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So Finally Get Real Jump Jets?


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#21 Valdarion Silarius

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Posted 09 February 2017 - 08:27 AM

View PostCK16, on 09 February 2017 - 07:07 AM, said:

Looks like the skill tree will be good for Jump Jets now allowing for 3 variables to be adjusted.

Burn duration (more jump juice)
Upward velocity (jump faster)
Forward vectoring (jump forward more)

All in all with some brief playing around. We might not have Hover jets anymore if we choose to take these skills! It felt good to have my Kodiak get some air for once!


Lol. Those patch notes do not indicate real jump jets. Real jump jets are supposed to be multi directional and have capabilities to propel mechs sometimes up to 120 meters. See Assault tech 1 and Mechwarrior 2 through 4 to understand how jump jets are properly done in a FPS title.




Edited by Arnold The Governator, 09 February 2017 - 08:28 AM.


#22 Roadbuster

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Posted 09 February 2017 - 08:31 AM

View PostHit the Deck, on 09 February 2017 - 07:38 AM, said:

We also need them to increase the isPPC's GH to 3 in order for the Highlander to "make a comeback".

No thx. I hate poptarting, but I'd love to jump over another mech while firing my AC20 down on the poor guy.

View PostMudhutwarrior, on 09 February 2017 - 08:05 AM, said:

Its a net loss so I cannot imagine how the guys with 100 plus mechs will feel.

Posted Image

#23 B L O O D W I T C H

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Posted 09 February 2017 - 08:41 AM

It's a bummer that we have to spent skillpoint on jumpjets just for them do what they are actually supposed to do.. u'know.. jumping.

I'd say we rename them to either hoverjets or push-into-building jets.

#24 Ghogiel

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Posted 09 February 2017 - 08:54 AM

I tested the JJ skills.

Unfortunetly they are not worth the points considering what you would be giving up to have them.

If they were double what they are now then you'd probably get a lot out of them, but even if they were doubles I would only end up putting 3-4 points in there on say a dual gauss NTG if running only 1 ERPPC because I did not bother with some of the cooling unlocks/ only need 100m seismic. But if you run the 2 ERML 1ERPPC version, or 2 ERPPC then you still want the cooling. So.. Nope, JJ aren't an optimal way to spend skill points because some of the other skills are so attractive.

It might have niche use for a few spare points because you don't have arm weapons or heat concerns...

#25 Dino Might

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Posted 09 February 2017 - 10:49 AM

I would like regular jump jets to work well enough to take, and the skills make you rocket league viable. You are, arguably, sacrificing other powerful skills to get better jump jets - they should be darn good for what you sacrifice in terms of firepower, durability, or other characteristics. Currently, JJs are next to useless, and without sufficient skill input, remain so. With skill input, they may have some use, but I'm hard pressed to say that such skill allocation would generally be worth it for anything but the fun factor. Mist Lynx fully kitted for jumping, anyone?

#26 Bishop Steiner

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Posted 09 February 2017 - 10:50 AM

View PostMcgral18, on 09 February 2017 - 08:22 AM, said:


The numbers are above

It is a 30% boost, but the starting number is 4.1, which means it gets a pitiful buff to 5.33 Thrust forward.

600% would be 24.6, which would still barely move your forward (~half to a third as fast forward as high)

so many of my mechs seem to launch in low arcs to begin with, tbh, I'm more concerned with getting better rise more often than forward thrust (though both can be pathetic.... but the number of times my JJs launch me on a flat arc into the SIDE of something.... is just freaking annoying)

#27 Mcgral18

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Posted 09 February 2017 - 10:55 AM

View PostBishop Steiner, on 09 February 2017 - 10:50 AM, said:

so many of my mechs seem to launch in low arcs to begin with, tbh, I'm more concerned with getting better rise more often than forward thrust (though both can be pathetic.... but the number of times my JJs launch me on a flat arc into the SIDE of something.... is just freaking annoying)


Class IVs are the only solid choice for vertical, and the numbers clearly show why
Lights have half the thrust

#28 BLOOD WOLF

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Posted 09 February 2017 - 11:06 AM

View PostGhogiel, on 09 February 2017 - 08:54 AM, said:

I tested the JJ skills.

Unfortunetly they are not worth the points considering what you would be giving up to have them.


I did full quirks on an arctic cheetah, the bonus are actually nice. The point of the skill tree is to quirk what you wan't so somebody might want to say its worth it.

Just did them on an EXE,and the level of thrust you get is still nice. that forward 30% thrust is the real kicker.

Thats the point of the new skill tree, to repeat, People can put points into what they find more suitable for the mech they are using.

Edited by BLOOD WOLF, 09 February 2017 - 11:11 AM.


#29 Bishop Steiner

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Posted 09 February 2017 - 11:11 AM

View PostMcgral18, on 09 February 2017 - 10:55 AM, said:

Class IVs are the only solid choice for vertical, and the numbers clearly show why
Lights have half the thrust

very very annoying. Nothing like launching my Ember or Urbie, and getting a nice flat trajectory into the side of a frikking building, then watch the collision meshes interact as it slowly tries to drag UP the damn surface it should have simply been able to jump UP to.

Even more than the crap distances, that is the biggest thing that needs to be redressed in JJs. Then just extend JJ shake a set duration per class of JJs beyond when you let off, and you can then free up JJs again with minimal fear of PopTart-a-geddon returning.

But then.... that's all they really needed to do in the first damn place. (THough I do admit the fall damage was a very much needed addition)

#30 Hit the Deck

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Posted 09 February 2017 - 01:49 PM

View PostBishop Steiner, on 09 February 2017 - 07:44 AM, said:

Because we need more Poptarting back in the game.....

said no sane person, ever.

That was exactly what I implied.

He mentioned HGN's comeback then it means that it poptarts again.

#31 Bishop Steiner

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Posted 09 February 2017 - 02:18 PM

View PostHit the Deck, on 09 February 2017 - 01:49 PM, said:

That was exactly what I implied.

He mentioned HGN's comeback then it means that it poptarts again.

you know, HGNs and VTRs also were very good mobile brawlers back when they could still jump. Just pointing that out. In fact, that is what I usually used my VTR-9S to do... hunt and kill Poptarts ... and my HGN was similar.... but I did switch to VTRs out of mobility preference.

#32 Jericho Jones

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Posted 09 February 2017 - 02:27 PM

Jump jets are way under powered in MWO. The new system begins to address that , but not very well. The maneuverability branches should have nodes for jump assisted turns, acceleration and breaking. Pilots should be able to designate a destination, hit the jets, and jump to that destination. of course the destination would have to be within range of whatever jets you have mounted.

#33 Hit the Deck

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Posted 09 February 2017 - 02:54 PM

View PostBishop Steiner, on 09 February 2017 - 02:18 PM, said:

you know, HGNs and VTRs also were very good mobile brawlers back when they could still jump.  Just pointing that out.  In fact, that is what I usually used my VTR-9S to do... hunt and kill Poptarts ... and my HGN was similar.... but I did switch to VTRs out of mobility preference.

On my sig is the HGN-733C with AC/20+SRMs. I'd love it if the 'Mech can be more mobile.

BTW, I'd love if JJ's speeds (accelerations) could gain huge boost in this new skill tree. The jump distances can stay the same becasue they are already enough.

Edited by Hit the Deck, 09 February 2017 - 02:55 PM.


#34 Bishop Steiner

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Posted 09 February 2017 - 03:07 PM

View PostHit the Deck, on 09 February 2017 - 02:54 PM, said:

On my sig is the HGN-733C with AC/20+SRMs. I'd love it if the 'Mech can be more mobile.

BTW, I'd love if JJ's speeds (accelerations) could gain huge boost in this new skill tree. The jump distances can stay the same becasue they are already enough.

As long as there are checks and balances to keep poptarting in check (as in the realm only of the highly skilled) I would be all for it. As noted, simply extending the reticle shake for a period after letting off thrust (something easily adjusted as an xml) would keep the meta PPFLD Poptart abuse under control.... while still being technically possible.

The biggest issue with poptarting was always the amount of exposure required to attack, vs the exposure and ability of counter fire to effectively retaliate. As long as Poptarting does not return to the No Risk, All Reward status it used to enjoy, I would fine with seeing some more effective thrust.

That said, I do think if you are paying 2 tons JJ, you should be able to clear an Atlas with them. They NEED to make the JJs a scaling returns system where the more you take, the more percent of benefit you see.

For instance, a 5 JJ mech, should see maybe 10% of potential for 1 JJ. 20% for 2. 40% for 3, 60% for 4 and then a big leap to 100% for the last one. Because the hardest part of launch is not acceleration, but the initial lift. Plus it really limits the rewards for 1-2 JJ minmax BS. (Obviously, those percents have to change for numbers of JJs. After all... and Urbie only has 2. So maybe fo it, you see 35% for 1, or something).

And JJs distance/heights do need some tweaking. I think at least 25% increase across the board, tbh.

#35 Mister Blastman

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Posted 09 February 2017 - 03:15 PM

The bonuses stink. Not worth it. They're horrible. Way too weak.





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