Edited by Andi Nagasia, 27 April 2017 - 02:23 PM.


Simple Poll, How Do You See The Jj Tree?
#1
Posted 25 April 2017 - 10:12 PM
#2
Posted 26 April 2017 - 07:07 PM
#3
Posted 26 April 2017 - 08:09 PM
#4
Posted 26 April 2017 - 09:37 PM
Have weight scaling similar to the survivability tree just reversed so assaults get more benefit, if we leave 45 tonners where they are, and decrease the effectiveness as you get lighter down to about 80% of where it is now at 20 tons, and increase the effectiveness as you go up to about 50% at 100 tons I think that might go a long way towards giving jump capable heavy and assault 'mechs some interesting choices while also not giving the lights the ability to jump over half the map..
and/or
Have a node or two at the bottom that allows you to strap more jets onto a mech I think that would really give the big dogs with jets a nice little boost, and would also give them an interesting niche against lights with the engine desync. I also see this as being something done to give pilots more loadout options for their playstyle.
#5
Posted 27 April 2017 - 01:48 AM
It's only working from the liftoff, so if you bump into a wall, there is no more forwar thrust.
I won't take these points at all.
The longer burn time + faster lift speed is quite good.
The lower heat is OK, but could be a bit better, but I will still take it for my PHawks.
#6
Posted 27 April 2017 - 02:12 AM
#7
Posted 27 April 2017 - 02:27 PM
personally i feel the JJ boost should be static not Percent based,
if you have +3m instead of +3%, then each mech will act as if they had 2.5 more JJ,
rather than Lights/Mediums getting it good, but Assault JJs still being useless
#8
Posted 27 April 2017 - 03:13 PM
Edited by Monkey Lover, 27 April 2017 - 03:14 PM.
#9
Posted 27 April 2017 - 03:27 PM
Reno Blade, on 27 April 2017 - 01:48 AM, said:
It's only working from the liftoff, so if you bump into a wall, there is no more forwar thrust.
I won't take these points at all.
The longer burn time + faster lift speed is quite good.
The lower heat is OK, but could be a bit better, but I will still take it for my PHawks.
the only time there should be a strong forward thrust is if you have torso mounted jump jets. If you poptart(Jump up and fire at an enemy) the forward thrust is a problem. I need to adjust certain mechs when they go live.
#10
Posted 27 April 2017 - 04:10 PM
#11
Posted 27 April 2017 - 04:17 PM
Then I changed things around and put on another two JJs to max out the amount I could put on the mech. This was rather impressive. I was testing on canyon and now I could jump between the wadi's instead of having to feather down early and jump up after I recharged.
However, I had changed two variables so I dropped the skills and tried things with just the additional JJs. Back to not much of a noticeable difference. Biggest difference was I had enough juice left to feather the landing when I was using the skill tree and I just hit hard without the skill tree.
All in all I can't see the JJ tree being that useful as it stands. To max my lift I'll have to spend 16 total points, the same amount I'm having to invest to get radar deprivation. Having a little more JJ mobility is no where near as useful as radar deprivation.
I think the early post about the percent boost being an issue is spot on. JJ boosts should adjust based on weight. So 15% lift speed should be more like 40% lift speed for a 50 ton mech and 80% lift speed for an assault so that it actually feels like it's doing something. A light should only need the 10-12% boost to get an appreciable change.
Heat can stay a percentage.
Vent calibration should probably be adjusted based on weight the same as lift speed. That way an assault will get more burn time even though they won't move as far as a light with less burn time.
Edited by Ruar, 27 April 2017 - 04:19 PM.
#12
Posted 27 April 2017 - 04:44 PM
People used to the way JJs perform now will not see any benefit from the extra nodes required, unlike the Auxiliary tree where it requires node spend to just get back to where you previously were with consumable use.
If it were to bring the Highlander and Victor back to the way their JJs performed in the pop-tart glory days then I expect to see those mechs using it.
Edited by WillyPete, 27 April 2017 - 04:46 PM.
#13
Posted 27 April 2017 - 06:55 PM
Probably not worth the investments, but would be a hell of a surprise to someone.
#14
Posted 27 April 2017 - 07:21 PM
The lighter mechs tend to have more so when I've had a go with the Clan Omni's it's been a little skewed.
A Viper is great with the Jump Jet skills. but as a 40 ton mech with 8 jump jets, you would hope so.
Executioner does get a noticeable bonus, but perhaps not enough to justify putting points into the tree.
I've tended to think of jump jets on the bigger mechs as ways to get over small hurdles you get caught on and reduce fall damage.
For lighter mechs it does make a difference for positioning, spotting and to out manoeuvre your opponent in combat.
Edited by 50 50, 27 April 2017 - 07:22 PM.
#15
Posted 27 April 2017 - 07:22 PM
Chound, on 27 April 2017 - 03:27 PM, said:
the only time there should be a strong forward thrust is if you have torso mounted jump jets. If you poptart(Jump up and fire at an enemy) the forward thrust is a problem. I need to adjust certain mechs when they go live.
If you just hit "S" right before you jump, you can completely neutralize the forward thrust. Easy-peezy.
#16
Posted 27 April 2017 - 09:57 PM
50 50, on 27 April 2017 - 07:21 PM, said:
I've tended to think of jump jets on the bigger mechs as ways to get over small hurdles you get caught on and reduce fall damage.
Executioner + JJ's = Death From Above
At least should, right?
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