

#21
Posted 08 May 2015 - 08:18 AM
Class V (Lights) - It needs more lift. I regularly use 2 JJs (at most 3), and it never really makes sense that the lightest mechs don't fly reasonably high, unless they prefer to burn for it (Mist Lynx, and overheating on Mordor no less).
Class IV (Mediums) - While I think it might need more lift (I use 2 generally), it may need something else to compensate... like more fuel (like someone suggested previously), which makes more sense.
Class III (Heavies) - More lift is necessary here, as I feel like I need 3-4 JJs to get any lift (I use 2 or 3 generally). It's just a PITA to jump with the tonnage commitment (1 ton vs .5 ton for smaller mechs).
Class II ("light" Assaults - only the Victor) - Some increased thrust is necessary, but more fuel is probably a better solution given the tonnage trade that doesn't entirely exist (similar to Class IV JJs on Mediums vs Class V JJs on Lights). I use 2 or 3 (occasionally 4), but generally I don't feel it gives much value.
Class I ("heavy" Assaults - Highlander/Direwolf/Executioner) - The origination of the Hoverjet phenomenon is just bad. There's ABSOLUTELY no reason to run more than 2 JJs (just for duplication due to destruction) as you might as well imagine a Dire Wolf farting (I just run 1 JJ because on the Dire, which I suspect many of the competitive units/players would do if they wanted to field a Direwolf). That's how bad it is. The thrust does not proportionally compensate for the tonnage investment. (Do you like spending 10 tons on a Heavy Metal's 5 JJs maximum?) This needs to be fixed drastically, above all other complaints mentioned here. 2 tons apparently aren't what they used to be.
#22
Posted 08 May 2015 - 08:23 AM
#23
Posted 08 May 2015 - 08:55 AM
So for example, with forward movement, if you tap the JJ Key once, the mech gains vertical height, using one unit. If you hold the key down there with be a brief duration and cooldown period that would match the Jumping animation before the next JJ segment is used and continuing the Jump.
So being stationary when using the JJ key, the mech gains more horizontal jump distance than vertical height.
This way Jump Jets ideally are not easily exploitable by any potential engine limitations as Jump Jets values and attributes get closer to at least BT benchmarks, not sure how they have been described in the books.
For example, I'd love to see Jump Jets be able to provide more horizontal distance per Jet, where when a single Jump Jet should ideally reach a distance of 15 horizontal meters at max height then be able to move safely down 15 meters matching the BT hex distance. If a series of Jump Jet Segments are used than the mech should gain additional distance and gaining height every 15 or so meters. So if a mech has five Jets total and uses four, that mech would be able to move 60 meters and have momentum for a further 60 meters,where saving the last JJ unit segment can provide a safe landing. Max heights maybe could be ~6 meters (as the BT levels) for vertical movement per Jump Jet or whatever height value works best for MWO; and this way each Jet should be able to then provide a consistent level or performance.
And once you land, the bars regenerate one at a time, and have their associated duration and cooldown periods before being able to use the JJ unit segments again, so that things like bunny hops are impossible and provide the opportunity for smoother jumping animations and allow for faster speeds and distances closer to the P&P benchmarks.
Depending on what can be designed and programed, this could also make jumps more predictable to use where, say you are in the thick of action and need to escape, your mech has 6 Jump Jets and you have used five units to quickly scale some crystals on Tourmaline, to reach an area that than sharply drops down lower and will give you fall damage if free falling. But since you saved one Jump Jet unit, with proper timing, you can fire off the last Jet to avoid the fall damage.
Hope I'm making sense with what I'm trying to describe!
#24
Posted 08 May 2015 - 10:07 AM
#25
Posted 08 May 2015 - 11:32 AM
#26
Posted 08 May 2015 - 02:30 PM
Edited by Nathan Foxbane, 08 May 2015 - 02:31 PM.
#27
Posted 08 May 2015 - 10:02 PM
#28
Posted 08 May 2015 - 10:51 PM
Khobai, on 07 May 2015 - 11:05 PM, said:
Because hillclimbing is so stupid right now that mechs cant even walk over small pebbles without getting stuck.
If jumpjets get buffed than hillclimbing needs to be fixed so not having jumpjets isnt as huge of a disadvantage.
What he said. Fix the ****** movement code so non JJ mechs aren't ******. Then you can fix JJs
But my personal pet project is to make JJs an all or nothing affair. You want JJs on your Victor or Cataphract? Well, you can take the 4 that come stock or you don't equip any at all.
#29
Posted 09 May 2015 - 09:08 AM
Quote
Personally I think that idea is terrible. Since it allows players to invest the bare minimum tonnage in jumpjets.
Jumpjets should be ALL OR NOTHING.
Mechs should only be able to jump if their jumpjets are maxed out. However the amount of jump would be based on the number of jumpjets.
#30
Posted 09 May 2015 - 09:17 AM
Nathan Foxbane, on 08 May 2015 - 02:30 PM, said:
This i always tought PGI should add a % increase in vertical and horizontal speed boost per extra JJ.
this way a Mechwarrior who choose to sacrifice weight in order to mount extra JJ get a faster lift and longer reach allowing to maneuver with them way faster...
P.S: vector movement even if it's just a little side boost may come handy too.
#31
Posted 09 May 2015 - 09:26 AM
Give lore value level JJ's and balance by making heavier mechs fuel return at a slower rate.
Whoa look at that, I gave the Victor and Highlander a niche
#32
Posted 09 May 2015 - 01:52 PM
Class III needs to be separated, so the 60 tonners can have a buff. Or give them Class IV and be done with it.
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