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Jump Jets In Patch Notes

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#21 stjobe

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Posted 04 December 2012 - 03:23 PM

View Postwuselfuzz, on 04 December 2012 - 03:21 PM, said:


<nitpick> In BT, the maximum number of jump jets is equal to walking MP.</nitpick>

And walking speed is determined by chassis weight and...? *waiting for the inevitable*

Edited by stjobe, 04 December 2012 - 03:24 PM.


#22 Oxer

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Posted 04 December 2012 - 03:25 PM

View PostSkyfaller, on 04 December 2012 - 02:23 PM, said:


Thomas,

There have been many posts debating the jumpjet issue.

I think that perhaps the best solution is to switch the jumpjet capability to be native to the chassis that can mount them and turn the jumpjet modules into 'capacitors' of sorts. Aka, jumpjet 'fuel'.

Without any jumpjet modules the mech enters the game with enough 'fuel' to make one jump. once that fuel is used up it does not regenerate.
With one jumpjet module installed, your jumpjet fuel would recover 50% of what it does now. (rate of recovery not total fuel)
With two your fuel recovers at 75%
Three is 100%
Four is 125%
Any modules past 4 increase the fuel recovery speed by 10% rather than 25%.

This alone enables that you guys can make changes to jumpjets easily since it would be chassis-based and allow the playerbase to use the jumpjet modules to customize their own particular priority for jumpjets. For mechs where jumping is not a priority they might not load any or just 1. For highly mobile mechs they would greatly benefit from 4 or more jets.

This is a lot better than having the number of jump jets determine the effective jumping ability of the chassis. You could run into a situation where one mech could load 10 or so jets and bunny-hop everyone to their doom. You could have light mechs equipped with lots of jets turning themselves into aerofighters for all purposes.


There's a far easier and more faithful to TT way of implementing multiple JJs, and that's having the no. of JJs affect how much your 'max fuel' is without affecting anything else - more JJs = more jump height.

But a more realistic approach would be to have the same burn time no matter how many JJs you have and change the acceleration depending on the no. of JJs.

#23 aelfkins

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Posted 04 December 2012 - 05:12 PM

View PostSkyfaller, on 04 December 2012 - 02:23 PM, said:


You could have light mechs equipped with lots of jets turning themselves into aerofighters for all purposes.


Ahh, Land Air Mechs

#24 PapaKilo

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Posted 04 December 2012 - 05:47 PM

View PostBigMooingCow, on 04 December 2012 - 01:25 PM, said:

There's barely space on my Jenner for weapons, let alone 3T more jump jets!

View PostDreadp1r4te, on 04 December 2012 - 01:48 PM, said:

Current jump capability with one JJ equipped is what your 'Mech should jump with 6 jump jets, or whatever the rated number of JJs is according to table top rules. This is one reason Jenners are so over powered. They can retain their jump capacity with only half a ton of JJs, where it should be either 2 tons or 3 tons (can't remember if they're supposed to have 4 or 6 jets) at .5 tons a piece.

A Jenner should have five jump jets at 0.5 tons apiece (2.5 tons total) for full rated jump capability. That's two tons more jump jets than most Jenner pilots carry. Instead, they use more heat sinks and/or more weaponry.

They really should do jump jets like tabletop -- each one give you 30 meters of horizontal jump distance. A stationary vertical jump should get less height per jump jet than now.

#25 Elizander

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Posted 04 December 2012 - 11:58 PM

View PostSir Roland MXIII, on 04 December 2012 - 01:10 PM, said:


That's great and all but can we get FULL jump jet capacity enabled some time soon? Really frikkin boring being stuck with only one JJ's worth of jumping power no matter how many JJs are in the mech.

You guys DO realize you're boning the Spider before it even gets released, RIGHT? I mean, more than your current game environment eff's up most other mechs prior to release, that is.



I think it's the opposite. The current JJ is the max for each mech. If you keep using 1 JJ, you're gonna have a bad time hopping around a foot off the ground. :o

#26 Kobura

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Posted 05 December 2012 - 02:09 AM

View Postdal10, on 04 December 2012 - 11:20 AM, said:

that is what it sounds likes. which is going to either mean we see a lot less mechs with jumpjets, which is a nerf to jenners and streak kitties. or we are going to see people make sacrifices to add enough jumpjets to be worthwhile.


View PostAlfred VonGunn, on 04 December 2012 - 01:12 PM, said:


How would fixing a long time KNOWN problem be a Nerf?


Yea what a ******* shame... guess the Jenners gonna have to take some mithril off that lagshield and put it into JJ to maintain their superiority.

And Streakcats might have to actually refill their ammo for lack of flak tonnage? THE HORRORS

Edited by Kobura, 05 December 2012 - 02:13 AM.


#27 Herr Trigger

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Posted 08 December 2012 - 06:51 AM

ok so i have a raven with 7 jump jets and an xl210 engine. ive had these jump jets on there for a while but now if i remove any i can no longer put them back on only a max of 5 is allowed so it looks like they did change something

not sure if these extra 2 are making a difference or not but i dont dare remove them in case they are doing anything extra for me.

Edited by Unheil, 08 December 2012 - 06:53 AM.


#28 Suicidal Idiot

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Posted 09 December 2012 - 12:25 AM

View PostUnheil, on 08 December 2012 - 06:51 AM, said:

ok so i have a raven with 7 jump jets and an xl210 engine. ive had these jump jets on there for a while but now if i remove any i can no longer put them back on only a max of 5 is allowed so it looks like they did change something

not sure if these extra 2 are making a difference or not but i dont dare remove them in case they are doing anything extra for me.

That's very interesting...

If this holds, you may well end up with a Raven with more jumpjets than the max, due to being "grandfathered".

Edited by Suicidal Idiot, 09 December 2012 - 12:26 AM.


#29 Corvus Antaka

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Posted 09 December 2012 - 10:19 PM

View PostPapaKilo, on 04 December 2012 - 05:47 PM, said:

A Jenner should have five jump jets at 0.5 tons apiece (2.5 tons total) for full rated jump capability.  That's two tons more jump jets than most Jenner pilots carry.  Instead, they use more heat sinks and/or more weaponry.

They really should do jump jets like tabletop -- each one give you 30 meters of horizontal jump distance.  A stationary vertical jump should get less height per jump jet than now.


Yeah and hopefully we lose the lame mech4 but worse jumpjets we have now. JJ need some serious thrust, hopefully bringing up the pace and intensity of the gameplay...and the nervousness somewhat. Jumpjets feel awefully weak and unpowerful right now.

I want to catch some serious air man!

Edited by Colonel Pada Vinson, 10 December 2012 - 12:43 AM.


#30 Adept2

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Posted 11 December 2012 - 09:03 PM

I'd love to be able to jump forward, not just slowly hover up like currently.

All that said, it sure feels like my 2 JJ founder's Cat build is suddenly more sluggish in jumping up. Something has changed already.

#31 Zyllos

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Posted 12 December 2012 - 06:46 AM

View Postwuselfuzz, on 04 December 2012 - 03:21 PM, said:


<nitpick> In BT, the maximum number of jump jets is equal to walking MP.</nitpick>

Converted to MWO, that would be top speed divided by 16.2.


I thought hexes were 30m, not 45m. So divided by 10.8 kph to get the number of JJ.

(16.2 kph / 3600s (s/hr) * 10s (round) * 1000m (m/km) = 45m)
(30m / 1000m (m/km) * 3600 (s/hr) / 10s (round) = 10.8 kph)

#32 Falanin

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Posted 12 December 2012 - 02:15 PM

Wondering if they're ever going to implement the BT requirement that your jumpjets be balanced between the left and right sides of the mech.

Most Jenners today carry their 1 JJ in a side torso... which should bloody FLIP the mech when fired.

#33 Jyson

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Posted 16 December 2012 - 05:27 PM

View PostSkyfaller, on 04 December 2012 - 02:23 PM, said:


This is a lot better than having the number of jump jets determine the effective jumping ability of the chassis. You could run into a situation where one mech could load 10 or so jets and bunny-hop everyone to their doom. You could have light mechs equipped with lots of jets turning themselves into aerofighters for all purposes.



You do remember that falling and collisions hurt your mech right?? I say let them ram themselves into that wall/building, but the good ones will become a terror.





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