To Jump or not to Jump that is the question.
#21
Posted 13 March 2012 - 10:31 AM
#22
Posted 13 March 2012 - 10:37 AM
Boymonkey, on 13 March 2012 - 10:23 AM, said:
That was the 2009 tailer. Not the latest trailer. Back when They were shopping the idea around, and the trailer used the Unreal 3 engine.
They have since moved the the Crytek 3 engine.
We haven't seen any jumping in the videos yet.... but hopefully soon!
Edited by Helmer, 13 March 2012 - 10:39 AM.
#23
Posted 13 March 2012 - 10:48 AM
#24
Posted 13 March 2012 - 10:48 AM
http://mwomercs.com/...deo/3CWr3ZUQJeo
You see a mech with jump jets and yes it is using the cryengine 3 engine.
#25
Posted 13 March 2012 - 11:05 AM
#26
Posted 13 March 2012 - 11:07 AM
Just checked on youtube and it was uploaded on the 13thOct 2011
Edited by Boymonkey, 13 March 2012 - 11:09 AM.
#27
Posted 13 March 2012 - 11:13 AM
#28
Posted 13 March 2012 - 11:15 AM
I only ever seemed to get a DFA when I was NOT trying for one in MW3 and MW4. In 4, this caused a lot of suicide kills on my part (in instant action and campaign. never got to do an online match ). Will I use 'em? You betcha! Do I expect to do well with them? Not with my record.
#29
Posted 13 March 2012 - 11:57 AM
Helmer, on 13 March 2012 - 10:37 AM, said:
That was the 2009 tailer. Not the latest trailer. Back when They were shopping the idea around, and the trailer used the Unreal 3 engine.
They have since moved the the Crytek 3 engine.
We haven't seen any jumping in the videos yet.... but hopefully soon!
Cry engine 3 > Unreal 3
#30
Posted 13 March 2012 - 12:15 PM
#31
Posted 13 March 2012 - 03:00 PM
Aegis Kleais™, on 13 March 2012 - 07:55 AM, said:
IMO, JJ's will be useful as far as navigating terrain and getting yourself to advantageous locations (or attempting DFA's) as well as decreasing the ETA to locations by jumping barriers which would otherwise force players to take a specific route.
But in battle, I can't see their use. The shaking from the thrust would really throw off your aim to the point where it might render you less combat effective and the linear path you take while airborne is easy for the enemy to lead since you cannot shift your flight direction into other vectors.
I see their use for flanking attacks, DFAs, etc. Shooting while Jump Jetting should be difficult and inaccurate, though.
Aegis Kleais™, on 13 March 2012 - 08:43 AM, said:
If they do implement directional jump jets I hope all forward moving momentum has to be converted into the new direction (taking up a decent amount of thrust in a new direction with a non-instantaneous change of vector)
Huh, I remember that more prevalently from MW2 than 3, which (IIRC) had a more limited JJ control setup.
I think inertia should be maintained, but turning 180º should put you at a big risk (read: almost guaranteed) of falling on your *** when you land.
#32
Posted 13 March 2012 - 03:14 PM
Also if you turn in the air too far, you should either fall or take "crunch" landing damage to your leg or legs.
#33
Posted 14 March 2012 - 05:22 PM
#34
Posted 15 March 2012 - 05:40 PM
#35
Posted 15 March 2012 - 05:47 PM
#36
Posted 15 March 2012 - 05:51 PM
Joking aside, they are greatly effective tool to use in MW, and I hope they make it worth the tonnage.
#37
Posted 16 March 2012 - 07:35 PM
#39
Posted 16 March 2012 - 07:46 PM
Edited by Thom Frankfurt, 17 March 2012 - 05:44 PM.
#40
Posted 16 March 2012 - 07:55 PM
In Mechwarrior 2, Jumpjets were given way too much flexibility, making 'mechs that could skim across the ground at speeds in excess of 250 kilometers per hour for 10 seconds or more at a time, use it to "Side step" incoming weapons fire, and a wealth of other techniques.
Mechwarrior 3 and 4, however, gimped jumping to a huge extent, giving 'mechs only one real option: "Up". It make jump jets more or less useless for anything but poptarting, which unfortunately became abused to the point that I gave up on playing multiplayer Mechwarrior within a week of playing it. Trying to use jump jets to jump over buildings or behind terrain features was a pretty hopeless effort in the middle of a fight; unfortunate, considering that that's how they're used in the tabletop. If you tried to use it to jump over terrain features in the fight, your 'mech became little more than a skeet-shoot clay due to the slow, ponderous descent and arc of the 'mech.
So MWO will need to find that balance point. Jump Jets need to be flexible enough that it's easy to jump behind hills and buildings. They need to be there so that you can avoid terrain features that would otherwise slow your 'mech down and to make you a difficult target. Jumping, however, should also make it MUCH more difficult to shoot at a target, even at short ranges. If jump jets are not being applied to the game in this way, then it's really defeating the point.
If they get it right, heck yes, I'd love to use Jumpjets as a scout 'mech. Otherwise, I'd much rather take a Cicada or Commando to a Jenner.
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