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Cicada 3L Needs A Jump Jet Nerf


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#1 JC Daxion

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Posted 27 October 2015 - 01:50 PM

Yup i said it.. And this coming from a person, that pretty much never cries NERF! You know like the boy that cried wolf, do it all the time, and no one listens.. But this time, i think i must say something because i haven't seen a single person mention it anywhere.



the 3L, needs a JJ nerf. Cicada 3L with 8 JJ's should have a max JJ height of around, 70m

A spider with 12 JJ's and 30 tons, jumps 1 meter lower, than a 40 ton mech with 8 jj's, both use .5 weight JJ's

If i had to guess someone screwed up the math, and put a decimal in the wrong place, But under the rules of this game, and system, there is zero reason why this should be correct.

8JJ's in a spider is 69.38.. so lets round it off to 70m.. I don't have an issue with a cicada using the light move scale when it comes to this mech, after all, the cicada is a fat light after all.. But to get an extra 35M bonus on a 10 ton heavier mech, makes ZERO sense..

Even at 6 jump jets, the mech jumps higher than a spider with 8, but almost 6 meters, which is a 1 ton savings on a 10 ton heavier mech already.

a 10 ton heavier mech, that can run the same speed, and carry more weapons and armor and on top of it jumps higher.. is just wrong on many levels, and honestly something i don't think that was meant to be.


Check the numbers, and find out were ya went wrong with this new mech, because someone screwed up some place. FYI, i've been playing my 3L, and leveling it, fun mech, but it is over powered in this one aspect.




EDIT for chart.. So please explain how this makes sense? This is not a thread about if JJ's should change.. It is a thread about getting this one mech in line with EVERY other JJ mech in the game..



Facts.

35 ton mech, 4 raven 37m

35 ton arctic cheeta 6 52,

35 ton firestarter 6 44m

40 ton cicada, 6 79m

45 ton black jack, 4 = 46

50 ton crab, 5= 52

50 ton nova 5= 52

55 ton griffin, 5= 47

60 ton quickdraw, 5 = 43

65 ton catapult 4= 32

70 ton cataphract 4=30

70 ton summoner, 5=37

80 ton victor 4=23.9

90 ton highlander, 4=25

95 ton executioner, 4=24

Edited by JC Daxion, 27 October 2015 - 03:33 PM.


#2 CDLord HHGD

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Posted 27 October 2015 - 01:52 PM

There are times when I jump and let off, yet it "feels" like I have a moment of weightlessness where my upward momentum continues. It's gotten me into trouble too. I jump, see an enemy, stop thrust, yet I'm not going down yet!!! ;)

#3 Mcgral18

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Posted 27 October 2015 - 01:53 PM

There's nothing wrong with the numbers; the Med JJs are more effective than the Light ones.



Asking for a nerf to this robot is just silly.

#4 627

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Posted 27 October 2015 - 01:55 PM

so you want to nerf it solely because the spider can't jump to the same height?


I expected some kind of "it is OP" rant but this is new. why not buff the spiders jets then?

By the way, with 8JJs and a top engine, weaponry isn't really that great, even for cicada standards.

#5 Mystere

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Posted 27 October 2015 - 01:56 PM

I have the opposite viewpoint. All JJ-equipped mechs should proportionally have the same jump performance of the Cicada 3L. What we have now are Hover Jets.

#6 Queen of England

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Posted 27 October 2015 - 01:59 PM

Am I missing something here? Why would you want to nerf the cicada?

#7 Ultimax

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Posted 27 October 2015 - 02:27 PM

This is one of the most ridiculous complaints I've read on these forums, are you trolling us?

I hope you're trolling us, anything else would just be embarrassing.

Edited by Ultimatum X, 27 October 2015 - 02:28 PM.


#8 Mister Blastman

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Posted 27 October 2015 - 02:30 PM

No.

#9 Alistair Winter

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Posted 27 October 2015 - 02:35 PM

Posted Image

Not really.


Edited by Alistair Winter, 27 October 2015 - 02:35 PM.


#10 Juodas Varnas

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Posted 27 October 2015 - 02:36 PM

Posted Image

#11 Saint Scarlett Johan

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Posted 27 October 2015 - 02:39 PM

Or we could buff the JJs of everything else to the level of the Cicada?

You know, something that would be fun?

#12 STEF_

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Posted 27 October 2015 - 02:40 PM

I really enjoyed my popCDA.

Sorry OP, deal with it! B)

#13 cSand

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Posted 27 October 2015 - 02:45 PM

View PostMystere, on 27 October 2015 - 01:56 PM, said:

I have the opposite viewpoint. All JJ-equipped mechs should proportionally have the same jump performance of the Cicada 3L. What we have now are Hover Jets.


this

#14 Funkin Disher

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Posted 27 October 2015 - 02:47 PM

Its not like the Cicada is a powerhouse with JJs that good.

Besides, most JJ mechs should be able to jump like that.

#15 Koniving

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Posted 27 October 2015 - 02:50 PM

View PostMcgral18, on 27 October 2015 - 01:53 PM, said:

There's nothing wrong with the numbers; the Med JJs are more effective than the Light ones.
Asking for a nerf to this robot is just silly.


That's pretty true (and I like this level of jumpjet in ratio to the oversized/overheight mechs that MWO provides to us).

That said: I think the "quality" of jumpjet should go according to JJ weight rather than mech class.
"Medium better than light" only makes sense when the jumpjets are bigger.

In example:
JJ Class V: 0.5 tons (Why is this distinction even here?)
JJ Class IV: 0.5 tons. X amount of power.
JJ Class III: 1 ton. (Another why?)
JJ Class II: 1 ton.
JJ Class I: 2 ton.

Change to (names just to mention what they apply to)
JJ 1: 0.5 tons X amount of power (20 to 55 tons.)
JJ 2: 1 ton Y amount of power (60 to 85 tons)
JJ 3: 2 ton Z amount of power (90 to 100 tons)
------------------------
(Mkay I can see why they did it. Still, put enough power into the jumpjets and lighter mechs of each class will have a field day to make up for their other weaknesses, and heavier mechs will have a harder time.)
(This wouldn't hurt 90 to 100 tons that much, as 90 tons is where the 2 ton JJ starts.)
(No 80 ton or 55 ton poptarts, but 60 tons will feel amazing at double the weight per JJ, as will the 20 to 30 ton mechs; might be prone to wall splatting! There's a possibility of 90 ton poptarts, but heavy fall damage and such should already fix it. Possibly 'faster' but shorter jumps, too.)

Edited by Koniving, 27 October 2015 - 03:03 PM.


#16 Anyone00

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Posted 27 October 2015 - 03:01 PM

Why not just get rid of class V JJs and have lights use class IV JJs (same weight, same bulk)?
The op lights aren't really known for their high jumps (I could be wrong though).

#17 White Bear 84

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Posted 27 October 2015 - 03:07 PM

Posted Image

#18 Alwrathandabout42ninjas

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Posted 27 October 2015 - 03:10 PM

View PostJC Daxion, on 27 October 2015 - 01:50 PM, said:

Yup i said it.. And this coming from a person, that pretty much never cries NERF! You know like the boy that cried wolf, do it all the time, and no one listens.. But this time, i think i must say something because i haven't seen a single person mention it anywhere.



the 3L, needs a JJ nerf. Cicada 3L with 8 JJ's should have a max JJ height of around, 70m

A spider with 12 JJ's and 30 tons, jumps 1 meter lower, than a 40 ton mech with 8 jj's, both use .5 weight JJ's

If i had to guess someone screwed up the math, and put a decimal in the wrong place, But under the rules of this game, and system, there is zero reason why this should be correct.

8JJ's in a spider is 69.38.. so lets round it off to 70m.. I don't have an issue with a cicada using the light move scale when it comes to this mech, after all, the cicada is a fat light after all.. But to get an extra 35M bonus on a 10 ton heavier mech, makes ZERO sense..

Even at 6 jump jets, the mech jumps higher than a spider with 8, but almost 6 meters, which is a 1 ton savings on a 10 ton heavier mech already.

a 10 ton heavier mech, that can run the same speed, and carry more weapons and armor and on top of it jumps higher.. is just wrong on many levels, and honestly something i don't think that was meant to be.


Check the numbers, and find out were ya went wrong with this new mech, because someone screwed up some place. FYI, i've been playing my 3L, and leveling it, fun mech, but it is over powered in this one aspect.


Sounds like they need to revise the JJ height across the Spider. I think the Cicada is in a good spot.

#19 Mcgral18

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Posted 27 October 2015 - 03:17 PM

View PostKoniving, on 27 October 2015 - 02:50 PM, said:


That's pretty true (and I like this level of jumpjet in ratio to the oversized/overheight mechs that MWO provides to us).

That said: I think the "quality" of jumpjet should go according to JJ weight rather than mech class.
"Medium better than light" only makes sense when the jumpjets are bigger.

In example:
JJ Class V: 0.5 tons (Why is this distinction even here?)
JJ Class IV: 0.5 tons. X amount of power.
JJ Class III: 1 ton. (Another why?)
JJ Class II: 1 ton.
JJ Class I: 2 ton.

Change to (names just to mention what they apply to)
JJ 1: 0.5 tons X amount of power (20 to 55 tons.)
JJ 2: 1 ton Y amount of power (60 to 85 tons)
JJ 3: 2 ton Z amount of power (90 to 100 tons)
------------------------
(Mkay I can see why they did it. Still, put enough power into the jumpjets and lighter mechs of each class will have a field day to make up for their other weaknesses, and heavier mechs will have a harder time.)
(This wouldn't hurt 90 to 100 tons that much, as 90 tons is where the 2 ton JJ starts.)
(No 80 ton or 55 ton poptarts, but 60 tons will feel amazing at double the weight per JJ, as will the 20 to 30 ton mechs; might be prone to wall splatting! There's a possibility of 90 ton poptarts, but heavy fall damage and such should already fix it. Possibly 'faster' but shorter jumps, too.)


Yeah, probably for weight class disadvantages. Here's the stats if you can make sense of them (without testing, that is):

-<Module CType="CJumpJetStats" name="JumpJets_ClassI" id="1500">
<ModuleStats components="centre_torso, right_torso, left_torso, right_leg, left_leg" health="10" tons="2" slots="1"/>
<Loc iconTag="StoreIcons\JumpJets_ClassI.dds" descTag="@JumpJets_ClassI_desc" nameTag="@JumpJets_ClassI"/>
<JumpJetStats maxTons="200" minTons="90" heat="3.0,0.09" turn="0.7" boost_z="68" boost_fwd="4.1" boost_instant="220" duration="4.1" cooldown="0.53125"/>

-<Module CType="CJumpJetStats" name="JumpJets_ClassII" id="1501">
<ModuleStats components="centre_torso, right_torso, left_torso, right_leg, left_leg" health="10" tons="1" slots="1"/>
<Loc iconTag="StoreIcons\JumpJets_ClassII.dds" descTag="@JumpJets_ClassII_desc" nameTag="@JumpJets_ClassII"/>
<JumpJetStats maxTons="90" minTons="80" heat="2.25,0.25" turn="0.6" boost_z="68" boost_fwd="4.1" boost_instant="200" duration="3.75" cooldown="0.5"/>

-<Module CType="CJumpJetStats" name="JumpJets_ClassIII" id="1502">
<ModuleStats components="centre_torso, right_torso, left_torso, right_leg, left_leg" health="10" tons="1" slots="1"/>
<Loc iconTag="StoreIcons\JumpJets_ClassIII.dds" descTag="@JumpJets_ClassIII_desc" nameTag="@JumpJets_ClassIII"/>
<JumpJetStats maxTons="80" minTons="60" heat="1.7,0.09" turn="0.8" boost_z="75" boost_fwd="4.1" boost_instant="200" duration="3.75" cooldown="0.5547"/>

-<Module CType="CJumpJetStats" name="JumpJets_ClassIV" id="1503">
<ModuleStats components="centre_torso, right_torso, left_torso, right_leg, left_leg" health="10" tons="0.5" slots="1"/>
<Loc iconTag="StoreIcons\JumpJets_ClassIV.dds" descTag="@JumpJets_ClassIV_desc" nameTag="@JumpJets_ClassIV"/>
<JumpJetStats maxTons="60" minTons="40" heat="2.0,0.06" turn="0.9" boost_z="75" boost_fwd="4.1" boost_instant="120" duration="3.75" cooldown="0.7"/>

-<Module CType="CJumpJetStats" name="JumpJets_ClassV" id="1504">
<ModuleStats components="centre_torso, right_torso, left_torso, right_leg, left_leg" health="10" tons="0.5" slots="1"/>
<Loc iconTag="StoreIcons\JumpJets_ClassV.dds" descTag="@JumpJets_ClassV_desc" nameTag="@JumpJets_ClassV"/>
<JumpJetStats maxTons="40" minTons="20" heat="1.7,0.09" turn="1.0" boost_z="37" boost_fwd="4.1" boost_instant="110" duration="3.75" cooldown="1.0"/>


#20 Zordicron

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Posted 27 October 2015 - 03:21 PM

Nerf a Cicada.

Just want to put that there plain, so it can sink in what you are asking for.

Right then, how about, if you want Spiders to jump better, WE MAKE SPIDERS JUMP BETTER.

I really, really, doubt you would see a single soul here argue about returning Spider acrobatics to the game. I know I sure as hell miss it. "ONOZ the Spider with the 10 point alpha at 270M can jump really high!!". Good thing we nerfinated that.

leave Cicadas alone. Go to twitter, and ask Russ Y U no jumping Spiders.





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