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Any Eta On The Fix For Jumpjets?


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#1 Monky

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Posted 30 November 2012 - 02:02 PM

It's pretty well known that currently you can slap on a single jumpjet and get the same functionality as a full stock setup of them on that chassis, and that adding additional ones beyond the first does nothing. Currently, this is leading to some builds exploiting this feature.

Is there any word on when/how these will be updated so that they function as they 'should' ? (ie; one jumpjet gets you around 30 meters of flight distance at full speed or something approximating that) and how are limitations on them being handled (ie; where you can place them, how many total you can place, etc?)

#2 Lokust Davion

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Posted 30 November 2012 - 02:06 PM

I'd like to know this as well. It got buried under all the buffs and nerfs and 3rdperson fiasco.

#3 LionZoo

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Posted 30 November 2012 - 02:10 PM

Would it be asking too much to also correlate the speed you jump at with the number of jump jets you have?

Edited by LionZoo, 30 November 2012 - 02:11 PM.


#4 Screech

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Posted 30 November 2012 - 02:16 PM

View PostLionZoo, on 30 November 2012 - 02:10 PM, said:

Would it be asking too much to also correlate the speed you jump at with the number of jump jets you have?


Much rather jump jets provide lift only. All speed you have should be from your current speed when you leave the ground. There has been some talk to directional thrusters but I just don't see that in the current form.

#5 buckX

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Posted 30 November 2012 - 02:16 PM

View PostLionZoo, on 30 November 2012 - 02:10 PM, said:

Would it be asking too much to also correlate the speed you jump at with the number of jump jets you have?

If the total burn time was fixed, regardless of number, and it actually did legit modeling of the thrust, that would be all kinds of hot. I would note that doing a real life physics model of them would not provide linear max jump distances, for what it's worth. It might well be that you can't even take off until you get a 2nd JJ, but then at 6 be accelerating upwards at over 2g.

That would also make builds reflect the TT, where nobody bothers to take 1 or 2 of them. If you take JJs, you take a decent number of them.

Edited by buckX, 30 November 2012 - 02:18 PM.


#6 Lokust Davion

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Posted 30 November 2012 - 02:16 PM

View PostLionZoo, on 30 November 2012 - 02:10 PM, said:

Would it be asking too much to also correlate the speed you jump at with the number of jump jets you have?


yeess... moar jumpjets moar speeed! so i can take off like a fighter jet in my catapult :D

Edited by Lokust Davion, 30 November 2012 - 02:17 PM.


#7 RumRunner151

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Posted 30 November 2012 - 02:17 PM

I have officially that it will be addressed, I have seen nothing that says when.

#8 Vlad Ward

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Posted 30 November 2012 - 02:19 PM

View PostScreech, on 30 November 2012 - 02:16 PM, said:


Much rather jump jets provide lift only. All speed you have should be from your current speed when you leave the ground. There has been some talk to directional thrusters but I just don't see that in the current form.


Horizontal speed and Vertical speed are independent. More jets should make you go "Up" faster. No amount of purely vertical jets will make you go "Forward" faster.

#9 Screech

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Posted 30 November 2012 - 02:33 PM

View PostVlad Ward, on 30 November 2012 - 02:19 PM, said:


Horizontal speed and Vertical speed are independent. More jets should make you go "Up" faster. No amount of purely vertical jets will make you go "Forward" faster.


Exactly, I guess I assumed horizontal movement when he refered to speed. But I guess he really meant an increase in lift with more jets which would be perfectly fine with me. I just always thought more jets more burn time, but faster lift makes more sense really.

#10 Monky

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Posted 30 November 2012 - 02:38 PM

View PostScreech, on 30 November 2012 - 02:33 PM, said:


Exactly, I guess I assumed horizontal movement when he refered to speed. But I guess he really meant an increase in lift with more jets which would be perfectly fine with me. I just always thought more jets more burn time, but faster lift makes more sense really.


This makes the most sense to me - jumpjets all have the same amount of 'burn time' in tabletop as well, so it would equal to higher elevation and therefore more (potential) distance within the same period of time.

Edited by Monky, 30 November 2012 - 02:39 PM.


#11 TPrty

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Posted 30 November 2012 - 02:42 PM

I would also be interesting having different maps/worlds and their varying gravity affect them.

Edited by TPrty, 30 November 2012 - 02:43 PM.


#12 Monky

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Posted 30 November 2012 - 03:16 PM

View PostTPrty, on 30 November 2012 - 02:42 PM, said:

I would also be interesting having different maps/worlds and their varying gravity affect them.


interesting idea!

#13 Sinluien

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Posted 30 November 2012 - 03:25 PM

i miss being able to dodge an attack via JJ. but i have to admit i kind of like how un freaking complicated it is compared to the old mechwarrior days. i never thought of the more lift idea, i like that over my initial fuel idea that i almost double posted. i just hope they read this stuff and not just the patch notes feedback.

#14 HC Harlequin

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Posted 30 November 2012 - 03:28 PM

View PostVlad Ward, on 30 November 2012 - 02:19 PM, said:


Horizontal speed and Vertical speed are independent. More jets should make you go "Up" faster. No amount of purely vertical jets will make you go "Forward" faster.

Lolzers.. what about vectored thrust?

#15 Dagger6T6

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Posted 30 November 2012 - 03:33 PM

i can't believe it has been ignored this long... i wish they would fix it sooner than later because i know plenty of Catapult builds and the other jumb capable mechs that are gonna get borked by about 3 tons when they do so

Edited by Dagger6T6, 30 November 2012 - 03:33 PM.


#16 Freeride Forever

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Posted 30 November 2012 - 03:34 PM

Another [REDACTED] that should've been fixed in CB.

Edited by Helmer, 30 November 2012 - 05:54 PM.
Edited for content that adds nothing to the conversation. Profanity filter work around.


#17 Orzorn

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Posted 30 November 2012 - 03:38 PM

View PostDagger6T6, on 30 November 2012 - 03:33 PM, said:

i can't believe it has been ignored this long... i wish they would fix it sooner than later because i know plenty of Catapult builds and the other jumb capable mechs that are gonna get borked by about 3 tons when they do so

Catapults and Jenners especially. All those Catapults running about missing about 3 tons of jump jets will have to lose some ammo, armor, or something.

#18 Monky

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Posted 30 November 2012 - 04:15 PM

View PostOrzorn, on 30 November 2012 - 03:38 PM, said:

Catapults and Jenners especially. All those Catapults running about missing about 3 tons of jump jets will have to lose some ammo, armor, or something.


Indeed this may be at least part of the source of the catapult's highly favored status, if you can put on 1 ton for full jump and still rock everything else.... well...

#19 Icebound

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Posted 30 November 2012 - 05:18 PM

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.

#20 Monky

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Posted 30 November 2012 - 05:42 PM

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.


But your 1 JJ mechs are already broken ;)





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