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Dear Pgi, Are We Ever Going To Get Our Jj Mobility Back?


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#161 Bishop Steiner

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Posted 02 March 2015 - 04:16 PM

View PostGas Guzzler, on 02 March 2015 - 04:14 PM, said:


It's easy to farm pugs by poptarting, but actually doing it well is not easy.

Never said that people who did it were unskilled. Said the tactic itself did not require any particular high level of skill to be successful, hence why the entire bloody game was 12 v 12 poptarts for a year and a half. Comp players were still better at it than the masses. Doesn't make it some special jedi skill set, man.

And didn't make the preponderance of exactly 1 tactic, 32-3 weapons and 4 chassis or so, any less boring.

#162 Nightmare1

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Posted 02 March 2015 - 04:22 PM

I really miss my JJs. I used to use them heavily for maneuvering purposes and loved brawling with them. I was never a poptarter because I always considered that a stupid way to play (can't count the number of times I popped poptarters; it was like playing whack-a-mole!).

...But man, it was so much fun to go jumping across rooftops and snap turning like in the books. I really, really miss that. There were so many things that PGI could have done to nerf poptarting for pilots who couldn't cope; why'd they have to literally go and ruin the entire thing just to toss out a few bad apples?

#163 L3mming2

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Posted 02 March 2015 - 04:36 PM

If 1 jj equals hovering, 2 jj equals 1G acceleration 3jj = 2G m/s² 4jj equals 3G m/s² ....

the jj burn for like 4 s so a 6 jj firestarter (if u take the 1jj trust to weight ratio of 1, its actualy higher ore 1 jj would not get your mech of the ground..)

so
(9.81*5)=A=49.2 m/s²
A*t=V=196,2 m/s
so hight when the jj burn is over
V/2 * 4 = 392,4 m
and then you still are going full speed upward...
so the max hight you sould be able to get is 784,8 m...
admitably you will lose your legs when you come down :P

how i think they should fix this,
make 2jj hover power and then dont mess with newton...
this would result in a max jump hight for a 6jj mech of 78.81m instead of the current 90 m
but its jump speed would be way higher then it is now!
(a 8jj mech117.2 m height)

(in adition this would enable you tho jump over a obstacle before a 90 j old guy with parkinsons has the time to shoot you in the back...)

whats your opinion? how do you think they should fix this?

#164 Ted Wayz

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Posted 02 March 2015 - 06:26 PM

Slow down Bishop, never said you were a fan of poptarting. Said you were a fan of jump sniping in your Highlander, and that can be proven. So yeah, plenty of reading comprehension here. Maybe not so much on your part.

But why did you get so emotional? Why respond so aggressively? Especially to someone that has supported you in the past.

And yes PGI knows you are on their side...when you get what you want. But how many posts have you made complaining about JJ's? And now you say it is influencing your purchases?! That is where your credibility took a hit with me.

And I don't disagree with your supposition, the Gargoyle could move better and JJ's could scale better. But trying to use your influence with the community to blackmail PGI into furthering your JJ agenda....just poor.

#165 Bishop Steiner

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Posted 02 March 2015 - 06:29 PM

View PostTed Wayz, on 02 March 2015 - 06:26 PM, said:

Slow down Bishop, never said you were a fan of poptarting. Said you were a fan of jump sniping in your Highlander, and that can be proven. So yeah, plenty of reading comprehension here. Maybe not so much on your part.

But why did you get so emotional? Why respond so aggressively? Especially to someone that has supported you in the past.

And yes PGI knows you are on their side...when you get what you want. But how many posts have you made complaining about JJ's? And now you say it is influencing your purchases?! That is where your credibility took a hit with me.

And I don't disagree with your supposition, the Gargoyle could move better and JJ's could scale better. But trying to use your influence with the community to blackmail PGI into furthering your JJ agenda....just poor.

really, a fan of jump sniping in my Highlander, and you can prove it? Please do.

As for blackmail,? Yeah, whatever. As specifically stated in my other post, unlike certain users on here, I am not threatening to not buy future products, or demanding an stinking thing. I am telling PGI specifically why I am not buying the Executioner. And by the response on that topic, looks like I am not alone in that sentiment.

Edited by Bishop Steiner, 02 March 2015 - 06:30 PM.


#166 Zfailboat

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Posted 02 March 2015 - 07:07 PM

I don't really care what they do to jump jets, as ultimately its even for everyone. All I want is for them to fix the feathering of jump jets that breaks the hitbox mechanics. This isn't that hard to do either. Just make it so once you just your jump jets, the fuel does not start re-charging for 10 seconds (so it would take about 15 seconds for a full recharge). and you cannot re-engage them for at least 3 seconds after you last used them.

So, you wanna pop tart - that's fine, you are only firing once every 15 seconds or so, due to how long they take to recharge = pop tart okay, but dps way down on your mech.

you wanna use them in tiny amounts to break hitboxes, fine, but you can only do that once every 3 seconds, and when your fuel is empty there is at least another 15 seconds of the fuel recharging. you get some advantage for having them, but the enemy doesn't get penalised with broken hitbox jumpers every 2 seconds.

you wanna use them to get over terrain, create a flank. Perfect. they will get you over that log, or up that hill, so you can then WALK and shoot whilst the enemy Walks and shoots - then after they have recharged 15 odd seconds later you can use them to jump down safely again and escape.

#167 Mystere

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Posted 02 March 2015 - 09:46 PM

View PostZfailboat, on 02 March 2015 - 07:07 PM, said:

I don't really care what they do to jump jets, as ultimately its even for everyone. All I want is for them to fix the feathering of jump jets that breaks the hitbox mechanics. This isn't that hard to do either. Just make it so once you just your jump jets, the fuel does not start re-charging for 10 seconds (so it would take about 15 seconds for a full recharge). and you cannot re-engage them for at least 3 seconds after you last used them.

So, you wanna pop tart - that's fine, you are only firing once every 15 seconds or so, due to how long they take to recharge = pop tart okay, but dps way down on your mech.

you wanna use them in tiny amounts to break hitboxes, fine, but you can only do that once every 3 seconds, and when your fuel is empty there is at least another 15 seconds of the fuel recharging. you get some advantage for having them, but the enemy doesn't get penalised with broken hitbox jumpers every 2 seconds.

you wanna use them to get over terrain, create a flank. Perfect. they will get you over that log, or up that hill, so you can then WALK and shoot whilst the enemy Walks and shoots - then after they have recharged 15 odd seconds later you can use them to jump down safely again and escape.


Meh! Instead of adding more complications to jump jets in an attempt compensate for broken hitboxes, why not just do the logical thing by fixing said broken hitboxes instead?

#168 Bishop Steiner

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Posted 02 March 2015 - 09:59 PM

View PostZfailboat, on 02 March 2015 - 07:07 PM, said:

I don't really care what they do to jump jets, as ultimately its even for everyone. All I want is for them to fix the feathering of jump jets that breaks the hitbox mechanics. This isn't that hard to do either. Just make it so once you just your jump jets, the fuel does not start re-charging for 10 seconds (so it would take about 15 seconds for a full recharge). and you cannot re-engage them for at least 3 seconds after you last used them.

So, you wanna pop tart - that's fine, you are only firing once every 15 seconds or so, due to how long they take to recharge = pop tart okay, but dps way down on your mech.

you wanna use them in tiny amounts to break hitboxes, fine, but you can only do that once every 3 seconds, and when your fuel is empty there is at least another 15 seconds of the fuel recharging. you get some advantage for having them, but the enemy doesn't get penalised with broken hitbox jumpers every 2 seconds.

you wanna use them to get over terrain, create a flank. Perfect. they will get you over that log, or up that hill, so you can then WALK and shoot whilst the enemy Walks and shoots - then after they have recharged 15 odd seconds later you can use them to jump down safely again and escape.

yup, another idea that hurts fast movers and brawlers more than the feared poptarts. Pass.

#169 ArchSight

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Posted 02 March 2015 - 10:07 PM

I like the current JJ's :)

#170 Col Jaime Wolf

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Posted 02 March 2015 - 10:22 PM

View PostBishop Steiner, on 01 March 2015 - 09:11 AM, said:

Just as the title says.

Many moons ago, Jumpjets were nerfed into Hover Jets. The Highlander was turned into a geriatric that can't skip rope, let alone actually jump. The Victor? While many of the wrongs inflicted on this once proud chassis have been righted, it still lacks, significantly.

All in a heavy handed, and misguided attempt to curb the former plague of Poptarting, that once gripped MWO like an iron fist. And the real sad part? Almost NONE of those changes were even necessary, nor terribly effective at breaking the Meta, until they finally laid so many layers of nerfs on top of one another, jumping of all sorts was essentially ruined.

Mind you, SOME good things were implemented. Things that need to stay.
-Scaling JJ thrust.
-Fall damage
*EDIT, thanks for pointing this out Naduk*
-JJ heat


Both are good mechanics, that minimize other abuses, like the 1x JJ poptart/assault mechs, and Light Mechs with no situational awareness throwing themselves off 150 meter high cliffs, with no JJs, and taking essentially, no damage. The only people upset by those changes were those abusing them, in the first place. (Though the fall damage did need adjustments). So, to those complaints? Sorry, L2P.

But some BAD things got implemented, and those need to be restored, or at least looked into, and partially restored:
- JJ thrust, power and distance. Some mechs, like the Highlander, are literally a joke. 6-10 tons of JJs achieve next to nothing, slow as a pig. Perhaps we don't need TT level of Jumping (180-210 meters, etc), but the current Hover Jets are pretty universally reviled. Yes, it might cause some issues with CW's wall heights. Make them taller, add more turrets, hide the gate generators better.
- The aerial agility, particularly on the Victor and Highlander. For some reason PGI is convinced the VTR is a Tier 1 mech still. It is not, and has not been for quite some time. All Jumpers are still paying for the sins of the Poptart Gang. It generally sucks as a Poptart now (fine by me), but also is quite subpar as a flanker/brawler/skirmisher. Instead of ridiculously overquirked mechs like the previous generation TDR-9S as the "savior of the IS", let's fix the underlying issues and let mechs shine again like they once did pre-nerf.

So, that, in a nutshell, IMO, is the Problem.

What is the Solution?

One I actually proposed BEFORE any of the nerfs were implemented. One that is stupendously simple in execution and function, but ultimately effective because of that very simplicity.

The simplest, and best IMO (yes a few "Pros" did not like it, yet when I asked them to explain WHY it was a bad idea, not one single one could or did.), is to utilize the already existent "Reticle Shake" mechanic.

On the up jump, the crosshair bounce all over the place. When you cut violent thrust, the vibrations don't stop instantaneously, nor would the targeting computer instantly have the weapons perfectly aligned again. Moving a 7 ton gun takes time.

Simply extend the JJ shake for a full second (can be reduced some if needed, .5 seconds may prove sufficient.) after thrust is cut (preferably having it scale down over the duration.), and the issue is solved. And yes, it really is that simple.

By doing this;

-one needs to equip more JJs if one want's to jump high enough to still have a target window when the shaking stops. So thanks to the thrust scaling and this, no more "1 JJ specials".
-because one has to jump higher, you risk more leg damage now, if you don't equip enough JJs and save enough thrust to cushion said landing.
-Because one now has to jump high enough to have weapons exposed when the reticle stops shaking, one is forced to expose more of the mech, for a longer period, thus reducing the ridiculous risk to reward ratio that Poptarting once enjoyed.

And why is it better than what we currently have, since Poptarting is so significantly reduced, now?

-Because one could restore the old level of jump jet thrust and mobility without it incurring the "Rise of the Poptart Overlords" again.
-There would be zero reason for the VTR nd HGN to jump so poorly and have such poor aerial agility, which still significantly restricts their brawling ability.
-No need for "all or nothing" or other violent/uncontrolled thrust mechanics.

And it literally would require what, adjusting a line of code in an HTML file?

so, TL;DR? Revert or reduce the JJ nerfs currently in effect, save for scaling thrust and fall damage. In place of the layers of poorly thought out bandaids, simply extend the "Reticle Shake" currently experience while under thrust, to continue for a short period after thrust is cut. (for reasons listed in the OP.)

Don't agree, don't like it? That's fine. Articulate WHY, and feel free to propose a better solution. I do think most of us would at least agree that Hover Jets as is, are less than desirable, and the the VTR and HGN still remain neutered.


bishop while i agree 100% as my HM has been collecting dust for ages and i ACTUALLY sold off one of my victors (the 3 Ballistic one just doesn't measure up to the others) with the others sitting stripped like a museum showpiece. we both know PGI will never allow our assaults to fly again and the gladiator will be PURE fail sauce unless it can pack 20 tons of JJ (which we know it wont).

the MWO gods have spoken assaults are not allowed to do anything more then glide slowly along the ground barely reaching their full height even with 10% of their weight dedicated to jump jets.

#171 Bishop Steiner

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Posted 02 March 2015 - 10:48 PM

View PostArchSight, on 02 March 2015 - 10:07 PM, said:

I like the current JJ's :)

you obviously don't own Highlanders then.

#172 Wildstreak

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Posted 04 March 2015 - 09:20 AM

View PostArchSight, on 02 March 2015 - 10:07 PM, said:

I like the current JJ's :)

An 8 JJ Panther should move like a 7 JJ Griffin.
It doesn't.
I now only carry 4 JJ on Panthers because more than 4 is a waste.
I am still trying to remember if 6 JJ on a Kit Fox was much better than 2, I don't think it was, have not used them in a month.

#173 SgtMagor

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Posted 04 March 2015 - 09:30 AM

been so long with these Hover jets, even if they fixed them I doubt ill ever use a Highlander anymore, I just hope the Executioner doesn't have the same suxxy jets...

#174 Gas Guzzler

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Posted 04 March 2015 - 09:48 AM

View PostSgtMagor, on 04 March 2015 - 09:30 AM, said:

been so long with these Hover jets, even if they fixed them I doubt ill ever use a Highlander anymore, I just hope the Executioner doesn't have the same suxxy jets...


It will have the exact same suxxy jets, only a little more suxxy because it is 5 tons heavier.

#175 GeneralArmchair

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Posted 04 March 2015 - 10:08 AM

I personally wouldn't mind if my weapons were disabled entirely while airborne (in tabletop, the mechs don't shoot until they've finished their move for the turn anyway). Just let me jump again.

#176 Wildstreak

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Posted 04 March 2015 - 01:17 PM

I wonder if this has to do with their being only 5 tiers of JJ yet 5 tiers of Archetypes and they are mixed up.

Class V covers Tiny & Small.
Class IV covers Medium only.
Class III covers Medium & Large.
Class II covers Huge, should cover Large also but Timber Wolves are using Class III JJs for some unknown reason.
Class I covers Huge.

I will have to look more thoroughly when I get time.

#177 Col Jaime Wolf

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Posted 04 March 2015 - 01:42 PM

end result of JJ nerfs is simply that I don't really play my JJ mechs anymore. light med heavy assault pffft if 3-4 jj doesn't give me what little thrust i need to get over a stupid rock or hills shorter than my mech i simply go without. and i don't really expect PGI to "fix it" even for the gladiator.

#178 Alex Morgaine

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Posted 04 March 2015 - 08:38 PM

Quote



Old as hell game, yet it has better jump jet physics.
Tbh more how I thought jj should work, minus ground dashing.
Flipped around but at about 24 minutes in the player jumps around some tanks and locks onto some fighters.
He jumps,gains some heat (on the left bar, heat, but more like jj fuel) and hops fairly well with no ability to float, but no ability to control how high/low he jumps, though from my memories playing, you can spam fire the boosters till they over heat and get way way up there, spider style.
That's my thoughts on how it should be. Maybe one day I can say, it's working its way there slowly...

#179 Alex Morgaine

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Posted 04 March 2015 - 09:22 PM

View PostWrathful Scythe, on 01 March 2015 - 11:33 AM, said:

Just don't let mechs shoot certain weapons in mid-air. It's as easy as that. If MLaser and SLaser were allowed the abuse would be minimal.

Would love to see a JJ-fix on the test servers just to see how it plays out, if we get real mobility for the price of shooting big weapons in the mid-air.

Weapon limits like:
1. a weapon tonnage limit (nothing over x, maybe 2 tons per weapon for the argument?) or
2. damage limitations (up to 5 damage inflicted/weapon)
Or something more like
3. cherry pick what does and doesn't work?
We have to think about weapons down the line as we balance jumping and firing now.
Tonnage seems the most blanket balanced while letting a large amount of future weapons work, while damage based ensures a strict maximum you can belt down line per mech, assuming min/maxing purely for jj flinging.
Either way keeps anything doing more then 8 damage from working for the most part, aside from a few exceptions.
Light lasers, machine guns, and smaller srm/lrm packs would be the main weapons that'd work, possibly depending on the method used and how lax the limit as high as ac5 units, but no more then that either way.
Thoughts?

#180 GeneralArmchair

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Posted 04 March 2015 - 09:37 PM

View PostMellifluer, on 04 March 2015 - 01:42 PM, said:

end result of JJ nerfs is simply that I don't really play my JJ mechs anymore. light med heavy assault pffft if 3-4 jj doesn't give me what little thrust i need to get over a stupid rock or hills shorter than my mech i simply go without. and i don't really expect PGI to "fix it" even for the gladiator.

This. It is really sad that you're better off using "jump" jets as hill-climb assist gear and a means to bug up your hitboxes on command than it is as a means to traverse even the most rudimentary of terrain. I don't think the Highlander can even jump over those big logs in Viridian Bog. That is just sad.


View PostFrosty Brand, on 04 March 2015 - 09:22 PM, said:

Weapon limits like:
1. a weapon tonnage limit (nothing over x, maybe 2 tons per weapon for the argument?) or
2. damage limitations (up to 5 damage inflicted/weapon)
Or something more like
3. cherry pick what does and doesn't work?
We have to think about weapons down the line as we balance jumping and firing now.
Tonnage seems the most blanket balanced while letting a large amount of future weapons work, while damage based ensures a strict maximum you can belt down line per mech, assuming min/maxing purely for jj flinging.
Either way keeps anything doing more then 8 damage from working for the most part, aside from a few exceptions.
Light lasers, machine guns, and smaller srm/lrm packs would be the main weapons that'd work, possibly depending on the method used and how lax the limit as high as ac5 units, but no more then that either way.
Thoughts?


Another option is to simply make weapon convergence go haywire while airborne. Each weapon wobbling in different directions. Keep the screen and reticle steady to stop any "motion sickness" complaints before they can even begin. Long-range sniping won't be practical while your convergence is going crazy. You can probably hit a mech sized target at close range, but you won't be able to focus fire on a specifc segment.

Edited by GeneralArmchair, 04 March 2015 - 09:42 PM.






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