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Time To Buff Jumpjet.


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#41 Cabbage Merchant

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Posted 27 May 2016 - 09:22 AM

View PostAlistair Winter, on 26 May 2016 - 03:44 PM, said:

Class IV are pretty good, but every other jump jet needs to be buffed. It just gets tricky because PGI went so crazy with the max number of jump jets on some mechs. You can't buff Class V jump jets too much without actually breaking the Spider 5V. If you buff Class V jump jets to where they should be, the Spider 5V is going to actually leave the atmosphere and go into low orbit.

One solution to this would be to create some arbitrary ceiling for jump jets, and just let additional jump jets after a certain point contribute to faster recharge rate. So a SDR-5V wouldn't actually be able to jump higher than a SDR-5D, but it would be able to jump far to max height far more frequently.


What if I want to reach escape velocity in my Spider-5V? Huh?! Did you ever think of that?!

All joking aside, I appreciate your input here. The idea of a max jump height is one option. Increased recharge rate would be cool, but we could also buff the jump acceleration. Basically have that first split-second of thrust get you more boost, but obviously you'd have to adjust the rest of the acceleration curve so that the max height would still be the same.

#42 XxXAbsolutZeroXxX

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Posted 27 May 2016 - 09:28 AM

Light mechs can peep and shoot around corners a lot faster and more consistently than jump snipers can peep and shoot over hilltops or small buildings. I like the idea of buffing jump jets due to it making drops less repetitive. It adds a 3rd dimension to movement, a monkey wrench in the scheme of things.

#43 Roadkill

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Posted 27 May 2016 - 09:35 AM

View PostQuicksilver Kalasa, on 26 May 2016 - 08:49 AM, said:

I'm also not sure how I feel about the fact that the Viper can out jump the Spider without having to spend tonnage on 4 extra JJs to match the 12 the Spider can mount despite being the heavier chassis. Part of the problem imo is the class of JJs has a larger effect than it should. There should not be as stark of a difference between 35 tonner JJs and 40 tonner JJs.

Agreed. 1 jump jet is 1 jump jet. I think they should all have the same performance characteristics.

The tuning that they did should have been done based on the number of jump jets, not the class. That could have kept the pop tarting under control while still allowing lights with lots of JJs to rocket to the moon. I'd keep the height reached linear, but increase the "pop" coming off the ground based on the number. So with 12 JJ you'd leap quickly into the air, but with 4 you'd rise slowly and evenly and predictably.

#44 SeaLabCaptn

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Posted 27 May 2016 - 02:43 PM

Preliminary numbers make as much sense to me as that mailbox head Marco.

HGN-IIC-B gets 3.175m/ton, with each JJ taking 3.146633% of overall free tonnage.

CDA-3F gets 26.37m/ton, with 1.647446%, opposite ends of the spectrum.

SDR-5V gets 17.34m/ton, with 2.208481%.

Free tonnage was calculated on an upgraded (FF&ES) stripped mech with no engine. M/ton is height per JJ weight.

Stormy's numbers seem so off I'm having to track down Quinn. More to follow once I consult my big old human brain in a robot body. It might take a while, I made him stop rolling silverware to go out and get me free cable. There's no telling what he's gotten into by now...

#45 SeaLabCaptn

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Posted 27 May 2016 - 08:49 PM

The big green phone is the only thing worth keeping in this dump. Stormy can't graph for beans, and I have to see Chopper Dave tonight so Quinn's a no-go as well. Sorry for the lack of visual aids, please feel free to use this information for charts. I'm also sorry if this data doesn't come out right on mobile. Triple sorry for the double post.

Data is a random sampling using smurfy as reference, and is calculated with the information from my previous post. Basically it looks like this:

JJ cost in percentage of free tonnage
Medium 1.2%-1.65%
Heavy 1.6%-2.18%
Light 1.9%-2.21%
Assault 1.6%-2.86%

Meters per ton
Assault 2.86-5.98
Heavy 7.53-8.79
Light 14.87-17.34
Medium 19.18-26.37

Here's my raw data. Mech, followed by free tonnage % in decimal form, then meter per ton:
SDR-5V .0220848 M17.34
JR7-IIC-2 .02078138 M14.87
PNT-10k .01897533 M14.87
CDA-3F .01647446 M26.37
VND-1AA .0147232 M23.44
ENF-5D .01313715 M21.09
GRF-1N .01199904 M19.18
QKD-4G .0218436 M8.79
TDR-9SE .02011263 M8.11
GHR-5J .01838573 M7.53
VTR-9K .01607459 M5.98
HVY MTL .02860003 M3.175
HGN-IIC-B.03146633 M3.175
KDK-2 .0282446 M2.86

Now think about how quirks cause more leg damage. I like the recommendation of faster recharge for lights.

#46 J0anna

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Posted 28 May 2016 - 12:15 AM

View PostNarcissistic Martyr, on 26 May 2016 - 09:00 AM, said:


I'd probably choose to make the different class JJ do different things.



What an absolute waste of time. Why not make them all work the same? JJ's are in a horrible place atm, with the possible exception of Class IV, but even that could use a little boost. I can understand 1 or 2 JJ's not doing much, but once you get 3 or more, jumping over most buildings should be trivial. With that number of JJ's use should be able to perform maneuvers like the highlander burial (once they add collisions).

Oh but poptarts...Extend the screen shake an extra .5 seconds after you let go of the thrust (they showed how that can be done with MASC), Hell even remove the ability to shoot while not on the ground for all I care, just let JJ's be worth their weight.





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