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Are Jumping Assault Mechs Useful?


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#21 Sandpit

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Posted 20 September 2017 - 08:03 AM

View PostAntares102, on 20 September 2017 - 08:01 AM, said:

JJs on assaults are not just for mobility but also can be used to reduce damage taken, i.e. expoiting in-game mechanics like hit box movement. Some people do this really well wtih MCII especially Deathstrike. For this you just need one JJ.
When there is a situation were you might take fire from an enemy as an assault just active JJ every second for 0.5 seconds and the enemy will have an extremly hard time to correctly focus e.g. your torso. Sometimes especially with something like gauss he completly misses which is exactly what you want.

The constant JJ activation and deactivation moves you hitboxes up and down. Especially when deactivating the JJ you immediatelly hit the ground again which makes it very ahrd for enemies to hit you since they aim at yoru mech in the air and the next moment its on the ground again.

I guess some people even have a script for that because I have seen them using JJ in exactly the same interval being activated.

I'd be careful with that, I'm not positive but I think it's been stated in the past that might be an exploit. I'd research it before announcing it as a strategy just to be on safe side.

#22 Escef

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Posted 20 September 2017 - 08:06 AM

Jump jet assisted turns and climbs help assaults a fair amount. They're also good for softening the impact from large drops, or even to help spread damage to your legs during a firefight.

They're at least worth trying.

Edited by Escef, 20 September 2017 - 08:10 AM.


#23 Rayden Wolf

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Posted 20 September 2017 - 08:18 AM

I use JJ on different assaults like HGN IIC, MAD IIC and even on a Kodiak, i also own an EXE wich i play as a brawler(its the most agile assault i own). But they are only really usefull on Mining and Canyon(The EXE can do some nice maneuveurs on Caustic too). On Mining you could reach some good positions on rooftops to engage the enemy from multiple angles. Most assaults also have problems to fire up there if they are close up.
I also wuold say take a clan mech, its easier to spare some tons as a claner than a sphereoid.

#24 PAYWALL

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Posted 20 September 2017 - 08:31 AM

best jumpy assault mech is the executioner. you need the speed from masc for good mobility. but on the other side it is a huuuuge target and the only viable build is laser vomit.

#25 Snazzy Dragon

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Posted 20 September 2017 - 09:13 AM

One jumpjet is useful for getting off terrain you happen to catch on. You also turn slightly faster in certain assaults while jumpjetting than on the ground because their agility is so crap, so there's also that.

#26 Antares102

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Posted 20 September 2017 - 09:16 AM

View PostSandpit, on 20 September 2017 - 08:03 AM, said:

I'd be careful with that, I'm not positive but I think it's been stated in the past that might be an exploit. I'd research it before announcing it as a strategy just to be on safe side.

I dont use it, but I have seen it being used to great effectiveness.
And unless you talk about you, you cannot find out if its an exploit or not.

After thinking about ti I would assess it as no explot because simply activating and deactivating your JJs cannot be an exploit. If it is considered such a thing then PGI needs to implement a JJ cooldown similar to flamers.

Edited by Antares102, 20 September 2017 - 09:17 AM.


#27 Trissila

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Posted 20 September 2017 - 09:31 AM

Are jumping assault 'mechs useful? Not particularly.

Are jumpjets on an assault 'mech useful? Absolutely.

Trying to poptart with assaults is a bad idea, but using a couple of JJs to let you take a straight path on top of elevation changes rather than having to walk the long way around at turbo-slow speed is incredibly useful. Also handy for defense/escaping; you can drop off of cliffs without fear of taking falling damage by using your jets to slow the fall.

#28 Sandpit

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Posted 20 September 2017 - 09:33 AM

View PostAntares102, on 20 September 2017 - 09:16 AM, said:

I dont use it, but I have seen it being used to great effectiveness.
And unless you talk about you, you cannot find out if its an exploit or not.

After thinking about ti I would assess it as no explot because simply activating and deactivating your JJs cannot be an exploit. If it is considered such a thing then PGI needs to implement a JJ cooldown similar to flamers.

I'm not talking about personal opinion on the subject, I'm talking about official ruling on it from PGI. Regardless, just trying to give you a friendly heads up so you don't get into any forum vacays

#29 Magnus Santini

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Posted 20 September 2017 - 10:04 AM

It is useful to ambush a target that your close range Victor otherwise has to amble up towards.

#30 Exilyth

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Posted 20 September 2017 - 10:11 AM

If DFA was a thing, jumping assaults would be more usefull.

#31 Christophe Ivanov

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Posted 20 September 2017 - 10:20 AM

I have JJ's on my Dire Wolf Prime (which I recall are non removable) and use them to get around the canyon map and other places in case I need a little bit of JJ help. As for Pop tarting in an assault, that would be something else if it can be made useful. But in my opinion, I'd not do Pop tarting in such a big ol brute as you would be a huge easy target.

Can it be fun? Sure, same as a light going 200kmh or faster if made possible and one that can pop tart half way up and across the maps.

#32 Athom83

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Posted 20 September 2017 - 10:32 AM

View PostSandpit, on 20 September 2017 - 07:32 AM, said:

Even maxing out an assault's JJ numbers isn't going to give you much in the way of air time and travel distance when compared to lighter mechs.

Except Highlanders. 4JJs with about half the JJ tree really get you going. Also helps with getting my AC/20 arm up over obstacles.

#33 Antares102

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Posted 20 September 2017 - 11:29 AM

View PostSandpit, on 20 September 2017 - 09:33 AM, said:

I'm not talking about personal opinion on the subject, I'm talking about official ruling on it from PGI. Regardless, just trying to give you a friendly heads up so you don't get into any forum vacays

Blah... if there is such official ruling on this specific matter point me to it instad of using rumours and guessing.
If it was true what you said moderators would redact it.

#34 Unnatural Growth

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Posted 20 September 2017 - 12:56 PM

Class 1 and Class 2 JJ's took a nerf punch right to the jimmies when PGI "fixed" poptarting in the most ignorant way possible (because PGI).

They used to be a great aid to mobility in both the Highlander and Victor chassis. A Highlander with 4 or 5 class 1 JJ's was mobile, could out turn any assault in it's class, and for brawling you could literally jump over your opponent while spinning in the air and let them have a load of AC 10/AC 20 + SRM's right in the back as you went over. They were very fun to pilot, and fun to brawl with.

But, because poptarting metacheezer's were "ruining the game" for folks too scared to press an attack against poptarts, and Paul was repeatedly violated by some poptart in a Highlander, they were nerfed into oblivion. Instead of fixing convergence, they went for the "easy" (and reeetartted) fix of cutting down assault class jump jets.

For a chassis like the Highlander, with it's severe limit to hardpoints, and small engine cap, the JJ nerf has killed the chassis. Really the only thing the Highlander had going for it AT ALL, was it's increased mobility from the pre nerf JJ mechanic. With that gone, there's really no reason to buy one, or field one in battle. It is so far outclassed now, you're better off choosing a different chassis.

And this is from a Highlander fan, that still has 3 of them sitting in my hanger gathering dust, in the hopes that some day, there will be a reason to pilot one again.

#35 Athom83

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Posted 20 September 2017 - 01:15 PM

View PostOldOrgandonor, on 20 September 2017 - 12:56 PM, said:

For a chassis like the Highlander, with it's severe limit to hardpoints, and small engine cap, the JJ nerf has killed the chassis. Really the only thing the Highlander had going for it AT ALL, was it's increased mobility from the pre nerf JJ mechanic. With that gone, there's really no reason to buy one, or field one in battle. It is so far outclassed now, you're better off choosing a different chassis.

And this is from a Highlander fan, that still has 3 of them sitting in my hanger gathering dust, in the hopes that some day, there will be a reason to pilot one again.

I'm actually taking out the 733C right now, and it feels pretty good. UAC/20 with a bunch of MRMs. Doing pretty nice.

#36 Prototelis

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Posted 20 September 2017 - 01:54 PM

MAD-IIC with the jump jets is fun.

You can scoot up hills you wouldn't normally be able to walk up, poke, and back off in pretty short order in a few places.

But its still just gimmicky... and I like running that one with max engine.

#37 Unnatural Growth

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Posted 20 September 2017 - 01:58 PM

I've looked at fielding the HM with a 330 LFE, UAC 10 and either twin MRM 10's and 3 erML's, or 3 SRM 4's and 3 LL's. But the Highlander still suffers from a low engine cap and hover jets, plus let's not forget most of it's firepower is in it's arms. Too many heavy mechs out there that can field more firepower, faster and more maneuverable. Compared to most of the assault mech field, I just can't see wasting the tonnage.

Edited by OldOrgandonor, 20 September 2017 - 01:59 PM.


#38 Angel of Annihilation

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Posted 20 September 2017 - 02:15 PM

View PostMechfan909, on 20 September 2017 - 07:22 AM, said:


For that i'm sorry if i cannot spend any money to support the game but please understand that not everyone has the liberties of spending for their hobbies. Heck if im born a rich person i'll buy every mechpack PGI has but alas i'm only a simple man from a broken family with a simple job sustaining his own needs. but still i'm finding people in my country to play this game as my way of supporting the game.(which is very hard considering MOBA games dominate here.)


No worries, I don't really mean to target you but rather the general attitude that you shouldn't spend money on a Free-to-play game because it is a free-to-play game.


From my perspective, I generally spend about $20 a month on the game. I generally play about 15-20 hours per week. If I only play 15 hours per week that is 60 hours a month. That equals 33 cents per hour of entertainment.

If I go to see a movie it will cost me $10 for the ticket alone. Usually if I watch the previews I might get 3 hours of entertainment so I am paying $3.33 her hour of entertainment or 10 times as much but people won't bat an eye to drop $10 for a movie ticket yet many hold the same philosophy you do when it comes to free-to-play titles. Honestly that just doesn't compute to me.

Then again, I guess free is better than 33 cents a month and if the developer wants to use a F2P model then it is, what it is but I do really wish more people would realize how much value they are getting for their $$$ and consider that a game is only going to be as good as the profit it generates for the game developer. MWO is a side show for PGI only because it isn't turning a huge profit. If it was generating the same revenue as something like WoTs, we probably would have gotten a hell of alot better game. All playing for free does it gets you a minimal product and it kind of shows where MWO is concerned.

#39 Revis Volek

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Posted 20 September 2017 - 02:28 PM

Thas a funny joke...

Fatties in this game dont have Jump Jets, we have David Blaine jets.

Posted Image

View PostAthom83, on 20 September 2017 - 01:15 PM, said:

I'm actually taking out the 733C right now, and it feels pretty good. UAC/20 with a bunch of MRMs. Doing pretty nice.



So does my SIB from time to time, doesnt mean it a good mech. Not even close.

#40 TheArisen

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Posted 20 September 2017 - 02:30 PM

90 tonner and heavier use 2t jj so generally it's difficult to make them worthwhile over more weapons/ammo/dhs, etc. The Exe has masc so that helps it but most assaults don't have masc to augment their JJs





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