Would You Be Upset If Mwo Had More Advanced Jumpjets?
#1
Posted 11 July 2015 - 05:53 AM
In "MechWarrior 2: 31st Century Combat" from 1995, mechs with jump jets had 6 different jump jet buttons. If I recall correctly, it was something like:
Insert - Spin left
Home - Jump forward
Page Up - Spin right
Delete - Strafe left
End - Jump backwards
Page Down - Strafe right
So my question is simple. How would you feel if PGI suddenly implemented these advanced controls in the next MWO patch? And would you prefer it if 6 controls were only available to mechs with a certain number of jump jets, for example?
#2
Posted 11 July 2015 - 05:58 AM
JJs in MWO are the sorriest implementation of jump jets I've ever come across in any game.
Just about any other implementation would be an improvement.
#3
Posted 11 July 2015 - 05:58 AM
Alistair Winter, on 11 July 2015 - 05:53 AM, said:
In "MechWarrior 2: 31st Century Combat" from 1995, mechs with jump jets had 6 different jump jet buttons. If I recall correctly, it was something like:
Insert - Spin left
Home - Jump forward
Page Up - Spin right
Delete - Strafe left
End - Jump backwards
Page Down - Strafe right
So my question is simple. How would you feel if PGI suddenly implemented these advanced controls in the next MWO patch? And would you prefer it if 6 controls were only available to mechs with a certain number of jump jets, for example?
I'd be all for it, as long as it was implemented in the name of maneuverability, and didn't herald the triumphant return of the 33rd irregular poptart brigade.
#4
Posted 11 July 2015 - 05:59 AM
#5
Posted 11 July 2015 - 06:00 AM
#6
Posted 11 July 2015 - 06:08 AM
#8
Posted 11 July 2015 - 06:47 AM
Kiiyor, on 11 July 2015 - 05:58 AM, said:
So how would it need to be implemented to counter the obvious advantages of more advanced controls?
I wish light mechs at least had something similar to Hawken jump jets, allowing them to do advanced maneuvers in the air while shooting. I don't think it would make them OP at all, because drifting around in the sky at slow speeds is kind of risky for a light mech. But it would make brawling a lot more fun as a light mech, especially when collisions are implemented. When we get real collisions in this game, light mechs are going to have a really bad time.
El Bandito, on 11 July 2015 - 06:00 AM, said:
Is the cooldown a big issue though? Maybe it's part of the problem, but I always figured the main issue was the ability to land ~30 damage with pinpoint accuracy while flying, and then instantly dropping out of view.
#9
Posted 11 July 2015 - 06:58 AM
But i guess heavy and assault pilots would not like that idea.. So my vote is keep it as it is.
#10
Posted 11 July 2015 - 07:00 AM
Alistair Winter, on 11 July 2015 - 05:53 AM, said:
In "MechWarrior 2: 31st Century Combat" from 1995, mechs with jump jets had 6 different jump jet buttons. If I recall correctly, it was something like:
Insert - Spin left
Home - Jump forward
Page Up - Spin right
Delete - Strafe left
End - Jump backwards
Page Down - Strafe right
So my question is simple. How would you feel if PGI suddenly implemented these advanced controls in the next MWO patch? And would you prefer it if 6 controls were only available to mechs with a certain number of jump jets, for example?
I WOULD LOVE IT!
Provided the jets get more boost, too.
However, in order to do this, they would need to remove all terrain movement penalties from non-jump jet 'mechs.
#11
Posted 11 July 2015 - 07:01 AM
#12
Posted 11 July 2015 - 07:32 AM
#13
Posted 11 July 2015 - 07:41 AM
But it should be possible to increase JJ maneuverability by increasing the contextual control using the normal WASD key + Q and E for strafing. That would be awesome.
I definitely think a change of that magnitude would require some kind of CoF mechanic to simulated inaccuracy in the air though, otherwise it would just be too powerful.
I would look at Robocrafts solution to that, it's very good. In Robocraft your reticule is larger or smaller depending on your stability in the air, turbulence at different heights and the sway adds naturally to that with the physics based flight system. You have to consider in air stability when you build your robot and decide where to place rotor blades, wings, hoverblades and thrusters in relation to your shape and weight.
Of course MWO could not hope to have that kind of complex flight system, but some of it could be ported such as the inaccuracy mechanic and air stabilisation.
It would also be interesting if the placement of jumpjets in different body parts had different effects on you mech, for example it should unbalance your mech if you place them asymmetrically, leg JJs could give more upward thrust, CT JJs could give more forward thrust and ST JJs could give faster turning.
Edited by Sjorpha, 11 July 2015 - 07:50 AM.
#14
Posted 11 July 2015 - 07:47 AM
Wintersdark, on 11 July 2015 - 07:01 AM, said:
I've been known to argue for this as well.
A tap of the jump jets should catapult your 'mech 30 meters {forward|backward|left|right} and 6 meters up. Continue to hold the jump button and you'll gain distance and elevation up to a max of (30 m * number of jump jets distance, 6 m * number of jump jets elevation).
That would make them extremely useful for maneuvering, but all but useless for pop-tarting (as there would always be a horizontal component to the jump five times larger than the vertical component). The speed of the jump would make firing in the air difficult enough that reticule shake might not even be needed.
Edit: Come to think of it, it might even be okay if there was no horizontal component unless you held a direction key (WASD), provided the tap always popped you 6 metres up fast enough. Pop-tarting needs slow, highly controllable jumps; fast, less controllable jumps like this might be enough that pop-tarts wouldn't be all the rage again.
Edited by stjobe, 11 July 2015 - 07:51 AM.
#15
Posted 11 July 2015 - 07:49 AM
#16
Posted 11 July 2015 - 08:01 AM
#17
Posted 11 July 2015 - 08:08 AM
#18
Posted 11 July 2015 - 08:11 AM
#19
Posted 11 July 2015 - 08:22 AM
#20
Posted 11 July 2015 - 08:25 AM
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