I'm reading through some of the books, and a lot of the jump jet descriptions, and indeed in the tabletop rules, refer to jump jet usage as moving set distances. Obviously making it work in simulation is different, but a thought occurs - could one not have a key that toggles one's jump jets between 45 degrees and 90 degrees (Straight Down)? Thus giving an option between launching up and forward or straight up?
I'm sure this has been suggested before, did we ever get a rationale on why this isn't a thing?
I've tried some jet builds before, but was just persistently underwhelmed. They're presented as fairly useful in universe, but in MWO, seem situational in the extreme, to the point I can identify a handful of cases outside poptarting where I'd define it as tactically useful, given the number of ramps and steps available.
Vectoring Jump Jets?
Started by Insignus, Jan 29 2019 05:34 PM
6 replies to this topic
#1
Posted 29 January 2019 - 05:34 PM
#2
Posted 29 January 2019 - 06:00 PM
JJs got nerfed because of poptarting, that didn't work so they went after the weapons used and then the mechs themselves.
#3
Posted 30 January 2019 - 12:56 AM
Outside of poptarting or positioning, I mostly use them as a mobility aid for the heavier/slower 'Mechs that can equip them. Sometimes helpful, especially when an agile light is playing ring around the rosie.
#4
Posted 30 January 2019 - 01:02 AM
more than one button for things like jump jets and targeting have no place in a thinking mans shooter.
my mw2 setup has 2 hat switches for targeting and one hat switch + a button to control jump jets. i guess that makes me a moron. there is a reason why mechwarrior 2 is at the center of my control hacking projects, its just so damn versatile.
im also of the opinion that people who use the phrase "thinking mans x" are really incapable of abstract thought, but are going to pretend they are above average intelligence so they can act smug and talk down to people who are in fact smarter than they are.
my mw2 setup has 2 hat switches for targeting and one hat switch + a button to control jump jets. i guess that makes me a moron. there is a reason why mechwarrior 2 is at the center of my control hacking projects, its just so damn versatile.
im also of the opinion that people who use the phrase "thinking mans x" are really incapable of abstract thought, but are going to pretend they are above average intelligence so they can act smug and talk down to people who are in fact smarter than they are.
Edited by LordNothing, 30 January 2019 - 01:05 AM.
#5
Posted 30 January 2019 - 09:16 AM
Nerfed due to Poptarting but also there was a time when a mech with JJs was clearly superior to a mech without them. I don't think PGI wants that and as much as I would love full vectoring, I doubt they will ever allow it.
For my part, I don't see the problem. JJs in any really usable numbers eat up a massive amount of tonnage and critical space. For example, I really don't see the problem with a 80+ ton mech being able to have great mobility with JJs when they have to spend 8-10 tons of their available weight on those JJs. I mean they are giving up rough 20-30% of their available tonnage for weapons and DHS in order to mount those JJs so by god they should actually be able to JUMP!!!
For my part, I don't see the problem. JJs in any really usable numbers eat up a massive amount of tonnage and critical space. For example, I really don't see the problem with a 80+ ton mech being able to have great mobility with JJs when they have to spend 8-10 tons of their available weight on those JJs. I mean they are giving up rough 20-30% of their available tonnage for weapons and DHS in order to mount those JJs so by god they should actually be able to JUMP!!!
#6
Posted 30 January 2019 - 03:31 PM
Seems like it would be simple enough to implement; holding the jump button overrides WASD from torso/throttle to strafe direction. Might look pretty silly though.
In general I think class 4 and 5 jumpjets could use a small nudge in power, class 3 needs a moderate boost, and class 1 and 2 need a lot of love.
In general I think class 4 and 5 jumpjets could use a small nudge in power, class 3 needs a moderate boost, and class 1 and 2 need a lot of love.
#7
Posted 30 January 2019 - 06:46 PM
process, on 30 January 2019 - 03:31 PM, said:
Seems like it would be simple enough to implement; holding the jump button overrides WASD from torso/throttle to strafe direction. Might look pretty silly though.
In general I think class 4 and 5 jumpjets could use a small nudge in power, class 3 needs a moderate boost, and class 1 and 2 need a lot of love.
In general I think class 4 and 5 jumpjets could use a small nudge in power, class 3 needs a moderate boost, and class 1 and 2 need a lot of love.
Yeah your 100% on the money. W = forward jump, S = backward jump, A and D = jump to the side and mouse look rotates the mech while in the air. That is pretty much on the money how JJ as SUPPOSED To work and would mimic how the work in both the table top game and Battletech computer game.
Your also 100% on the money about the different classes of JJs. It is pretty ridiculous that a JJ weighing 2 tons can't lift a 100 ton mech just as far as a JJ weighing 0.5 tons can lift a 50 ton mech. If I am devoting 8-10 tons of my total available weight to jump jets in an Assault Mech, I really should be able to jump just as far as a 50 ton mech mounting 2 tons worth of of JJ, not just barely hover off the ground. It is one of the balancing decisions made by PGI that really makes me grind my teeth.
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