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Jumpjet Correction


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#1 razenWing

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Posted 12 October 2016 - 11:52 AM

This has been bugging me for a while. So JJ has been what's been since I started playing 8 months ago. It's essentially a vertical thrust with minimal directional ability.

Basically, your distance and direction is determined by your inertia.

That is fine. I have no problem against that.

What I do have problem with, is when you double tap in the air, you lose all inertia and your speed goes to 0???? This bugs the crap out of me for the longest time. Ok, so I get the part where soft land, but that soft landing has no impact on your horizontal inertia!

Basically,

1) It doesn't make sense that tapping the jj multiple times somehow reset engine output to zero.
2) It doesn't make sense that tapping the jj multiple times somehow completely kills your inertia.

It's a mere vertical adjuster! So what the hell PGI? I want to tab JJ multiple times in the air to get a more straight approach as opposed to parabolic path. That shouldn't mean that I somehow lose all power upon landing.

#2 RestosIII

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Posted 12 October 2016 - 11:55 AM

Paul is still scared of the poptart apocalypse, and believes it's a good plan for everyone to have HoverJets™ sadly.

Edited by RestosIII, 12 October 2016 - 11:55 AM.


#3 Mole

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Posted 12 October 2016 - 12:23 PM

I'm not sure I understand what you're complaining about. Are you complaining about the fact that if you don't land softly enough your 'mech bounces and halts and you have to accelerate from zero again? You know if you manage to land the right way that doesn't happen, right? I flutter my jumpjets to straighten my flight path all the time and I have no issue.

Edited by Mole, 12 October 2016 - 12:24 PM.


#4 Lostdragon

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Posted 12 October 2016 - 12:27 PM

JJ are a sad shadow of what they could be.

#5 Paigan

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Posted 12 October 2016 - 12:32 PM

I never understood all the whining about JJs.
I think they are perfectly fine.
If you want flying Mechs, go play some japanese toy robot stuff.
Any more than the current state and Mechs take off.

#6 Angel of Annihilation

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Posted 12 October 2016 - 12:39 PM

View PostMole, on 12 October 2016 - 12:23 PM, said:

I'm not sure I understand what you're complaining about. Are you complaining about the fact that if you don't land softly enough your 'mech bounces and halts and you have to accelerate from zero again? You know if you manage to land the right way that doesn't happen, right? I flutter my jumpjets to straighten my flight path all the time and I have no issue.



Yeah there is a certain technique to it that takes alot of practice to accomplish. Also you can control your height in your forward jump arch but feathering the JJs and you can get a hell of alot more distance out of them this way. Basically I just to just a bit higher than I need to go, then release thrust, then immediately go full thrust again to maintain my height while extending my horizontal jump. However I have spent literally hours in the training from just jumping around to get half way decent at this.

On the other hand, there is absolutely no excuse for the way jump jets work in this game. The ONLY mech that jumps like it should is the Viper and JJs on anything above 45-50 tons, are generally a waste of tonnage anymore. It is pretty frustrating to be honest, moreso because I bought both the Heavy Metal and the Dragonslayer back before the nerf, specifically because of their jump capability which is no gone. Hell the Heavy Metal could mount something like 6 JJs and max out it engine and had a jump profile about what a current 50 tonner has now back when I decided to spend real money on it. Since the nerf, I haven't played it once and it stands as an example of how the slightest whim of Russ totally screws the playerbase over.

View PostPaigan, on 12 October 2016 - 12:32 PM, said:

I never understood all the whining about JJs.
I think they are perfectly fine.
If you want flying Mechs, go play some japanese toy robot stuff.
Any more than the current state and Mechs take off.


I just want my 100 ton Assault mech, mounting around 10 tons of JJs to be able to have the same jump capability as my Jenner mounting 2.5 tons of JJs. Sorry to say this but 4 times the mass of JJs should at least give an object that is only 3 times the mass equal jump capability.

#7 Mcgral18

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Posted 12 October 2016 - 12:49 PM

View PostPaigan, on 12 October 2016 - 12:32 PM, said:

I never understood all the whining about JJs.
I think they are perfectly fine.
If you want flying Mechs, go play some japanese toy robot stuff.
Any more than the current state and Mechs take off.


Care to guess what the best method to climb a hill is?

It certainly isn't holding down the Jump button

It's to get up close to the mountain, and bunny hop. Tap the jump button 50 times
Humping the mountain to climb it, not Jumping



HoverJets™ are rubbish, for the most part.

Edited by Mcgral18, 12 October 2016 - 01:15 PM.


#8 Lostdragon

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Posted 12 October 2016 - 01:09 PM

View PostMcgral18, on 12 October 2016 - 12:49 PM, said:


Care to guess what the best method to climb a hill is?

It certainly isn't holding down the Jump button

It's to get up close to the mountain, and bunny hop. Tap the jump button 50 times
Humping the mounting to climb it, not Jumping

HoverJets™ are rubbish, for the most part.


This.

Also, gtfo with go play flying Japanes robot games. In Battletech JJ have always been capable of providing significant jump distances and better maneuverability than MWO has. MW:LL nailed JJ and should be shamelessly copied by MWO.

Also, also, McGral, you forgot the word "unexpected" in your sig.

Edited by Lostdragon, 12 October 2016 - 01:10 PM.


#9 Mystere

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Posted 12 October 2016 - 07:54 PM

View PostRestosIII, on 12 October 2016 - 11:55 AM, said:

Paul is still scared of the poptart apocalypse, and believes it's a good plan for everyone to have HoverJets™ sadly.


Paul? It's the very loud and whiny masses that Paul -- and PGI -- are afraid of. And those folks will cry vast flowing rivers of male nerd rage tears when JJs are brought back to their old glory.

#10 Chagatay

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Posted 12 October 2016 - 07:58 PM

Oh not the "correction" I get annoyed at, mech bouncing up randomly and smashing leg HP to half.

#11 Thunder Child

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Posted 12 October 2016 - 08:08 PM

View PostPaigan, on 12 October 2016 - 12:32 PM, said:

I never understood all the whining about JJs.
I think they are perfectly fine.
If you want flying Mechs, go play some japanese toy robot stuff.
Any more than the current state and Mechs take off.


I know, I know. Lore is a bad word around here. As is Tabletop.

But, that is what this game is based on. Even says so in the name. And in the TT game, Jumpjets actually allowed you to maneuver. They were used for leaping 90 or so meters into the air to land on hills for sniping from. Or launching yourself over an enemy to get behind them.

I know everyone throws their toys out of the cot when anyone mentions JJ buffs, because they are afraid of JJ Sniping returning.
But that could be fixed by having a large vector of forward thrust applied to the upward thrust.
Or by having thrusts be an uncontrolled burst.
Or any number of other solutions that have been suggested over and over again by the community.

At the moment, the only mechs that perform as they should regarding Jumpjets are Mediums, and even some of those are a little gimped.

The current ascent rate is fine if a mech is only mounting a single jet, but mechs with 3 or more should get some return for investment. Especially Assaults with their 2t Jets.

#12 William Mountbank

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Posted 13 October 2016 - 12:21 AM

View PostPaigan, on 12 October 2016 - 12:32 PM, said:

If you want flying Mechs, go play some japanese toy robot stuff.


U WAT M8?
Posted Image

#13 Duke Nedo

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Posted 13 October 2016 - 01:30 AM

I guess it's just lazy coding, I mean the engine doesnt seem to bother neither about what happened the last seconds nor the position of the mech (is it airbourne or running?)... you get the same anyways: jump animation and slow onset of thrust. They could at least have added a decay function on thrust and do something about how often you can trigger the jump animation.

Edit: bad language there, you dont get the jump animation in mid air but you understand what I try to say.

Edited by Duke Nedo, 13 October 2016 - 01:31 AM.


#14 El Bandito

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Posted 13 October 2016 - 01:38 AM

View PostThunder Child, on 12 October 2016 - 08:08 PM, said:


I know, I know. Lore is a bad word around here. As is Tabletop.

But, that is what this game is based on. Even says so in the name. And in the TT game, Jumpjets actually allowed you to maneuver. They were used for leaping 90 or so meters into the air to land on hills for sniping from. Or launching yourself over an enemy to get behind them.


Or smashing the enemy cockpit through death from above. God, so much immersion missing in this game!

#15 xengk

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Posted 13 October 2016 - 02:12 AM

is this what OP talking about?

Posted Image

#16 Clownwarlord

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Posted 13 October 2016 - 05:52 AM

At first when I read the title I was like, "Maybe this person has a great idea to fix the hovelander!?" Then I read the post ...

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