No More 'jump' In Jumpjets
#21
Posted 14 March 2015 - 06:54 AM
#22
Posted 14 March 2015 - 06:57 AM
CygnusX7, on 13 March 2015 - 06:47 PM, said:
TT jump distances but kill the ability to aim the whole jump.
JJ's are a sad joke
should be able to fire energy weapons but not weapons that would in theory create recoil, but then again gigantic cannons create no recoil or reticle shake either lol
Edited by Summon3r, 14 March 2015 - 06:58 AM.
#23
Posted 14 March 2015 - 07:00 AM
#24
Posted 14 March 2015 - 07:46 AM
stjobe, on 13 March 2015 - 12:21 PM, said:
I am CTO for a small tech company. They haven't "punted", or "dropped" it, they got busy with other show stoppers. I realize that software construction is as easy as getting in your car and driving to the liquor store for you, but for other less fortunates, it's a bit more work.
Add to that the fact that they actually have to make a living in a free to play world and you have something a bit more complex. Because the fact is that the playerbase is always crying about this or that and moaning that PGI never does anything fast enough. The game works pretty well, all whining aside.
The problem with this game is the playerbase.
#25
Posted 14 March 2015 - 08:09 AM
This causes robots to both rise slower, and fall faster.
Apparently it was a design decision, since testers thought things were falling too slowly. I think I'd like to test lower gravity, since it also makes the Poptarts an easier target while floating at their apex. This means we can get meaningful JumpJets™ without total fear of the Poptarting, if it becomes high risk, high reward.
Edited by Mcgral18, 14 March 2015 - 10:32 AM.
#26
Posted 14 March 2015 - 08:21 AM
Lower gravity is the better solution.
If a mech is up in the air a little longer instead of popping right back down, that exposure time balances things out.
Besides, Locusts legs will appreciate lowered gravity as well right?
#27
Posted 14 March 2015 - 08:48 AM
#28
Posted 14 March 2015 - 08:50 AM
Mcgral18, on 14 March 2015 - 08:09 AM, said:
This causes robots to both rise slower, and fall faster.
Apparently it was a design decision, since testers thought things were falling too slowly. I think I'd like to test lower gravity, since it also makes the Poptarts an easier target while floating at their apex. This means we can get meaning JumpJets™ without total fear of the Poptarting, if it becomes high risk, high reward.
Same kind of people that made poptarting what it was ?
#29
Posted 14 March 2015 - 08:52 AM
I'll take reticle shake any day
#30
Posted 14 March 2015 - 09:00 AM
Take your hoverjets and be glad about them.
Or why not add a random chance of say 40-60 pn a 100 that aggressive JJ movement sin heavies and assaults cause... falling to the ground... with proper falling damage added.
Then you can have your jets back. =P
Edited by AlexEss, 14 March 2015 - 09:01 AM.
#32
Posted 14 March 2015 - 10:40 AM
Astrocanis, on 14 March 2015 - 07:46 AM, said:
Good for you and hope you're making lots of money.
Astrocanis, on 14 March 2015 - 07:46 AM, said:
Nah, you see, a CTO for a small tech company (at least if you're doing software) should know the term "show stopper" better than that.
There's no show stoppers currently in MWO, or there'd be a hotfix on the way and a forum post explaining why the game's not working.
What they have done, and what they keep doing, is down-prioritize things and then keep on prioritizing other stuff before it until they can say "meh, if we haven't done this by now, what's the point? Everyone's used to the way it works now anyway".
That's the classic punt I'm talking about.
Astrocanis, on 14 March 2015 - 07:46 AM, said:
We don't call it "construction", Mr. Tech Company CTO, we call it "development".
Astrocanis, on 14 March 2015 - 07:46 AM, said:
"Can we sell it?" is not always the best question to make a great game, sometimes you have to ask "does this make the game better?" or "does not fixing this make the game worse?".
In the case of jump jets, not fixing them absolutely makes the game worse.
Astrocanis, on 14 March 2015 - 07:46 AM, said:
There's nothing that can stop that, every player base for every game ever made is like that. Hell, I'd go so far as to say that every software user for every piece of software ever made is like that.
Astrocanis, on 14 March 2015 - 07:46 AM, said:
It so happens I agree. That doesn't mean it couldn't work better if PGI fixed some things.
Astrocanis, on 14 March 2015 - 07:46 AM, said:
No, it's really not. The player base doesn't decide how jump jets should work, or how anything else in the game should work for that matter. The player base for the most part is vocal about things they want to change because they think the game would be better that way, not because they want the game to become worse.
#34
Posted 14 March 2015 - 10:47 AM
Xetelian, on 13 March 2015 - 11:52 AM, said:
Can we please have the screen shake on the way down too so we can have jumpjets without jumpsniping?
Complaining about poptarts is still a thing? Post JJ adjustment the Highlander really hasn't been part of the meta let alone a decent mech for a long time now. People can try to jump-snipe in their Highlanders or Victors all they want, it just makes removing/and or killing a side components that much easier.
#35
Posted 14 March 2015 - 10:54 AM
Now maybe I am wrong, but could not PGI just reset the numbers for the trust of the JJs? And would that not take a day at most?
Edited by MonkeyDCecil, 14 March 2015 - 10:54 AM.
#37
Posted 14 March 2015 - 10:57 AM
Mcgral18, on 14 March 2015 - 08:09 AM, said:
This causes robots to both rise slower, and fall faster.
Apparently it was a design decision, since testers thought things were falling too slowly. I think I'd like to test lower gravity, since it also makes the Poptarts an easier target while floating at their apex. This means we can get meaningful JumpJets™ without total fear of the Poptarting, if it becomes high risk, high reward.
Was that sarcasm or were you being sardonic? If we're talking about assault mechs having trouble climbing altitude with only a couple of JJ then isn't the reason for this self evident? More weight requires more thrust, thus you need more JJ if you want to reach greater heights. Gravity affects how high you can travel but to say that all maps have 4G is rediculous. That said, I would like to see different levels of gravity for each map or at least the ones where it makes sense like HPG (which should be less than 1.0G).
#38
Posted 14 March 2015 - 11:15 AM
Mcgral18, on 14 March 2015 - 08:09 AM, said:
In-game testing and calculations from the fall speed indicator also indicate a gravity of some 2.7 - 3.5 g.
Mcgral18, on 14 March 2015 - 08:09 AM, said:
I'd love to see how the game would behave with 1g gravity.
Edited by stjobe, 14 March 2015 - 11:16 AM.
#39
Posted 14 March 2015 - 11:17 AM
#40
Posted 14 March 2015 - 11:20 AM
stjobe, on 14 March 2015 - 11:15 AM, said:
huh, weird but good to know.
stjobe, on 14 March 2015 - 11:15 AM, said:
As would I
Edited by Tabu 73, 14 March 2015 - 11:22 AM.
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