High King Of The Forest Colony
#1
Posted 19 April 2021 - 08:26 PM
#2
Posted 19 April 2021 - 08:34 PM
#4
Posted 19 April 2021 - 08:54 PM
martian, on 19 April 2021 - 08:43 PM, said:
Many of these places are blocked by invisible walls.
Yes indeedy! Some maps are way worse than others, Grim plexus and the oasis truly suck lol. I only made my way up here today, after almost a full year of exploring. If you had asked me if it was possible yesterday I would have said absolutely not... but today? Yeehaaa!
#5
Posted 19 April 2021 - 09:00 PM
id like to see more of these high areas get used. so long as no position is completely isolated from mechs without jump jets it should be fine. there should always be a position from which you can hit them or a way to get there on foot. its only really a problem when the map designer tries to block a place you can get to that it causes these positions to become exploits.
Edited by LordNothing, 19 April 2021 - 09:04 PM.
#6
Posted 19 April 2021 - 09:12 PM
LordNothing, on 19 April 2021 - 09:00 PM, said:
id like to see more of these high areas get used. so long as no position is completely isolated from mechs without jump jets it should be fine. there should always be a position from which you can hit them or a way to get there on foot. its only really a problem when the map designer tries to block a place you can get to that it causes these positions to become exploits.
None that I have found yet are exploits, Lord knows I've tried! Fact is that the cover can be quite good if the pilot uses it well, just like any other cover, but every place I've been can be hit once someone knows that you are there and to shoot out you always have to expose yourself.
Edited by Johnny Slam, 19 April 2021 - 09:17 PM.
#8
Posted 19 April 2021 - 09:29 PM
Johnny Slam, on 19 April 2021 - 09:12 PM, said:
None that I have found yet are exploits, Lord knows I've tried! Fact is that the cover can be quite good if the pilot uses it well, just like any other cover, but every place I've been can be hit once someone knows that you are there and to shoot out you always have to expose yourself.
there are a few that are. the point is id rather them be made valid positions, verify their sight lines and put in counter positions rather than try to block them off entirely.
#9
Posted 19 April 2021 - 11:27 PM
#10
Posted 19 April 2021 - 11:47 PM
Edited by Johnny Slam, 19 April 2021 - 11:48 PM.
#11
Posted 19 April 2021 - 11:57 PM
#13
Posted 20 April 2021 - 01:17 AM
LordNothing, on 19 April 2021 - 11:57 PM, said:
The Cicada 3F and the Vipers are the highest jumpers, but because of their boxy profile not the best jumpers on anything other than open platforms. Their profiles make approaches to and landings on narrow ledges and edges surrounded by protursions tricky and inconsistent. Those obstacles will easily deflect them off target and away on approach or while riding the face up, they are best for 'clear air' jumps. The Viper has stronger legs.
The Spider 5V, is the only spider that comes close to them. It can jump almost as high and has a much better build for all around jumps, but you can't carry squart and the legs are weak when it comes to misses and landings and you have to load a dozen JJs.
The Phoenix Hawk PHX-1 jumps the next highest and has a decent profile although the odd arm angles and backpack can be little bit tricky around protrusions, but has better legs, and it can ride up the face of a jump very well.
The Assassin ASN-DD and the ASN-27 are only 1.5 meters shy of the Phx-1 with really good profiles and geometry for jumping, riding up cracks, the face, and an excellent slim build for tight edges, narrow ledge landings. The DD has buffed legs.
The Assassin both also have the crucial element of ECM. You have to consider that, Because while the Cicada can jump incredibly high... everyone immediately spots them jumping or shuffling around on something way up high in sightline and blows it to bits, to say nothing of when it starts trying to shoot as well.
So a top end High-jumping and exploring Mech needs to have a high ceiling, durable construction to handle the inevitable missed jumps and falls, and a good profile. In addition to all that, a pilot really has to buy all the lift speed and Vent calibration nodes he can afford if they want to do anything useful with jumping.
Cicada 3F 105.5 mtrs
Vipers 105.5 mtrs
Spider 5V 104 1 mtrs
PHX-1 93.8 mtrs
ASN-DD 92.3 mtrs
ASN-27 92.3 mtrs
Honorable mentions to the Veagles, Artic wolfs, and the Hellspawn. All quite good for a wide spectrum of jumping and exploring with proper skill point investment.
Edited by Johnny Slam, 20 April 2021 - 01:31 AM.
#14
Posted 20 April 2021 - 01:33 AM
Edited by LordNothing, 20 April 2021 - 01:34 AM.
#15
Posted 20 April 2021 - 01:41 AM
LordNothing, on 20 April 2021 - 01:33 AM, said:
Totally get that, its like that for the vast majority of the pilots out there and 3-4 jets with not skill points will totally yeild results in manuverablity, speed and tactics. I'm the first to admit that builds, and jumping like this definately are not an assured route to a higher W-L record or KDR, its an 'enthusiasm' at worst, and a helpful tactic for some that is a good deal of fun at best.
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