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Jump Jets On An Assault


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#41 StealthdragonB

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Posted 31 March 2017 - 12:13 AM

View PostPr8Dator, on 30 March 2017 - 04:19 AM, said:

Saw a Direwolf jump onto the top of a low building just now... could barely believe my eyes... can't say I wasn't impressed hahaha

View PostThe6thMessenger, on 30 March 2017 - 04:24 AM, said:


Wouldn't it be funny if a direwolf poptarted double-gauss-ppc?


Haha, that definitely wasn't me and I definitely wasn't running that build at the time...

#42 Xetelian

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Posted 31 March 2017 - 12:39 AM

All they had to do was make it so you can't pull off aimed shots during any part of the flight of a JJ and instead they made JJs hoverjets.

Simply having the reticle move while dropping would have saved us all from pop tarting without have to touch the jump viability.

#43 FalconerGray

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Posted 31 March 2017 - 02:56 AM

Executioner.

Sarna says:

Quote

four permanently mounted Pryzhok WM10 jump jets give the 'Mech the ability to propel itself 120 meters into the air.


Smurfy says:

Quote

JumpJets: 4 of 4 (24.06m)


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Posted Image

Edited by legatoblues, 31 March 2017 - 02:57 AM.


#44 Hit the Deck

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Posted 31 March 2017 - 03:56 AM

View Postlegatoblues, on 31 March 2017 - 02:56 AM, said:

Executioner.

Sarna says:


Smurfy says:


What Sarna lists is the horizontal jumping distance (one JJ equals to 30m) while that on Smurphy is the vertical jumping height. The EXE does jump 120m long with MASC on - you can try it yourself on the Training Grounds.

Note that horizontal jumping distance in MWO depends on speed. The faster you are when initiating the jump, the farther you will jump.

Edited by Hit the Deck, 31 March 2017 - 03:57 AM.


#45 Quicksilver Aberration

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Posted 31 March 2017 - 07:33 AM

View PostHit the Deck, on 31 March 2017 - 03:56 AM, said:

What Sarna lists is the horizontal jumping distance (one JJ equals to 30m) while that on Smurphy is the vertical jumping height. The EXE does jump 120m long with MASC on - you can try it yourself on the Training Grounds.

That said, there are rules for how high you can jump in TT based on how many JJs you have, and it probably is fairly low.

#46 Gas Guzzler

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Posted 31 March 2017 - 07:36 AM

View PostThe6thMessenger, on 30 March 2017 - 04:24 AM, said:


Wouldn't it be funny if a direwolf poptarted double-gauss-ppc?


It Blimps too hard to be an effective poptart (big and floaty). The best I've managed is taking advantage of terrain while NASCARing, jumping off of the side of a hill, so the ground below you drops off and when you land you are semi behind cover, and you get an alpha you otherwise wouldn't have been able to pump out. But as far as poptarting against somebody in a more static poke fest? Forget it.

#47 The6thMessenger

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Posted 31 March 2017 - 07:45 AM

View PostGas Guzzler, on 31 March 2017 - 07:36 AM, said:

But as far as poptarting against somebody in a more static poke fest? Forget it.


That's why it's funny.

#48 G4LV4TR0N

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Posted 31 March 2017 - 07:47 AM

View PostHit the Deck, on 31 March 2017 - 03:56 AM, said:

What Sarna lists is the horizontal jumping distance (one JJ equals to 30m) while that on Smurphy is the vertical jumping height. The EXE does jump 120m long with MASC on - you can try it yourself on the Training Grounds.

Note that horizontal jumping distance in MWO depends on speed. The faster you are when initiating the jump, the farther you will jump.


In previous MW games Jump Jets could be used to turn your mech around without lifting it. By MWO standards it should be very sharp and rapid turn that is hard to control. Probably with minor leg damage. While faulty, such mechanic would make life of lighter soloing mechs much harder, if not impossible.

Edited by G4LV4TR0N, 31 March 2017 - 07:49 AM.


#49 FalconerGray

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Posted 31 March 2017 - 02:55 PM

View PostHit the Deck, on 31 March 2017 - 03:56 AM, said:

What Sarna lists is the horizontal jumping distance (one JJ equals to 30m) while that on Smurphy is the vertical jumping height. The EXE does jump 120m long with MASC on - you can try it yourself on the Training Grounds.

Note that horizontal jumping distance in MWO depends on speed. The faster you are when initiating the jump, the farther you will jump.


I know about the difference between vertical and horizontal and the mechanics MWO use. Was just being a bit cheeky about it as I find the whole jump jet scenario to be rather disappointing.

If you can perform a 120m horizontal jump in an Executioner by travelling at max speed (full throttle + MASC) when initiating the jump, do you complete that 120m journey quicker or slower by using jump jets? Slower and that's part of the problem IMO.

I see jump jets as being a tool for quick relocation - fast jumps from one point to another (perhaps even without any weapons fire capabilities mid jump, if that's what's needed for balance), not as a tool to poptart offensively from behind cover, or as a way to defeat immersion breaking terrain flaws.

#50 Kubernetes

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Posted 31 March 2017 - 03:04 PM

I always equip one if I can. 1-2 tons is a small sacrifice for the huge boost in maneuverability. It can't jump high, but it can jump twist when a light mech is on your rear. I also feel that feathering JJs helps with both acceleration and deceleration.

#51 InspectorG

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Posted 31 March 2017 - 03:16 PM

View PostThe6thMessenger, on 30 March 2017 - 03:51 AM, said:

How useful is this really? say Direwolf S has 3 jump jets, so what?


Dire Whale with 1-2 jj is nice to clear terrain and to rely less on the wheelchair ramps on Canyon.

Yeah, no, ain't gonna be jumpsniping too well.

#52 Mcgral18

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Posted 31 March 2017 - 03:27 PM

View PostG4LV4TR0N, on 30 March 2017 - 04:05 PM, said:

I have purchased Executioner recently just to play with his Jump Jets with new Skill Tree. Sadly it got postponed indefinitely, and I wasn't really into PTS so I did not test it but few people I've talked to tried it there and they were positively surprised with extra capabilities. Nothing spectacular, just a positive change. Anyhow we don't know how they would rebalance them for Live server.


Posted Image

Posted Image


The Quirks were fairly disappointing to me. Certainly not worth the tonnage...not that Exe gets that choice.

#53 Hit the Deck

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Posted 31 March 2017 - 03:28 PM

View PostQuicksilver Kalasa, on 31 March 2017 - 07:33 AM, said:

That said, there are rules for how high you can jump in TT based on how many JJs you have, and it probably is fairly low.

Koniving said that one JJ equals to one level (one level = 6m) that you can jump onto. That means 4 JJs = 24m which is correct for EXE.

I can't find another source besides Koniving for this so I'm not too certain.

View Postlegatoblues, on 31 March 2017 - 02:55 PM, said:

...
If you can perform a 120m horizontal jump in an Executioner by travelling at max speed (full throttle + MASC) when initiating the jump, do you complete that 120m journey quicker or slower by using jump jets? Slower and that's part of the problem IMO.

I see jump jets as being a tool for quick relocation - fast jumps from one point to another (perhaps even without any weapons fire capabilities mid jump, if that's what's needed for balance), not as a tool to poptart offensively from behind cover, or as a way to defeat immersion breaking terrain flaws.

The main complaint about JJs is indeed the low acceleration/speed of the thrust and not the jumping distance. That's why they are called HoverJetsTM .

#54 FalconerGray

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Posted 31 March 2017 - 03:37 PM

View PostHit the Deck, on 31 March 2017 - 03:28 PM, said:

The main complaint about JJs is indeed the low acceleration/speed of the thrust and not the jumping distance. That's why they are called HoverJetsTM .


Yep.

And beats me as to why so many people are against it.

#55 Quicksilver Aberration

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Posted 31 March 2017 - 04:53 PM

View PostHit the Deck, on 31 March 2017 - 03:28 PM, said:

Koniving said that one JJ equals to one level (one level = 6m) that you can jump onto. That means 4 JJs = 24m which is correct for EXE.

I can't find another source besides Koniving for this so I'm not too certain.

That sounds correct, one level roughly corresponds to half the height of a mech.

#56 The6thMessenger

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Posted 01 April 2017 - 03:42 AM

Found something that works: DWF-S PPC-Poptart Dakka - 2x ERPPC + 3x UAC5 [360], 22 DHS, 3 JJ

Pitiful jump, but it's a dakka that piggy-backs on the PPFLD of ER-PPC, and it can still poptart. Runs hot, but it works.

What if the Jump-Jet has height restriction?

#57 The Unstoppable Puggernaut

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Posted 01 April 2017 - 04:08 AM

It depends on the tonnage vs how many you can put on.

I feel they are really helpful as in this game mobility is extremely important. Assault mechs somehow seem to get stuck on what feels like a twig. On Canyon the JJ's are excellent for the Dire, instead of having to wade through so much rubbish just to look for a gentle ramp, you can bypass this into action (or cut corners to keep up with a nascar).

For the opposite spectrum is the executioner. I poptart with dual PPC's and use it with MASC to cover distances amazingly well. You can use it in the odd city fight to catch people out appearing in weird places.

They are useful, I am hoping they'll give enough lift for the Madcat IIC's to poptart but I am doubtful.

#58 Necro Ash

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Posted 02 April 2017 - 06:00 AM

On the PTS Skill tree test, I experimented with the JJ tree. Maxed out the SNV could jump from the bottom floor to the top of the Canyons in Canyon Network.

Surprised a couple people. Not sure if it was worth the effort but the skill tree does change things.

#59 PhoenixFire55

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Posted 03 April 2017 - 01:14 AM

View PostLyoto Machida, on 30 March 2017 - 10:17 PM, said:

This isn't some Japanese toy robot game, bro (even though the original BT art was sourced from Japan). Keep your mobile assault mech fantasies where they belong...in a Gundam game (or something). And don't you dare reference tabletop jump heights or anything. This isn't Battletech.


On the contrary it says this is "A BattleTech Game" right in the logo. So, who is lieing to who and who shouldn't dare what now?

#60 PhoenixFire55

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Posted 03 April 2017 - 01:19 AM

View PostQuicksilver Kalasa, on 31 March 2017 - 07:33 AM, said:

That said, there are rules for how high you can jump in TT based on how many JJs you have, and it probably is fairly low.


Even on the most wierd TT maps I've never had any issues to make a 0 level -> 20 level elevation jumps with any JJ-capable mech. A regular wall surrounding some sort of a generic base is usually 5-6 levels high. 20 levels wall would compare to something like outer walls of our HPG map.





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