Would You Be Upset If Mwo Had More Advanced Jumpjets?
#21
Posted 11 July 2015 - 08:37 AM
#22
Posted 11 July 2015 - 08:38 AM
MechaBattler, on 11 July 2015 - 08:22 AM, said:
I don't think they'd ever touch the weight of any piece of equipment in the game. But it makes sense to use heat as a balancing mechanic. Ideally, I think the Class IV and Class V jump jets should cause far less heat than Class I and Class II jump jets. I'd like to see light mechs and medium mechs capable of some real mid-air acrobatics, but assault mechs should mostly use jump jets for mobility, not poptarting.
Joseph Mallan, on 11 July 2015 - 08:25 AM, said:
My thoughts exactly. More advanced controls would be a fun challenge.
#23
Posted 11 July 2015 - 09:30 AM
Joseph Mallan, on 11 July 2015 - 08:25 AM, said:
Wintersdark, on 11 July 2015 - 09:29 AM, said:
But complaining that the game is stale and unchanging? That's a constant...
#24
Posted 11 July 2015 - 09:38 AM
#25
Posted 11 July 2015 - 09:42 AM
Wintersdark, on 11 July 2015 - 09:30 AM, said:
But complaining that the game is stale and unchanging? That's a constant...
Did you... did you just quote and reply to your own post, all in the same post? Wow... Meta...
Edited by stjobe, 11 July 2015 - 09:42 AM.
#26
Posted 11 July 2015 - 09:45 AM
#27
Posted 11 July 2015 - 10:55 AM
stjobe, on 11 July 2015 - 09:42 AM, said:
#29
Posted 11 July 2015 - 11:38 AM
#30
Posted 11 July 2015 - 02:02 PM
Cathy, on 11 July 2015 - 11:38 AM, said:
Indeed. Although I'm not sure how you'd balance them. I mean, I'm not too concerned about making the Jenner OP compared to medium, heavy or assault mechs, for example. But if 5 jump jets basically makes you a Macross gundam god, then obviously people would stop playing light mechs without jump jets (such as the RVN-2X) instantly. So one would need to figure out how to balance this, without simply showering non-jumpers with more weapon quirks.
#31
Posted 11 July 2015 - 02:16 PM
Alistair Winter, on 11 July 2015 - 02:02 PM, said:
5 Jump Jets should mean "capable of jumping 150 meters horizontally and 30 meters vertically"; I don't know if being able to jump twice the height of a 'mech satisfies the "Macross gundam god" criteria or not
Alistair Winter, on 11 July 2015 - 02:02 PM, said:
Well, for starters (and already present) they have additional weight to put into weapons, ammo, and heat sinks that the jump-capable 'mech doesn't. For lights, that's just 2.5 tons (Just? That's 10% of a Commando's weight) for 5 jets, but for an assault it's 10 tons (Huh. 10% of an Atlas weight. Coincidence?) for those 5.
Perhaps another look at the hill-climbing mechanic could be in order as well?
#32
Posted 11 July 2015 - 02:22 PM
#33
Posted 11 July 2015 - 02:27 PM
#34
Posted 11 July 2015 - 02:36 PM
Alistair Winter, on 11 July 2015 - 02:02 PM, said:
That's not true. I loved my 2X even in closed beta. True light pilots will play them all with what they have, in their proper roles. But the roles have all been completely futzed, right? I am also worried about the balance, but the fundamentals are in need of attention with this one. In Mechwarriors 2X the JJ control was omnidirectional, but it also had a kick like a mule. It was clunky and it was fast. Anyone with torso twist could track a mech moving like that. It wasn't exactly super responsive. and it definitely wouldn't make anyone a Gundam God, for sure. No smooth controlled flight through the air, just Controlled Rockets strapped to your back.
#35
Posted 11 July 2015 - 03:57 PM
In fact I think they are fine.
And no, I am not trolling, this is my honest opinion.
#36
Posted 11 July 2015 - 04:12 PM
Keep in mind, not a single MW title except the original has gotten JJ's working properly. MW2's JJs were probably the worst implemented in the MW title history, only good thing was the directional controls they offered, otherwise, they were extremely over the top. MW3 and MW4, hell even MW:LL all had JJs that didn't fit how they work in TT. PGI is the first dev team since the original MW title to get it right. Yeah, we can't do all the cool stuff we could do in previous MW titles, but never should have been able to in the first place.
Directional controls, yeah, increasing JJ power/distance/height, NO.
#37
Posted 11 July 2015 - 04:20 PM
Edited by beleneagle, 11 July 2015 - 04:24 PM.
#38
Posted 11 July 2015 - 04:21 PM
Alistair Winter, on 11 July 2015 - 06:47 AM, said:
Jump stuttering is annoying and abusive.
#39
Posted 11 July 2015 - 04:27 PM
Kristov Kerensky, on 11 July 2015 - 04:12 PM, said:
Keep in mind, not a single MW title except the original has gotten JJ's working properly. MW2's JJs were probably the worst implemented in the MW title history, only good thing was the directional controls they offered, otherwise, they were extremely over the top. MW3 and MW4, hell even MW:LL all had JJs that didn't fit how they work in TT. PGI is the first dev team since the original MW title to get it right. Yeah, we can't do all the cool stuff we could do in previous MW titles, but never should have been able to in the first place.
Directional controls, yeah, increasing JJ power/distance/height, NO.
What? We get the correct for tabletop jump distances? Really? I always thought TT jump distances where much further than ours laterally.
#40
Posted 11 July 2015 - 05:19 PM
Wintersdark, on 11 July 2015 - 04:27 PM, said:
They are a bit longer on the horizontal in TT, but the vertical in MWO is actually a little more than it should be, so it's close enough that I'm willing to call it good. Most people don't actually go for that horizontal distance, they want the vertical distance.
Like I said, I'd love to see some better directional controls, but otherwise, can't really back any increase in their power.
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