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Jump Jets Finally Fixed


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#1 stjobe

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Posted 18 December 2012 - 12:33 PM

From the patch notes:

Quote

Jump Jets:

* Removing Jump jet override (now using actual jump jet loadout restrictions)
* Now enforcing and showing maximum number of jump jets as well as current number equipped on a Mech chassis.
* Added Jump jet bar showing maximum jump distance for current configuration (if a Mech is capable of using jump jets)
* What this all boils down to is that the number of Jump Jets on a Mech will now properly affect jump height/distance.
* Players will notice a change in the overall jump trajectory. This will be tuned in future patches.

Edited by stjobe, 18 December 2012 - 12:33 PM.


#2 Mercules

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Posted 18 December 2012 - 12:34 PM

Yup.... now I am thinking I need to take out a JJ mech or two and see what it is like. Going to take some time in the Mechlab after this patch.

#3 Khobai

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Posted 18 December 2012 - 12:42 PM

I hope JJ are significantly buffed if you have to take 4 of them.

#4 TruePoindexter

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Posted 18 December 2012 - 12:50 PM

Oh that'll be interesting - no more welfare single JJ's.

#5 Elizander

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Posted 18 December 2012 - 12:51 PM

I'm glad that they finally fixed this! ;)

#6 Kristov Kerensky

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Posted 18 December 2012 - 12:56 PM

View PostKhobai, on 18 December 2012 - 12:42 PM, said:

I hope JJ are significantly buffed if you have to take 4 of them.


Why would they buff them when they are finally getting around to actually making them work as they should? This has been a known issue all this time and we've been told it would be fixed.

#7 stjobe

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Posted 18 December 2012 - 01:06 PM

View PostKristov Kerensky, on 18 December 2012 - 12:56 PM, said:


Why would they buff them when they are finally getting around to actually making them work as they should? This has been a known issue all this time and we've been told it would be fixed.

Exactly. The bug was that any number of jump jets worked as the full complement. Now you'll actually have to put five jump jets on your Jenner if you want to jump as far/high as you used to.

#8 Tickdoff Tank

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Posted 18 December 2012 - 01:12 PM

View PostKhobai, on 18 December 2012 - 12:42 PM, said:

I hope JJ are significantly buffed if you have to take 4 of them.


I hope that you will need more than 4 JJ to match the performance we got from 1 yesterday.

#9 Deadoon

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Posted 18 December 2012 - 01:13 PM

View PostTickdoff Tank, on 18 December 2012 - 01:12 PM, said:


I hope that you will need more than 4 JJ to match the performance we got from 1 yesterday.

4jj by canon gives you 120 meters of jump capacity.

#10 Khobai

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Posted 18 December 2012 - 01:14 PM

Quote

Why would they buff them when they are finally getting around to actually making them work as they should? This has been a known issue all this time and we've been told it would be fixed.


Because if you have to spend 4 times the weight on jumpjets there is absolutely no reason to take them... unless they buffed them.

#11 chiXnhawk

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Posted 18 December 2012 - 01:14 PM

First off fix the enemys hit boxes when I'm in the air then I'll put on the extra JJ's.

#12 stjobe

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Posted 18 December 2012 - 01:15 PM

View PostKhobai, on 18 December 2012 - 01:14 PM, said:


Because if you have to spend 4 times the weight on jumpjets there is absolutely no reason to take them... unless they buffed them.

Again, that you could use just one was a bug that has now been fixed.

#13 80sGlamRockSensation David Bowie

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Posted 18 December 2012 - 01:15 PM

But yet we still don't have DFA

#14 Kusanagi Hazen

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Posted 18 December 2012 - 01:16 PM

View PostKhobai, on 18 December 2012 - 01:14 PM, said:


Because if you have to spend 4 times the weight on jumpjets there is absolutely no reason to take them... unless they buffed them.

That is the point Khobai. We were getting extra distance for free, which is not the way it was supposed to work. Now you have to spend extra tonnage for the same result.

#15 Urza Mechwalker

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Posted 18 December 2012 - 01:17 PM

Jump jets were horribly WEAK (if you discouted the bug)

One thing that I really disliked this instance of MW is the weakness of Jump jets and how SLOWLY they affect your mech. All previous incarnations of MW had the jump jets as a module of AGILE movment. Currently we feel like e are draggina bus alongside the mech

#16 Tickdoff Tank

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Posted 18 December 2012 - 01:18 PM

If you mech could mount JJs then you always mounted 1 just for the mobility... And that was the problem. There was no trade off for using the JJs, and there should be. With the fix today, Jenners are going ot have to decide if they want that jumping ability or if they can not spare the tonnage. Same with the Catapults and Cataphracts. Will be interesting to see what happens.

#17 JebusGeist

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Posted 18 December 2012 - 01:20 PM

View PostKhobai, on 18 December 2012 - 01:14 PM, said:


Because if you have to spend 4 times the weight on jumpjets there is absolutely no reason to take them... unless they buffed them.

When you are shooting someone and they hit those jump jets and fly up over a cliff face you can't walk over, you'll remember typing that right?

#18 neviu

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Posted 18 December 2012 - 01:21 PM

View Postmwhighlander, on 18 December 2012 - 01:15 PM, said:

But yet we still don't have DFA


Wait for the highlander we than need it!!

#19 Agent 0 Fortune

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Posted 18 December 2012 - 01:25 PM

My previous experience with a single JJ on a Catapult or Cataphract, was pretty meh; everytime I landed my movement dropped to 0, so it was basically only good for hopping onto buildings. If I have to put 4 tons of JJ to get that feeble performance I'll probably just skip them all together.

Edited by Agent 0 Fortune, 18 December 2012 - 01:26 PM.


#20 Skyfaller

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Posted 18 December 2012 - 01:26 PM

View PostDeadoon, on 18 December 2012 - 01:13 PM, said:

4jj by canon gives you 120 meters of jump capacity.


Unfortunately the devs didn't interpret the canon correctly nor apparently make the mech jump that much.

120m is the equivalent of a building with 100 floors. Do we jump to that height in the MWO? Hell no.

The mechs in MWO BARELY jump up 60m burning all fuel on the way up.





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