Jump Jets Quirks
#1
Posted 12 February 2015 - 06:22 PM
So... my suggestion for Highlander JJ quirks for example:
+15% to jump height
+15% to jump jets' regen time (credits to someone whose name I forgot)
-15% to JJ heat generation
Some considerations:
- Although PGI said that poptarting is a viable tactic, I think it should be kept to a minimum because it looks silly so no +XX% to jump power/speed.
- I agree with PGI that battlemechs should feel like a walking tanks instead of battlesuits. Again, no +XX% to jump power/speed.
I'd also like to see that they revamp the mechanics for *adding* additional jump jets like more jumping height, jumping speed, or maybe both. Currently there's almost no reason to mount more than one JJ.
The Grasshopper is coming and I think it should also get JJ quirks with more focus on JJ regen and heat reduction.
What do you guys think?
#2
Posted 12 February 2015 - 07:15 PM
#3
Posted 12 February 2015 - 07:24 PM
EDIT: We also need greater jumpjet height alongside the greater speed. We barely get anything out of 3 or 4 jumpjets.
Edited by Fate 6, 12 February 2015 - 07:25 PM.
#4
Posted 12 February 2015 - 07:27 PM
Takes no skill whats so ever to do that annoying jump jet attack..... Pack of Poptarting Highlanders really made this game look stupid...
PGI should give the Highlanders something... but nothing like that crazy crap back in 2013
#5
Posted 12 February 2015 - 07:49 PM
- Ultra AC jam rate/time
- Gauss charge-up rate/window
- Critical hit multipliers
- Missile spread
- MG/LBX spread
- Missile velocity
- Upfront damage (lasers on some mechs?)
- MG RoF (not the same as cooldown)
- Heat transfer to target for Flamers
- Missile lock-on speed/decay
- All sensor aspects (range, decay, retention, detectability of your own mech, maximum number of lockable targets at a time, etc.)
- Improved effectiveness for certain non-weapon items (i.e. ECM, JJs, BAP, AMS, TAG, Narc, ammo increases on some mechs, etc.)
- Anything else I forgot about
Edited by FupDup, 12 February 2015 - 07:51 PM.
#6
Posted 12 February 2015 - 11:21 PM
LORD TSARKON, on 12 February 2015 - 07:27 PM, said:
Takes no skill whats so ever to do that annoying jump jet attack..... Pack of Poptarting Highlanders really made this game look stupid...
PGI should give the Highlanders something... but nothing like that crazy crap back in 2013
Just make the reticule shake stay all the way until the mech lands, and give back the JJ thrusts. EASY.
PGI you listening?
Edited by El Bandito, 12 February 2015 - 11:21 PM.
#7
Posted 13 February 2015 - 01:36 AM
JJ's need a rework entirely, no more patchwork, no more of this barely getting off the ground crap.
Just need to bite the bullet on this and either lock out weapons from firing completely during a jump, or soften the convergence transition between perfect aim the instant you let off your jets so that poptarting is much harder, but maneuvering Is not.
Then start working out where mobility needs to be on a per class basis.
I don't really see anything wrong with what JJ's were like before all this NERF JJ's garbage started, JJ thrust nerf, then fall damage, then another Thrust nerf, then Heatscale, adjusting Fall damage again, then a tiny little thrust unnerf.
It made using JJ's on anything besides lights almost pointless.
It was never about the JJ's or mobility, it was about being able to have perfect accuracy with the weapons during the maneuver.
Thats where the attention needs to be, on the weapons accuracy, not on mobility.
And fix the stupid animation glitches for the Victor and Timberwolf for the love of god.
#8
Posted 13 February 2015 - 02:27 AM
FupDup, on 12 February 2015 - 07:49 PM, said:
- Ultra AC jam rate/time
- Gauss charge-up rate/window
- Critical hit multipliers
- Missile spread
- MG/LBX spread
- Missile velocity
- Upfront damage (lasers on some mechs?)
- MG RoF (not the same as cooldown)
- Heat transfer to target for Flamers
- Missile lock-on speed/decay
- All sensor aspects (range, decay, retention, detectability of your own mech, maximum number of lockable targets at a time, etc.)
- Improved effectiveness for certain non-weapon items (i.e. ECM, JJs, BAP, AMS, TAG, Narc, ammo increases on some mechs, etc.)
- Anything else I forgot about
Those would be great but I guess it would be hell to balance correctly lol.
El Bandito, on 12 February 2015 - 11:21 PM, said:
Just make the reticule shake stay all the way until the mech lands, and give back the JJ thrusts. EASY.
PGI you listening?
Mister D, on 13 February 2015 - 01:36 AM, said:
JJ's need a rework entirely, no more patchwork, no more of this barely getting off the ground crap.
Just need to bite the bullet on this and either lock out weapons from firing completely during a jump, or soften the convergence transition between perfect aim the instant you let off your jets so that poptarting is much harder, but maneuvering Is not.
Then start working out where mobility needs to be on a per class basis.
I don't really see anything wrong with what JJ's were like before all this NERF JJ's garbage started, JJ thrust nerf, then fall damage, then another Thrust nerf, then Heatscale, adjusting Fall damage again, then a tiny little thrust unnerf.
It made using JJ's on anything besides lights almost pointless.
It was never about the JJ's or mobility, it was about being able to have perfect accuracy with the weapons during the maneuver.
Thats where the attention needs to be, on the weapons accuracy, not on mobility.
And fix the stupid animation glitches for the Victor and Timberwolf for the love of god.
Like I mentioned in my OP, PGI said that they nerfed JJs because they wanted the mechs to behave more tank-like in their agility, so I think they won't agree to revert or rebuff the JJ thrust speed. I actually kind of agree with PGI's stance on this matter. Just add more bonuses for adding additional JJs (especially for Class I) because as it stands now, putting more JJs usually isn't worth the cost.
EDIT: lots of great idea on this topic:
http://mwomercs.com/...-of-blimp-jets/
Maybe I'll get back to this later.
Edited by Hit the Deck, 13 February 2015 - 02:42 AM.
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