Any Eta On The Fix For Jumpjets?
#21
Posted 30 November 2012 - 05:54 PM
#22
Posted 30 November 2012 - 06:01 PM
#23
Posted 30 November 2012 - 06:05 PM
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
Posted 30 November 2012 - 06:06 PM
#25
Posted 30 November 2012 - 06:13 PM
Bluten, on 30 November 2012 - 06:06 PM, said:
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
Posted 01 December 2012 - 11:33 AM
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
Posted 01 December 2012 - 11:40 AM
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
Posted 01 December 2012 - 11:42 AM
#29
Posted 01 December 2012 - 11:45 AM
Icebound, on 30 November 2012 - 05:18 PM, 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.
Edited by Vapor Trail, 01 December 2012 - 11:47 AM.
#30
Posted 01 December 2012 - 11:50 AM
Vapor Trail, on 01 December 2012 - 11:45 AM, said:
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
Posted 01 December 2012 - 11:51 AM
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
Posted 01 December 2012 - 11:57 AM
#33
Posted 01 December 2012 - 12:16 PM
#34
Posted 01 December 2012 - 12:24 PM
#35
Posted 01 December 2012 - 12:25 PM
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
Posted 01 December 2012 - 12:47 PM
#37
Posted 01 December 2012 - 12:49 PM
#38
Posted 01 December 2012 - 12:50 PM
Narcisoldier, on 01 December 2012 - 12:49 PM, said:
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
Posted 01 December 2012 - 01:36 PM
#40
Posted 03 December 2012 - 02:35 PM
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