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


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#261 Chemie

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Posted 19 October 2015 - 01:31 PM

View PostBishop Steiner, on 19 October 2015 - 12:43 PM, said:

wow...I forgot I made this thread.....

Only because PGI has continued to ignore broken JJ, especially now some clan mech come locked with 5. I just assume you forgot because they did.

#262 C E Dwyer

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Posted 19 October 2015 - 01:53 PM

View PostBishop Steiner, on 19 October 2015 - 12:43 PM, said:

wow...I forgot I made this thread.....

needed being back on the front page.

Full burn in the battle tech game 30meters per jump jet, that launch you like a saturn five rocket

Full burn in MWO with 2 Jump Jet 12 meters, and you jump like an astmatic off a box.


PGI did JJ's very wrong, and it's part the closed beta communites fault.

The ones that complained about hang time in the air, are the biggest culpits closely followed by PGI for listening, this coupled with how easy if was to control your ascent in game, caused pop tarting.

Rather than just reduce Gravity, which would have Increased hang time, and made every pop tart a sitting duck, PGI as usual went to an over complex pointless system that only stopped pop tarting assaults and screwed over JJ's for everything else.

Edited by Cathy, 19 October 2015 - 02:04 PM.


#263 Roadkill

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Posted 19 October 2015 - 02:50 PM

View PostCathy, on 19 October 2015 - 01:53 PM, said:

Full burn in the battle tech game 30meters per jump jet, that launch you like a saturn five rocket

Full burn in MWO with 2 Jump Jet 12 meters, and you jump like an astmatic off a box.

Incorrect. It's 30 meters of horizontal movement in TT, not vertical. You get 1 level of vertical movement, which is ~6 meters.

#264 Bishop Steiner

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Posted 19 October 2015 - 03:05 PM

View PostCathy, on 19 October 2015 - 01:53 PM, said:

needed being back on the front page.

Full burn in the battle tech game 30meters per jump jet, that launch you like a saturn five rocket

Full burn in MWO with 2 Jump Jet 12 meters, and you jump like an astmatic off a box.


PGI did JJ's very wrong, and it's part the closed beta communites fault.

The ones that complained about hang time in the air, are the biggest culpits closely followed by PGI for listening, this coupled with how easy if was to control your ascent in game, caused pop tarting.

Rather than just reduce Gravity, which would have Increased hang time, and made every pop tart a sitting duck, PGI as usual went to an over complex pointless system that only stopped pop tarting assaults and screwed over JJ's for everything else.

never been sold on the uncontrolled thrust thing. It really hurts lighter mechs who use them for mobility and brawling, and has no lore basis, either.

If one is worried about poptarting, simply keep screenshake the whole time in air, add a CoF, or implement the shake mechanic in the manner I have spelled out time and again.

but the saturn rocket thing is bad, and should feel bad

#265 SgtMagor

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Posted 19 October 2015 - 03:17 PM

thrust vectoring ftw! , I also would like see controlled thrust hovering so mechs can ya know actually scout and recon an area by hovering which would actually be useful, by not using any forward or reverse thrust , you can use your thrust vectoring to turn you in place while scanning targets.

#266 Bishop Steiner

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Posted 19 October 2015 - 03:33 PM

View PostSgtMagor, on 19 October 2015 - 03:17 PM, said:

thrust vectoring ftw! , I also would like see controlled thrust hovering so mechs can ya know actually scout and recon an area by hovering which would actually be useful, by not using any forward or reverse thrust , you can use your thrust vectoring to turn you in place while scanning targets.

very few mech had that, before partial wings and such were added, basically just the Spider and Venom. I think the Stalking Spider for the clans because of the leg mounted JJs, could somewhat control them like that, too.

#267 Ted Wayz

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Posted 19 October 2015 - 04:47 PM

Ne-ne-ne-necro!!!!!!

#268 Bishop Steiner

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Posted 19 October 2015 - 05:22 PM

View PostTed Wayz, on 19 October 2015 - 04:47 PM, said:

Ne-ne-ne-necro!!!!!!

kindly keep your personal fetishes out of this...this is a family thread! :ph34r:

#269 Melon Lord

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Posted 19 October 2015 - 05:36 PM

Make it so.

#270 Mcgral18

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Posted 19 October 2015 - 05:44 PM

View PostRoadkill, on 19 October 2015 - 02:50 PM, said:

Incorrect. It's 30 meters of horizontal movement in TT, not vertical. You get 1 level of vertical movement, which is ~6 meters.


Which is unfortunate, as the Atlas is 18M tall, and most useful elevations in MWO (buildings, Citadel, Parking Garage) are hard to access with current HoverJet™ values.

Even if you take max (although the larger capacity mechs are able to; the 6-12 Medium or Light variety (Meds having the best JJs in the game).

#271 Bishop Steiner

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Posted 19 October 2015 - 05:57 PM

View PostMcgral18, on 19 October 2015 - 05:44 PM, said:


Which is unfortunate, as the Atlas is 18M tall, and most useful elevations in MWO (buildings, Citadel, Parking Garage) are hard to access with current HoverJet™ values.

Even if you take max (although the larger capacity mechs are able to; the 6-12 Medium or Light variety (Meds having the best JJs in the game).

well, thing is TT Atlas was only 12-13 meters....... so realistically, we should scale things up...if the Atlas stand near to 50% taller than it should, let's kick the JJs up to 9 meters vertical, 40 meters horizontally to compensate.

#272 Adamski

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Posted 19 October 2015 - 07:38 PM

Or fix atlas size in game so it isn't so overly tall with its knee high weapon mounts.

#273 RedDevil

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Posted 19 October 2015 - 08:07 PM

The Atlas looks awesome big though. It just needs to be more tanky.

Anyways, after seeing how the jetpacks work in the new Star Wars Battlefront beta, I'm even more disappointed with MWO JJ's =(

Edited by RedDevil, 19 October 2015 - 08:08 PM.


#274 Bishop Steiner

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Posted 19 October 2015 - 08:17 PM

View PostAdamski, on 19 October 2015 - 07:38 PM, said:

Or fix atlas size in game so it isn't so overly tall with its knee high weapon mounts.

well, that would be fix almost ALL mechs in game. The tallest mechs, which are actually the Banshee and Executioner, are 14 meters. Humanoid mechs should range from 8 meters (Commando, Urbie) to 14.





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