Gas Guzzler, on 18 June 2015 - 08:47 AM, said:
JUST FIX THE CLASS 1s. Don't distract it with others... the others are really not bad...
Its just the Class 1s that are terrible and extra heavy.
And for the love of god stop suggesting reticle shake on the way down, I don't want that idea in their head. I would literally rather leave all how they are then take away the ability to use JJs effectively in a brawl.
Shake decaying on the way down is an excellent idea, though. In a brawl you should be close enough, and descending shake should be mild enough, to land shots on the target, if not on the precise pixel you need, and it's also an instantaneous fix to jump sniping.
Now. As for my notions on what to do with jump jets...I'm going to post what I assume, having not seen their code, would be a fairly simple numbers-tweak fix, with as little need to code in new behavior as possible. Numbers are easy; we all know Piranha hates having to work new behavior. That said...
1.) Double jump jet acceleration. At least. The word is 'jump', not 'serenely float'. As it stands jump jets are near useless for vertical mobility unless you're riding a ramp with them rather than properly jumping. This needs to change.
2.) Halve (if necessary) or cut by a third (preferable) jump jet fuel. Cutting fuel balances higher acceleration with lower burn times, keeping the overall jump height roughly the same. I would prefer a bit more height to my jets, thus the two-thirds rather than half gauge, but this is negotiable once we have jump jets that
jump.
3.) Add an increasing percentage modifier to jump jets, such that the number of jets taken impacts their performance. One jump jet is given a 1x effectiveness modifier, two jump jets are each given a 1.1x effectiveness modifier, so on and so forth. This incentivizes taking greater numbers of jets without unduly penalizing two-jet Heroes or the slobbering horde of players who
still, to this day, insist that taking anything more than one jump jet is a waste of space. 'Mechs such as the QKD-4G, which have seven jet slots and pay in weapon hardpoints for the purpose, would end up with seven jump jets which are each 1.7x as effective as a base jump jet, and thus would be able to
fly - but that's okay. 7+ jets should indeed allow someone to fly.
4.) Increase heat as necessary during jumps, and implement decaying reticle shake, to prevent easy weapons use during a jump. Jump-brawling should still be possible but it would come at an accuracy penalty, while jump sniping as it existed before would be effectively removed. To jump snipe, or to accurately jump-brawl, one would have to let the jets rest for (likely) half a second or so in order for the crosshair to stabilize, similarly to how M.A.S.C.'s shake doesn't snap off immediately upon deactivating the system. This would require a jumping 'Mech to expose itself long enough for quick counterattack if it wanted to fire from the air, eliminating the primary issue with the Toaster Pastry Days and allowing jump jets to be made much more powerful. Increased heat for their use, as well as less accurate fire while in the air, is as much to balance jumpers against non-jumpers as anything else - jump jets, if fixed, would be an enormously potent utility tool and should come with some equally hefty drawbacks to use if we want jetless 'Mechs to still be worth taking.
This particular general guideline would, hopefully, result in jump jets which are actually fun and interesting to use, as opposed to the current, extremely frustrating HoverJets. Jets have decent height in this game as it stands - we all want more, of course, but it's
tolerable with enough jets equipped. What we need, and what we have always needed, is stronger and more consistent acceleration and proper upscaling of effectiveness with increased jet count. We need a reason to take five, six, eight, ten jump jets on 'Mechs that can do so, and we need those jets to be useful for traversing vertical terrain. If I can't jump over a building in River City, why should I take the things at all?
Anyways. Hopefully that's of help. if not...oh well. I tried.