Dear Pgi, Are We Ever Going To Get Our Jj Mobility Back?
#201
Posted 23 March 2015 - 06:01 PM
Recticle jump only affects projectiles, beam weapons defeat ret. shake.
Mobility, I disagree that JJ should be the cure-all light mechs.
Additionally I think all balance should be addressed at either a mech or map level, not both. Currently there are a number of maps that nearly require jump jets to be effective. Either we need alot more accessibility ramps, or we decide environment is an acceptable balance mechanic.
Alternatively, I could see the following changes to make JJ more balanced.
1. One thrust per 10 sec
2. No shake, but no weapons fire unless your meh is on terra firma (this I'd just common sense, weapons lock in not on stable ground)
3. JJ upgrade (like Endo) you don't get dynamic crit slots, you don't get to I under-power. You get what it was engineered for, or you get to downgrade
#202
Posted 23 March 2015 - 06:10 PM
Less useful for the old poptart tactics as you end up screaming 'lookit me, I'm a bullseye' at the top of your arc, more useful for tackling ledges and bounding distances.
#203
Posted 23 March 2015 - 06:12 PM
Agent 0 Fortune, on 23 March 2015 - 06:01 PM, said:
Recticle jump only affects projectiles, beam weapons defeat ret. shake.
Mobility, I disagree that JJ should be the cure-all light mechs.
Additionally I think all balance should be addressed at either a mech or map level, not both. Currently there are a number of maps that nearly require jump jets to be effective. Either we need alot more accessibility ramps, or we decide environment is an acceptable balance mechanic.
Alternatively, I could see the following changes to make JJ more balanced.
1. One thrust per 10 sec
2. No shake, but no weapons fire unless your meh is on terra firma (this I'd just common sense, weapons lock in not on stable ground)
3. JJ upgrade (like Endo) you don't get dynamic crit slots, you don't get to I under-power. You get what it was engineered for, or you get to downgrade
DoT weapons have never been the issue with poptarting, precisely because the shooter has to keep them on target and the defender can twist to spread.
As for the rest, sorry, I can't agree with any of that.
Firelizard, on 23 March 2015 - 06:10 PM, said:
Less useful for the old poptart tactics as you end up screaming 'lookit me, I'm a bullseye' at the top of your arc, more useful for tackling ledges and bounding distances.
and would be even less useful for mobility as you oftentimes need to feather your jets or only small amounts. Sorry, but no.
#204
Posted 23 March 2015 - 06:17 PM
#205
Posted 23 March 2015 - 06:18 PM
WonderSparks, on 23 March 2015 - 06:17 PM, said:
I live to serve.
#206
Posted 23 March 2015 - 06:20 PM
#208
Posted 23 March 2015 - 06:28 PM
#210
Posted 23 March 2015 - 06:28 PM
#211
Posted 23 March 2015 - 06:57 PM
#212
Posted 23 March 2015 - 07:20 PM
Bishop Steiner, on 23 March 2015 - 06:12 PM, said:
As for the rest, sorry, I can't agree with any of that.
Let me try again, this time with more feeling.
One thrust per 10 sec: this is to expressly prohibit bunny hopping, but still over a terrain mobility advantage (that JJ were designed for) and still offer some benefit in brawling and jump sniping combat (more than I would like to see honestly).
JJ as an upgrade: this is only of the better limiters. It never made sense to me that all the JJ graphics were predesignated, yet the actual JJ port didn't align. I suppose a simple solution is JJ remodeling where mechs have reverse nipples where you put the the JJ, but I feel that ultimately enforcing a JJ count and crit location brings them in line with other straigh-up upgrades like Endo, FF, and DHS, which coincidently is where you want them to be. The sad and ironic conclusion to this method is that everyone takes JJ because they are just as effective and immersion-breaking as DHS.
No-fire JJ. This is simply the best solution, you cant fire while in the air due to "saftey lockouts", it prevents jump sniping, it allows combat maneuvering (assuming you complete your jump before trying to gank-a-noob), but sadly it does not address bunny hopping.
I just don't see how some or all of these are bad. Of course I feel like jumping was simply an anime throw-back that has no place in Battletech, but at the time fell within the simplistic TT rules formula and didn't cause balance problems (because you could not shoot while jumping).
#213
Posted 23 March 2015 - 07:30 PM
#214
Posted 23 March 2015 - 07:30 PM
#215
Posted 23 March 2015 - 07:34 PM
#216
Posted 23 March 2015 - 07:41 PM
Agent 0 Fortune, on 23 March 2015 - 07:20 PM, said:
One thrust per 10 sec: this is to expressly prohibit bunny hopping, but still over a terrain mobility advantage (that JJ were designed for) and still offer some benefit in brawling and jump sniping combat (more than I would like to see honestly).
JJ as an upgrade: this is only of the better limiters. It never made sense to me that all the JJ graphics were predesignated, yet the actual JJ port didn't align. I suppose a simple solution is JJ remodeling where mechs have reverse nipples where you put the the JJ, but I feel that ultimately enforcing a JJ count and crit location brings them in line with other straigh-up upgrades like Endo, FF, and DHS, which coincidently is where you want them to be. The sad and ironic conclusion to this method is that everyone takes JJ because they are just as effective and immersion-breaking as DHS.
No-fire JJ. This is simply the best solution, you cant fire while in the air due to "saftey lockouts", it prevents jump sniping, it allows combat maneuvering (assuming you complete your jump before trying to gank-a-noob), but sadly it does not address bunny hopping.
I just don't see how some or all of these are bad. Of course I feel like jumping was simply an anime throw-back that has no place in Battletech, but at the time fell within the simplistic TT rules formula and didn't cause balance problems (because you could not shoot while jumping).
1 thrust per 10 seconds, so, you can't hop from several buildings without stopping. Or several short elevation levels.
How about we fix the broken animation, instead?
Removing all shooting while airborne nerfs a lot of lights and mediums and most decent jump brawlers, so no.
sorry.
#217
Posted 23 March 2015 - 07:51 PM
#218
Posted 23 March 2015 - 07:59 PM
Haven't you noticed the resurgence of old topics, JJ, % in the queue, ui2.0, private matches....
Good thing that they may get fixed(?)
Edited by Gattsus, 23 March 2015 - 08:01 PM.
#219
Posted 23 March 2015 - 08:07 PM
#220
Posted 23 March 2015 - 08:07 PM
Bishop Steiner, on 23 March 2015 - 07:41 PM, said:
How about we fix the broken animation, instead?
Removing all shooting while airborne nerfs a lot of lights and mediums and most decent jump brawlers, so no.
sorry.
1. correct you get one mobility thrust per 10 seconds. that is a straight up benefit from not having it.
2. fixing broken animations is great, but bunny hopping is still crap
3. nerfs lights and mediums as opposed to to light and mediums without JJ? not a good argument. if lights and mediums need buffed (and i argue they don't) it should not be through JJ that only affects a small portion.
Edited by Agent 0 Fortune, 23 March 2015 - 08:09 PM.
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