

Restore Battle Tech Jump Jets
#1
Posted 25 October 2015 - 12:11 AM
I suggest mechs jump to 3-4 full mech heights in those 4-5 seconds of thrust when carrying 5 or more jump-jets. It may not be balanced, but you might as well remove jump-jets from the game entirely if you can't attain this minimum level of functionality with them because they are only working to push mechs up hills. They are not jump jets by any stretch of the imagination.
#2
Posted 25 October 2015 - 03:57 AM
Edited by Vegalas, 25 October 2015 - 04:57 AM.
#3
Posted 25 October 2015 - 04:21 AM
https://youtu.be/zuJYupdkGsw
As seen in Mechwarrior LL, as Weisman agreed with.
Please reconsider your opinionated "facts".
Jump jets are in fact, NOT "hover" jumpjets.
#4
Posted 25 October 2015 - 04:53 AM
Edited by Vegalas, 25 October 2015 - 05:02 AM.
#5
Posted 25 October 2015 - 05:52 AM
That's about right for an Assault, with the jump jets doing a bit better for Heavy to Light as the weight class goes down. In MWO the ascent is so slow they seem to hover up which makes them an easy target rather than evasive. Hover Jets. So MWO's need some boosting.
Duration is ok. It might be the hovering slowness happened when PGI nerfed the jump height without shortening the burn duration to get there, but they should carry the mechs higher like they used too.
The other issue is of course they take up payload space so they can't be just dead weight. They have to grant basic jumping and evasion since they are easily replacing an additional main weapon.
Edited by Lightfoot, 25 October 2015 - 06:00 AM.
#6
Posted 25 October 2015 - 10:12 AM
The initial issue was most mechs had to only equip ONE jump jet to get the effect, additional JJ added a little bit more thrust. So a Highlander only really need to take 1x2ton JJ instead of 3x2ton JJ. PGI should redo the JJ and set it up so that at least a minimum JJs are required before they can be used. That would make it similar to Clan mechs, depending on pods, it is either yes or no, nothing in between.
In BT/Solaris, a default highlander had a movement of 3/5 hexes. Jumping was max at 3 hexes or 90m. In MWO 3x2ton JJ gets it only 19m. That should be increased to 30/40m.
Also gone are the primary reasons it was neutered so hard, sync of ER/PPC and Gauss Rifle, never mind there are now mechs that can deal double that damage at long range, while there are mediums who now jj/poptart and fire same or similar loadout.
And since the Jump Jets are setup in Classes, there is nothing to prevent PGI from tailoring each class of jump jets. And for a Highlander Burial to actually happen, it needs to be able to at least jump higher than the next mech

#7
Posted 25 October 2015 - 10:15 AM

#8
Posted 25 October 2015 - 01:29 PM
#9
Posted 25 October 2015 - 01:50 PM
Quote
Why? Whats wrong with assault mechs jumping? They have to spend like 10% of their tonnage on jumpjets... they should get a decent amount of "jump" out of them.
But they need to change the jumpjet shake so that it keeps shaking until you hit the ground again. That would prevent jump sniping entirely.
#11
Posted 26 October 2015 - 01:43 PM
This was mainly set in place to combat Pop-tarting. However, pop-tarting wouldn't be an issue if JJ's generated the amount of heat they do in the lore (which is pretty significant) and if reticle shake continued partway down instead of stopping once you've hit the apex.
D-d-damn. Just fixed JJ's.
Oh well, it'll never happen.
#12
Posted 28 October 2015 - 12:16 AM
It's quite possible in MWO for a 'Mech that could barely mount three-four jump jets in Battletech to have twice that or more in MWO, because it's yet another case where PGI could not into construction rules. Of course, said jets have varying and often weird effects depending on 'Mech weight and #/type of jet, too.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users