

Are Jump Jets working as intended?
Started by Suko, Oct 31 2012 12:40 PM
9 replies to this topic
#1
Posted 31 October 2012 - 12:40 PM
I haven't seen any recent posts on this and they aren't listed under "Current Known Issues", so I want to verify if they are working as intended.
I strip all but one JJ from my Cat-C1 and I can still jump for 5+ seconds before running out of "fuel". However, the JJ thrust seems awfully weak and I spend half my time usually barely accelerating a couple meters into the air.
I strip all but one JJ from my Cat-C1 and I can still jump for 5+ seconds before running out of "fuel". However, the JJ thrust seems awfully weak and I spend half my time usually barely accelerating a couple meters into the air.
#2
Posted 31 October 2012 - 12:42 PM
JJ are still buged, you still just need 1
#3
Posted 31 October 2012 - 12:45 PM
I'm assuming each individual JJ can only store 5 seconds of power, so reducing the number of JJ wouldn't change the duration, just the power; with just one JJ you wouldn't fly up very far, just like you're describing.
Unless there's something I didn't understand correctly, it sounds like they're working perfectly.
Unless there's something I didn't understand correctly, it sounds like they're working perfectly.
#5
Posted 31 October 2012 - 01:03 PM
Ockow, on 31 October 2012 - 12:42 PM, said:
JJ are still buged, you still just need 1
If this is the case, how come they're not listed as a known issue? Other things that have been persistent problems for weeks (months?) now are still there.
http://mwomercs.com/...n-known-issues/
Also, AFAIK there is nothing in the TT game that says you can't use a single JJ on a mech. It would offer very limited jumping capability, but you could still use it. So, having 1 JJ and still being able to jump isn't really something that's "broken" about this game.
However, if my Cat is jumping as it should with 4 JJ installed, then I'm very disappointed in the lifting force of JJs in MWO. As is, I can barely jump to the top of a building that is ~2.5x taller than me without completely running out of fuel.
Edited by ShadowVFX, 31 October 2012 - 01:13 PM.
#6
Posted 31 October 2012 - 01:08 PM
ShadowVFX, on 31 October 2012 - 01:03 PM, said:
If this is the case, how come they're not listed as a known issue? Other things that have been persistent problems for weeks (months?) now are still there.
http://mwomercs.com/...n-known-issues/
http://mwomercs.com/...n-known-issues/
I think at this point they simply have way more pressing issues to deal with and it's simply not a priority. I'll keep using one until they get around to properly implementing JJ ... and then I'll adapt the same as everyone else.
As of the last patch you can fly like 3x farther than you used to and then take next to no damage if you fall from height. Given that, I'm guessing ... it's going to be a while.
#7
Posted 31 October 2012 - 01:21 PM
I don't remember them being listed as a Known Issue in the previous Beta thread, however I never checked it that often. Thrust and duration haven't seemed to change on my Jenner at all. Haven't played a Cat since OB started, but since there was only the one last patch; JJ seem to be the same they have been since I joined CB in June.
#8
Posted 31 October 2012 - 02:20 PM
JJs work a lot better since the most recent patch; you can actually glide instead of 'fall gracefully'.
#9
Posted 31 October 2012 - 02:33 PM
has anyone tested 1 v 5 jump jets to see if there is any difference in jump power? I think the C1 comes with 5 std so can anyone confirm 5 = 1 in current state of game??
#10
Posted 31 October 2012 - 10:37 PM
I've tried the 5 given to me, bumped it up to 7 and finally dropped it down to 1 (all in my Jenner) and see no difference. Oct 31
edit. It gives me 2 extra tons of lasers and HS's....
edit. It gives me 2 extra tons of lasers and HS's....
Edited by Chaldon, 31 October 2012 - 10:38 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users