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Jumpjet Fix


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#1 Tibbnak

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Posted 19 October 2016 - 11:03 AM

Problem: Pop tarting and lore

Solution:
1. Revert most of the random PGI band aids

2. FROM SARNA: "jumping, however, as jumping causes heat buildup with even the shortest jump generating more heat than running, and damage to a 'Mech's gyro or leg actuators and joints can cause a 'Mech to fumble upon landing. "

3. FROM SARNA: "Jumping makes a 'Mech harder to hit, but the accuracy of weapons fitted to the jumping 'Mech is also adversely affected"

4. FROM SARNA: "In addition to standard weapons fire, a 'Mech with jump jets can perform a combat maneuver known as Death from Above, which involves it jumping into the air and attempting to land on an opponent. A successful DFA has the potential to crush an opposing 'Mech's head, but the maneuver risks damage to one's own 'Mech even if the attack is successful"

Translation:

Remove the leg damage, the heat dissipation nerf while mid air, and completely remove the "Jump fuel" bar.

THEN, two simple lore-friendly fixes that could have avoided all this poptarting meta in the first place;

1. Make jump jets have unlimited fuel, but work similar to flamers. Using them heats your mech up (Though the same rate regardless of # of jump jets), and using them for too long without waiting for a cooldown could start causing structure damage to the sections your jumpjets are mounted in.

2. Make the shaky reticule last until you land.


Finally: Death from above, landing on mechs can damage the components you land on based on how far you fell and how heavy your mech is.

That's it. That's all PGI had to do. They could have lore jump heights, and maneuverability, and all that fun stuff, and not have had to make all these convoluted systems and bandaids, and pop tarting could have still been a thing but heavily limited to occasional risky opportunity shots from skilled pilots, and they could have avoided making Highlanders sad potatos.

Edited by Tibbnak, 19 October 2016 - 11:04 AM.






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