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Jump Jets Finally Fixed


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#41 Stingz

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Posted 18 December 2012 - 02:28 PM

View PostLanessar, on 18 December 2012 - 02:23 PM, said:

In a Jenner, I think I've used my JJ perhaps three times to get over anything higher than another Jenner.

90% of the time, you just use them for quick course changes, not vertical jumps.


More only means more fuel (max jump distance).

#42 NocturnalBeast

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Posted 18 December 2012 - 02:29 PM

Aww, no more 40+ firepower Jenners (mine included).

#43 Taemien

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Posted 18 December 2012 - 02:31 PM

View PostSkyfaller, on 18 December 2012 - 01:26 PM, said:


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.


No Mech can canonically jump 120m UP. Only Across. 4 Jumpjets allow you to clear a 120m distance across, but only 4 elevations in HEIGHT, one elevation is 6 meters. So 4 jumpjets would give you the ability to jump 24 meters up, and 120 across.

If four jumpjets are BARELY getting you 60m up as you say, they are OP, for it takes 10 jumpjets to be able to do that canonically.

#44 Elkarlo

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Posted 18 December 2012 - 02:31 PM

The best thing about that: i won't need to Change back my JJ Mechs...
As i never removed the JJ's for Tonnage and my Jenner and my Cat still have ALL their JJ's !

#45 xxx WreckinBallRaj xxx

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Posted 18 December 2012 - 02:32 PM

This is a good change. Beforehand, you got too much benefit for too little cost, and Trials got the shaft since they had that extra weight totally wasted with no benefit nor way to remove it.

#46 mekabuser

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Posted 18 December 2012 - 02:32 PM

no one is gonna take em.. thats whats gonna happen.
THey are gonna need a buff, up to and including 3 slots equals what was one yesterday.
4 or 5 is increased distance from yesterday.
Otherwise, there really is no point. especially without collision, dfa etc etc et c

#47 chong

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Posted 18 December 2012 - 02:33 PM

View Posthammerreborn, on 18 December 2012 - 01:58 PM, said:

There is a trade off. No jj mechs get ECM, and JJs on cataphract and catapult sucks balls, let alone the hard points on those particular variants.

The worst part of this change is the maximum limit of JJs for each mech. That **** is garbage. So much for having a spider with 12 or more JJs

There was always a limit in how many jjs you can have on a mech in the tabletop game

#48 Elkarlo

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Posted 18 December 2012 - 02:35 PM

@Mekabuser

I won't notice a difference, as i never removed them..

I used 75% Ammo but the last step into exploiting and going out with a sub 100% Mech and with cheated JJ's
that was to low for me.

When you notice now a difference, that was because you had been exploiting...

And for the ones about the Limit of JJ's, in CB i tested nice Tactics with my Jenner, putting 9 JJ's in him, Jumping at some points let the people pass beneath me, drop down and killed them bevor they had a Chance, in Frozen City is a very good spot for that. Then rocket launched and went into cover so that i was out of shooting angle

Edited by Elkarlo, 18 December 2012 - 02:39 PM.


#49 Khobai

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Posted 18 December 2012 - 02:42 PM

Quote

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.


I understand that. But my point is that jumpjets were not good enough to justify the increased tonnage unless they were buffed.

#50 KingNobody

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Posted 18 December 2012 - 02:43 PM

HURRAY! JJs finally fixed! Ppl mounting 1 JJ made me sick. You cheaters are feeling the pinch now lol.

#51 Elkarlo

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Posted 18 December 2012 - 02:44 PM

View PostKhobai, on 18 December 2012 - 02:42 PM, said:


I understand that. But my point is that jumpjets were not good enough to justify the increased tonnage unless they were buffed.

Then you are grounded

#52 Khobai

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Posted 18 December 2012 - 02:44 PM

Quote

Then you are grounded


Yes but grounded with extra tonnage for way better things.

#53 M00N B34M

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Posted 18 December 2012 - 02:48 PM

I never removed any of the JJs from my Jenners ever, because I knew this day will happen. To the people who are QQing about it. HAHA!!

#54 Lyoto Machida

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Posted 18 December 2012 - 02:49 PM

View PostElkarlo, on 18 December 2012 - 02:31 PM, said:

The best thing about that: i won't need to Change back my JJ Mechs...
As i never removed the JJ's for Tonnage and my Jenner and my Cat still have ALL their JJ's !


That's what I did as well...knew this day would be coming. Have BAP installed in a mech also (even though it doesnt really work yet) so that I'm used to the tonnage loss already.

#55 Soy

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Posted 18 December 2012 - 02:49 PM

Heres what Jump Jet crutchers are going through at the moment -



#56 Elkarlo

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Posted 18 December 2012 - 02:59 PM

View PostLyoto Machida, on 18 December 2012 - 02:49 PM, said:


That's what I did as well...knew this day would be coming. Have BAP installed in a mech also (even though it doesnt really work yet) so that I'm used to the tonnage loss already.

BaP worked fine for me, together with range extender Module i could spott Enemy Mechs at 1050 Meters.. sufficient for LRM So yes got it also installed.

So first run: Jump jet range has increased with standard Jump Jets layout.

Edited by Elkarlo, 18 December 2012 - 03:02 PM.


#57 Aegis Kleais

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Posted 18 December 2012 - 03:04 PM

View PostLefty Lucy, on 18 December 2012 - 02:07 PM, said:

I'm guessing most people are going to be removing JJ from their mech entirely, maybe other than some catapult builds that have tons of extra weight lying around.

Not I.

In fact, a couple days before this patch, knowing it was coming, I re-configured my CTF-3D "Griever" to accommodate for it.

2xLL, 1xGauss +4, XL325 (81 w/ tweak), DHS, Endo, 4xJJ and 92% armor coverage.

JJs, I have found, on a Cataphract at least, have only been helpful in out-of-engagement situations. Chasing mechs, getting to advantageous locations, traversing terrain via shortcuts, pop-sniping, etc.

But in battle, JJ's are so slow and there is little to no maneuverability, that there is seldom a time I use them for any tactical maneuvering when engaged.

#58 hammerreborn

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Posted 18 December 2012 - 03:09 PM

So after playing wtih JJ, having 5 JJ is worse at jumping than when I had 1. GFG way to go PGI. You can't even jump from the ground in frozen city to the upper cave entrance. You just plow straight into that pit you get stuck in.

Edit: Ya...there is 0 ******* vertical jump now. You just hover foward large distances...which I could run instead.

Edited by hammerreborn, 18 December 2012 - 03:16 PM.


#59 Raidyr

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Posted 18 December 2012 - 03:12 PM

Just tried my Jenner with 5 jump jets, wasn't too impressed. You still lose a huge amount of forward momentum. With 5 I got about as much jump as 1 before while taking up much more space. They fixed them in the sense that you now can't get by just using one, but they still aren't very good to take as equipment. I'll drop 4 for heatsinks and keep one for quick turns, which was about the extent of what I and most people use JJs for anyway.

#60 xxx WreckinBallRaj xxx

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Posted 18 December 2012 - 03:16 PM

View PostNurgz, on 18 December 2012 - 02:48 PM, said:

I never removed any of the JJs from my Jenners ever, because I knew this day will happen. To the people who are QQing about it. HAHA!!


I used 1 JJ like everyone it. Being competitive is smart. Handicapping yourself isn't. But I always wanted them to fix it.





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