind and lag shield. A well known tactic among higher echelon players is to feather the jump jets (press space button rapidly) to cause server desync issues and reduce damage taken.

Bringing back powerful jump jets without addressing the above issue will just lead to silly looking bunny hopping once again becoming the meta.

Not to mention jump jet mechs once again completely surpassing non-jump jet mechs in combat effectiveness.

Honestly, game balance was as close to perfect as its probably ever been a week ago. Now all this messing with PPCs, ER lasers and probably jump jets (because of ppl whining) is going to send it back into the gutter again.

.

Edited by 5th Fedcom Rat, 10 August 2014 - 07:14 AM.


#31 Bishop Steiner

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Posted 10 August 2014 - 07:12 AM

View PostLefty Lucy, on 09 August 2014 - 10:51 PM, said:


"in MWO"

We'll get them.... just you wait.... 90 days after CW......

#32 Lefty Lucy

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Posted 10 August 2014 - 07:59 AM

View PostLivewyr, on 10 August 2014 - 07:02 AM, said:


I remember doing quite a bit of Matrix-esque fighting in my spider... (particularly running up to the edge of the river in River city, jumping, turning around and feathering the jumpjets so I could shoot directly at my opponent as I glided all the way to park on the other side..

not quite flying, but not all that far off... lol


Yeah, but that's a Spider, one of the most jump-capable mechs in the game, and with crap hard points to boot it needs to be able to do *something* special to make it worthwhile.

#33 meteorol

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Posted 10 August 2014 - 08:27 AM

Correct me if i'm wrong, but didn't they say more than once that the JJ nerf was NOT ment to nerf jumpsnipers in particular? Why would they revert it now?

#34 Lefty Lucy

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Posted 10 August 2014 - 08:48 AM

View Postmeteorol, on 10 August 2014 - 08:27 AM, said:

Correct me if i'm wrong, but didn't they say more than once that the JJ nerf was NOT ment to nerf jumpsnipers in particular? Why would they revert it now?


They did say that, but obvious bullshiz is obvious.

#35 Deathlike

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Posted 10 August 2014 - 02:00 PM

View PostMischiefSC, on 09 August 2014 - 11:20 PM, said:

That's just a ghost story told around campfires though. I heard of this cool BT game once that was going to make that a pillar of its game development.


Fixed for you.





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