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Any Eta On The Fix For Jumpjets?


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#21 Kaspirikay

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Posted 30 November 2012 - 05:54 PM

Shhh shut up shut up shut up

#22 VaeVict1s

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Posted 30 November 2012 - 06:01 PM

I play jenners a lot, and would still like to see this fixed... I have been doing most of my builds around the idea that it will get fixed, so I have more JJs than the other jenners and feel like I have lost out on fire power quite a bit right now

#23 ball0fire

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Posted 30 November 2012 - 06:05 PM

lol at 20 jj jenner

T minus 5 for launch 3 2 1 we have lift off!


*fuel runs out at aboot 3000m , jenner come crashing back to ground

*playerX killed playerX*


the new way to suicide farm? hehe

#24 xxx WreckinBallRaj xxx

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Posted 30 November 2012 - 06:06 PM

One problem is that this nerfs Trial Mechs that have jets since they are wasting weight on additional jets when Owned Mechs can take them off. My suggestion would be to just make the Jets be 1 item but increase its weight+slot cost, meaning that having the 1 item on the Mech has the full current combined cost. Another method could be to turn these into an upgrade that eats weight+slots once purchased and has to be added or removed in full, not one at a time. They could be made to eat RT/LT slots exclusively too since that's where the jets visually fire from.

#25 Monky

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Posted 30 November 2012 - 06:13 PM

View PostBluten, on 30 November 2012 - 06:06 PM, said:

One problem is that this nerfs Trial Mechs that have jets since they are wasting weight on additional jets when Owned Mechs can take them off. My suggestion would be to just make the Jets be 1 item but increase its weight+slot cost, meaning that having the 1 item on the Mech has the full current combined cost. Another method could be to turn these into an upgrade that eats weight+slots once purchased and has to be added or removed in full, not one at a time. They could be made to eat RT/LT slots exclusively too since that's where the jets visually fire from.


My main problem with this idea is that jumpjet capability is supposedly tied to engine size (or at least is in tabletop) and you can drop engine size in MWO without in theory affecting the pre-set number of jumpjets available in your example.

My very simple idea is that we use the break-points in engine rating that tabletop uses to determine the maximum amount of jumpjets a given chassis can fit. For instance, a Jenner would need a 245 engine to mount 7 jumpjets, and would have to upgrade to a 280 to mount 8, which would make it capable of reaching 240 meters of altitude in a jump and that would be the most (since the largest engine a Jenner can fit is a 300, which doesn't reach the next breakpoint).

The beauty of such a system is it scales depending on what chassis (and the engine limitations of the chassis variant) so that different things are capable in different setups, without allowing the '20 jumpjet jenner' or making the difference trivial.

#26 RobarGK

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Posted 01 December 2012 - 11:33 AM

That this still has not been fixed is actually really bothering me, since it does give a direct advantage to players who use the exploit, which in turn makes it more difficult for new players who do not have the option of adjusting their jump jets. Even if the end solution is going to be complex and take a considerable amount of time to be placed in game, it would be great to know what the developers have planned and, if the solution is still quite a ways off, make it so that having fewer jump jets limits their burn time. That way they can not be exploited while we wait for the full solution (provided that is not the full solution itself.)

This would not really bother me except it has been an issue since I joined the closed beta way back when, and that so far there has been absolutely nothing done is some what discouraging. I think it is time that something gets done. That way the Jenners and Catapults that so many feel are overpowered will have one less advantage (many would simply remove them and stop jumping, which removes a lot of their maneuverability) and I would feel better about the game knowing that one of the oldest surviving exploit is finally dead.

After all, we keep getting weapon tweaks to balance things out, while this continues to through the balance off.

#27 LionZoo

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Posted 01 December 2012 - 11:40 AM

I agree. This exploit is worth about 2-3 tons on the Mechs that exploit this bug. One would think that tying the jump jet fuel to the number of jump jets on a Mech would be relatively easy, but I guess not?

Also, on second thought, typing lift speed to the number of jump jets will need to be implemented delicately. We don't want bunny hopping Jenners now do we? (This coming from a Jenner pilot.)

#28 Leetskeet

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Posted 01 December 2012 - 11:42 AM

Seeing as they've been broken since the first day of the beta my guess is after the netcode

Posted Image

#29 Vapor Trail

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Posted 01 December 2012 - 11:45 AM

View PostIcebound, on 30 November 2012 - 05:18 PM, said:

On one hand I don't want to see this because it will break pretty much all of my JJ using mechs. On the other hand I want to see what happens when you put 20 JJs on a Jenner.

Problem with this.

To do this you'd need a 700 rated engine. Max jump rating is tied to engine rating much the same way "walk" and "run" speeds are...

Say you had a 315 engine in a Jenner. You could mount 9 jump jets.

I've already seen this, waaaaaaaaaaay back in closed beta. A heavily damaged Jenner thought he was smart and was going to deny us a kill on Caustic by jump suicide. He was out by the lake base (not the one with the pipes and refinery, the other one) and jumped straight up from the water. I was on top of the caldera on that side and had to aim up while tracking him to put the top of his flight in my sights... of course, when he got TO the top of his flight, he met a pair of Gauss slugs, cause I happened to be running a Gausskitty at the time. Took him about three seconds to fall back down.

Edited by Vapor Trail, 01 December 2012 - 11:47 AM.


#30 Icebound

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Posted 01 December 2012 - 11:50 AM

View PostVapor Trail, on 01 December 2012 - 11:45 AM, said:

Problem with this.

To do this you'd need a 700 rated engine. Max jump rating is tied to engine rating much the same way "walk" and "run" speeds are...

Say you had a 315 engine in a Jenner. You could mount 9 jump jets.

I've already seen this, waaaaaaaaaaay back in closed beta. A heavily damaged Jenner thought he was smart and was going to deny us a kill on Caustic by jump suicide. He was out by the lake base (not the one with the pipes and refinery, the other one) and jumped straight up from the water. I was on top of the caldera on that side and had to aim up while tracking him to put the top of his flight in my sights... of course, when he got TO the top of his flight, he met a pair of Gauss slugs, cause I happened to be running a Gausskitty at the time. Took him about three seconds to fall back down.

Oh cool I had no idea it worked like that. Since there's no reason to use a Jenner-K after getting the XP I just use it as a storage locker for all my extra Jumpjets, and was wondering what would happen after the fix if I tried to use it.

#31 stjobe

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Posted 01 December 2012 - 11:51 AM

The thing about Jump Jets is that in TT they did affect speed.

Each Jump Jet you had mounted allowed you to jump 30m (one hex) in 10 seconds, which roughly translates to 11 kph.
If you had five Jump Jets mounted you could jump 150m (five hexes) in 10 seconds, which roughly translates to 54 kph.

#32 Deadoon

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Posted 01 December 2012 - 11:57 AM

Although they would be funny to watch,I do not think we need km high death from aboves from ctfs. But a increased jump hieght based on my jumpjet count would be great.

#33 Orbit Rain

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Posted 01 December 2012 - 12:16 PM

....it's another one of those core issues of gameplay the would likely have in their pile of things to be done...when.....we wonder.

#34 QuantumButler

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Posted 01 December 2012 - 12:24 PM

When the four horsemen ride and the seas run red with the blood of the heathens.

#35 Vapor Trail

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Posted 01 December 2012 - 12:25 PM

Jump capacity was really simplified in TT, and translating it out in a recognizable fashion is probably not even possible.

As for variable gravity, this was done in MW2.

I had a Kitfox with 10 JJs that could move at 1000+kph (literally maxed out the speed scale) in low gravity (1/4 g). Thing moved like a bat out of hell on the ground in regular gravity too.

Played it once in a "recon mission". The thing was we needed to get a mech within "scanning distance" of a "computer core" which was inside a big building, and then get the info to a drop zone. My CO would jump up to the roof, and blast it open, land in the building and scan the core, while I just took of straight through the enemy mechs.

I was fast enough I could literally outrun LRMs.

We were directly responsible for the removal of that gametype from competitive play... at least the league we were in.

#36 Diablobo

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Posted 01 December 2012 - 12:47 PM

They can't even get DHS right so what makes you think that jump jets are going to get any better?

#37 Grand Ayatollah Kerensky

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Posted 01 December 2012 - 12:49 PM

I'd be on board for extra jumpjets adding extra height and acceleration to the currently sluggish jj performance. I would hate to have to spend 4 times the weight just to get the same crappy performance.

#38 QuantumButler

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Posted 01 December 2012 - 12:50 PM

View PostNarcisoldier, on 01 December 2012 - 12:49 PM, said:

I'd be on board for extra jumpjets adding extra height and acceleration to the currently sluggish jj performance. I would hate to have to spend 4 times the weight just to get the same crappy performance.


Maybe more height/speed/and fuel.

**** let me fly to the ******* moon if I want to pack my mech full of fifty billion jets PGI damn it.

#39 RobarGK

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Posted 01 December 2012 - 01:36 PM

I am actually happy with the way jump jets work right now. I just want them to be scaled in ability based on how many you have. The current placeholder system doesn't cut it. I don't know how much work it would take to do, but throwing something together would be better then it is now. I doubt it would be harder to do than all the new incoming content like the ECM.

#40 Elddric

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Posted 03 December 2012 - 02:35 PM

Im hoping they release the ability for more variants to mount jumpjets. I want a commando with JJ!!





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