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So Jump Nerfing And Leg Damage Was All Wasted Effort?
#1
Posted 08 August 2014 - 08:54 PM
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.
#2
Posted 08 August 2014 - 08:57 PM
#3
Posted 08 August 2014 - 09:04 PM
Nailed it.
#4
Posted 08 August 2014 - 09:04 PM
Mechs can also utilize partial wings under advanced rules. Perhaps you are being overly pedantic in your definition of flight.
Edited by Spheroid, 08 August 2014 - 09:07 PM.
#6
Posted 08 August 2014 - 09:13 PM
#7
Posted 08 August 2014 - 09:17 PM
#8
Posted 08 August 2014 - 09:25 PM
JJs.... JJs need a little dial back up. 240m in one movement phase was 10 seconds btw. We've got that, more or less, for Spiders. The problem is the double-dip approach to heavier mechs.
1 JJ is equal to 1/2 the height of a Centurion (more or less) in jump elevation. More JJs, more UP, in a linear scale. Heavier mechs needed heaver JJs for the same lift. That's why the HGN pays 2 tons for what a Spider gets for 1/2 of a ton.
This current scale thing is just.... bad though. Just make mechs launch faster and drop faster, limiting viability of shooting while airborn. Balance weapons, like we have with PPCs, to deal with abuses of limited exposure. Modify JJ heat, there's a lot to be done to deal with that. They need to be made viable for getting around though.
#9
Posted 08 August 2014 - 11:04 PM
so does the goshawk
#11
Posted 09 August 2014 - 12:48 AM
I can barely scale two 'elevation' across one 'hex' with full jets on say, my Summoner.
#12
Posted 09 August 2014 - 01:12 AM
Joseph Mallan, on 08 August 2014 - 08:57 PM, said:
mechs with jumpjets should at least be able to cross an obsticle without "bugging" over it.. that is not the case for most mediums and light heavies (quickdraw anyone?) i loved the mobility of my Quicky for dive attacks and such, now it´s tied to the ground like any other heavy mech ... currently you can just use them for quick turns, it´s ridiculous... i am all for assault and "true" heavies (like the CTF) having a hardtime jumping, but mechs that somehow rely on their jump capability? i want my quicky back...
and what about jumping up on a lvl 2 or 3 building? i used to jump buildings with my CTPL alot to have a better fireline... not possible anymore, you can barely scratch the top of a lvl 1 building...
no mechs can´t fly... but they can jump... if you bring up canon, Joe, at least do it right...
edit: destroying a very fun playstyle just to add tons of bandaids to make poptarting harder is not the way, but that´s an old story...
Edited by Alex Warden, 09 August 2014 - 01:18 AM.
#13
Posted 09 August 2014 - 01:35 AM
The JJ nerf was a good way to make the game less fun.
Well done PGI
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
#14
Posted 09 August 2014 - 03:54 PM
#18
Posted 09 August 2014 - 04:18 PM
#19
Posted 09 August 2014 - 04:21 PM
Sephlock, on 09 August 2014 - 04:08 PM, said:
![Posted Image](http://www.sarna.net/wiki/images/5/58/PH-LAM.jpg)
One word: RoboTech.
*hides*
Also, I really don't want to see JJs as they are now boosted again, in anything but lights. I would like to see lights and mediums, maybe, MAYBE, get a boost to their jump capability. But what I really want to see is Jump Jets become actual jump jets, ie. with a large 'boost' which costs 50% of your jump fuel instantly, but gives you quick height, then a burn period to stay at that height. Gives you jumps but also means you're not in total control ie. flying.
#20
Posted 09 August 2014 - 04:24 PM
AUSwarrior24, on 09 August 2014 - 04:21 PM, said:
One word: RoboTech.
*hides*
Also, I really don't want to see JJs as they are now boosted again, in anything but lights. I would like to see lights and mediums, maybe, MAYBE, get a boost to their jump capability. But what I really want to see is Jump Jets become actual jump jets, ie. with a large 'boost' which costs 50% of your jump fuel instantly, but gives you quick height, then a burn period to stay at that height. Gives you jumps but also means you're not in total control ie. flying.
They just need to make JJs rocket us forward and upward so we can make those epic LEAPS that are portrayed in TT and the books.
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