Jump to content

Directional Jump Jets W/ Hover


5 replies to this topic

Poll: Directional Jump Jets W/ Hover (5 member(s) have cast votes)

Good Idea?

  1. Yes - It would be nice if it was implemented after melee attacks (1 votes [20.00%])

    Percentage of vote: 20.00%

  2. No - Technically not feasible (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. No - It would be useless to most mechs and not worth the effort (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. No - It would be OP (4 votes [80.00%])

    Percentage of vote: 80.00%

That's Dom.

  1. You spelled dumb incorrectly. (3 votes [60.00%])

    Percentage of vote: 60.00%

  2. Oh, I get the reference. (2 votes [40.00%])

    Percentage of vote: 40.00%

Vote Guests cannot vote

#1 Anyone00

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 329 posts

Posted 24 March 2015 - 11:03 AM

Before I go further into it: with this idea the way the Jump Jets work would still be there and all balancing concerns still exist, this just adds an additional layer (so please save the 'they're already hover jets' comments).
Also keep in mind every thing said here is with the default control scheme in mind.

In addition to the jump jet method currently in the game you also have the option of thrusting in a horizontal direction. Do a quick double tap in a direction while jump jetting and the trust goes from being primarily upwards to primarily in that horizontal direction (and this can be done more than once while in the air and the space bar is held down); if the mech is close to the ground it can hover along the ground allowing to air twist like normally when jump jetting and can do another double tap while still holding space down to change the course of the hover.
JJ direction changes and hovering follow some rules:
-The direction change is just essentially trying to hover while in the air.
-The JJ bar is only depleted by jumping up or reducing the speed of a fall.
-Hovering does not deplete the jump jet bar but it will not refill when active.
-In terms of heat firing jjs is firing jjs
-Hovering causes reticle shake but not as much as jumping up
-Each equipped (and intact) jj allows for ~10kph of horizontal speed up to 2/3 of the mech's normal top running speed.
-Change in the hovering direction is not instantaneous and has its own acceleration/deceleration curve.
-There terrain grade the mech can go up is actually reduced while hovering.
-Some things will cause a hovering mech to stagger (play an animation like when it lands after a tall enough fall) that will knock it out of jump-jetting and zero out the throttle till the animation has finished: running into a solid object (even knee height) including mechs and terrain; trying to climb too steep a grade; coming down with too much momentum; going through rough terrain like the short jagged rocks coming out of the ground on Tourmaline Desert mechs can normally clip through while walking.

Scenario #1:
A player driving a SDR-5V with a top speed of 151.5kph and 12jjs top the throttle and goes to top speed then presses down the space bar very shortly followed by a brief double tap of the w-key: this causes the SDR to begin hovering forward but decelerates to ~100kph; only the initial little jump used up any of the jump bar but it does not regenerate. The pilot then air twists so he's gliding to his left where he passes a building where he finds himself face to face with a 6 UAC/5 Dire Wolf: he immediately disengages the space bar and promptly presses it back down causing the SDR to jump up (depleting the jj bar) causing most of the first UAV/5 volley to hit the ground. The Dire Wolf manages to line up for second volley but the SDR double taps the d-key to jj to the right to dodge it, air twist to line up with the Dire Wolf, double taps the w-key to jet forward, then after a moment disengages the space key and manages to land on top the the Dire Wolf , and then the SDR is blown away by the other three members of the Dire Wolf's lance .

Scenario #2:
A player driving the Heavy Metal configured for a top speed of 64.3kph w/ 5jjs has the armor stripped on her right leg and has taken some internal damage. Coming out from behind a rock formation two gauss slugs render the leg inoperable; the pilot hits space bar and double taps the s-key and reverses building up to a speed of ~43kph allowing her to take cover faster than walking would have allowed.

The bunny hopping bug would need to be corrected first so a player doesn't become invulnerable from playing double-tap-ddr.

What do you think of the Mech Capades?

#2 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 24 March 2015 - 12:23 PM

JJs just need a buff period. They're so weak right now! I wish PGI could figure out how to decouple turn rate from engine size so that we could get some agility with our JJs.

You really should have another poll answer by the way. Something like, "Yes, even if melee isn't implemented." You might get more favorable responses that way.

#3 Serpentbane

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 485 posts
  • LocationVanvikan, Norway

Posted 24 March 2015 - 12:39 PM

Go down this path and we'll soon be playing Gundam or some other anime movie mecha....

#4 YakkSlapper

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 175 posts
  • Locationoregon city

Posted 24 March 2015 - 12:57 PM

ABSOLUTELY NOT!!!

JJ's where NOT ment for flight, only to jump up on thins and jump down(cushion landings)

in the ol btech rules it even says as much in the flavour text (paraphrased it says something like what i just said "for jumping and landing, not for flight')

this is NOT gundam, this is not hawken, this is not cosmic break or even old exteel, this is MECHWARRIOR ONLINE, the current incarnation of the computerized battetech its is supposed to follow cannon as best it can, yes i agree such things are cool in other games, and exploited usually, this is not them, its sacrilege and heresy to even suggest such an outlandish thing for MWO

Edited by YakkSlapper, 24 March 2015 - 01:00 PM.


#5 Telmasa

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,548 posts

Posted 24 March 2015 - 05:03 PM

If they did something like this, they would need to nerf the cooldown of the JJ fuel considerably - and that's after fixing the animation (or other factors) so that "bunnyhopping" isn't possible.

My Spider does not need to be able to literally fly around other mechs, it's already silly how much it can right now.

#6 Serpentbane

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 485 posts
  • LocationVanvikan, Norway

Posted 26 March 2015 - 08:57 AM

I allready see Firestarters running around doing 700 DMG and 5 kills. Making them fly will not make the game better. In real battletech life lights would not be the paper for the assaults rock. But this game makes little use of roles and classes, so...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users