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Jump Jets Since Patch


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#21 blinkin

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Posted 19 December 2012 - 04:30 PM

View PostZirand, on 19 December 2012 - 02:08 PM, said:

I honestly didn't notice a difference between pre-patch and post after I put the other 3 jump jets back in my catapult. Haven't had an issue jumping over anything I would have before. I personally think they are working perfectly.

my catapult has all 4 JJ and my genner has 4 of 5 and they can barely do more than hover there is very little lift applied. the jump jets have almost no jump in them.

#22 blinkin

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Posted 20 December 2012 - 01:34 AM

bump because we need functional jump jets

#23 Roadbuster

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Posted 20 December 2012 - 02:23 AM

Tried the JJ on my Cataphract yesterday (still only 1 equipped).
Well, I lol'd.

I agree that JJ never were overpowered. Their use is limited to a handful of mechs.

Every JJ on a mech should increase the heigh you can jump. There are already different classes of JJ for the different weight classes of the mechs.

Just a short quote of the description of the Highlander Assault Mech from Sarna:

Quote

but perhaps its most useful asset were the three Hildco jump jets giving it a jumping range of 90 meters. The heaviest 'Mech design to feature jump jets, their original task was to allow the Highlander the ability to jump over inconvenient obstacles such as buildings and outpace other 'Mechs with a faster ground speed


So according to the "rules" each JJ should provide a range of 30m.
At the moment 1 JJ provides ~3m on a Cataphract...

The weight of the JJ can and should vary depending on weight class, but the range should increase for every JJ equipped.
At the moment, JJ are quite useless and it might be better to equip a few more heatsinks instead.
At least till they are FIXED because JJ are obviously bugged atm.

#24 blinkin

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Posted 20 December 2012 - 11:50 AM

View PostRoadbuster, on 20 December 2012 - 02:23 AM, said:

Tried the JJ on my Cataphract yesterday (still only 1 equipped).
Well, I lol'd.

I agree that JJ never were overpowered. Their use is limited to a handful of mechs.

Every JJ on a mech should increase the heigh you can jump. There are already different classes of JJ for the different weight classes of the mechs.

Just a short quote of the description of the Highlander Assault Mech from Sarna:


So according to the "rules" each JJ should provide a range of 30m.
At the moment 1 JJ provides ~3m on a Cataphract...

The weight of the JJ can and should vary depending on weight class, but the range should increase for every JJ equipped.
At the moment, JJ are quite useless and it might be better to equip a few more heatsinks instead.
At least till they are FIXED because JJ are obviously bugged atm.

i won't claim that this is a bug for sure at the moment, but something is deffinitely wrong. i hope they fix this before the next patch because that is a long time to go without being able to jump.

#25 Pando

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Posted 20 December 2012 - 11:57 AM

View PostMaddMaxx, on 19 December 2012 - 08:25 AM, said:

In TT the JJ allowed forward movement @30m increments, OR jumping onto areas of differing elevations. As we know from the past, if we allow Mechs to Jump high and far the POP-TART arises and, well it was never good.

What may be required is a more forward motion model that allows Mechs to move forward but always on a parabolic arc that never exceeds a certain height. Although it may render some places on certain maps unobtainable, that is a small price to pay to avoid the mistakes of the past.

Expect more tweaks anyways as there are indication that there may be a variety of JJ types available in the future, each with differing properties. :D


^ this.

#26 hammerreborn

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Posted 20 December 2012 - 01:14 PM

http://mwomercs.com/...34#entry1639534

View PostPaul Inouye, on 20 December 2012 - 10:54 AM, said:

Yes... Jump Jets need a vertical thrust buff when you first launch. This will be addressed in the new year (January).

Please keep in mind, the max heights you used to get with jump jets was never intended to be that high. The heights you're getting now are correct. The problem is how long it takes for you to get there. Sorry to say, but until January, you're going to be dragging your toes for about 60m+ before gaining major upward thrust.


Basically, JJ will be fixed around the time the Spider is released. Though with the way things work now, the Spider might be DoA

Edited by hammerreborn, 20 December 2012 - 01:14 PM.


#27 blinkin

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Posted 20 December 2012 - 01:19 PM

View Posthammerreborn, on 20 December 2012 - 01:14 PM, said:

http://mwomercs.com/...34#entry1639534



Basically, JJ will be fixed around the time the Spider is released. Though with the way things work now, the Spider might be DoA

i hope they rethink that. i agree being able to jump on top of sky scrapers was more than a little silly, but i would like to be able to hop most standard buildings. 90m would be plenty for me.

#28 Alfred VonGunn

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Posted 20 December 2012 - 03:12 PM

View Postblinkin, on 18 December 2012 - 03:52 PM, said:



right now with 4 JJ on my catapult it is difficult to hop over a one story building. i am not asking to fly but i would at least like to be able to jump over an enemy mech.



Really? I can get onto the smaller building and the Citadel in my Cata with 4 JJs I start my jump a good 100m from the building to most times.. Granted I don't get as high as I did on 1 but then I knew it was broke before:)

#29 Cataphract

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Posted 20 December 2012 - 06:35 PM

Regardless of mech size weight or what have you each JJ should provide 30m of distance. Theres a reason they are .5 1 and 2 tons respectively, it was the balance factor and made realistic sense since a bigger mech needed a bigger JJ. I do think that each mech should have a different acceleration speed and hag time at the peek of the max height it can achieve.

View PostAlfred VonGunn, on 20 December 2012 - 03:12 PM, said:


Really? I can get onto the smaller building and the Citadel in my Cata with 4 JJs I start my jump a good 100m from the building to most times.. Granted I don't get as high as I did on 1 but then I knew it was broke before:)


I can say I haven't tried JJ on a catapult so maybe those aren't as broken. The Cataphract, Jenner and Raven most certainly have no use for JJ now though.

#30 Black Mamba

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Posted 20 December 2012 - 06:45 PM

They seriously need a public test server ASAP. Need better QA from us.

#31 blinkin

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Posted 20 December 2012 - 06:58 PM

View PostBlack Mamba, on 20 December 2012 - 06:45 PM, said:

They seriously need a public test server ASAP. Need better QA from us.

this is beta, we are the test server.

#32 unwary

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Posted 20 December 2012 - 07:35 PM

View Postblinkin, on 18 December 2012 - 03:52 PM, said:

right now with 4 JJ on my catapult it is difficult to hop over a one story building. i am not asking to fly but i would at least like to be able to jump over an enemy mech.


So it's hard for 65 tons of metal to fly? Wow, I'm surprised.

#33 Demoned

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Posted 20 December 2012 - 07:41 PM

i think Jenners have an issue with JJ's 1 or 4 its all the same for me lol

a video i made, also sent it to to support
we'll see what they have to say about it XD


#34 Chou Senwan

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Posted 20 December 2012 - 10:07 PM

View Postunwary, on 20 December 2012 - 07:35 PM, said:


So it's hard for 65 tons of metal to fly? Wow, I'm surprised.


Well, a modern F-35 weighs 13 tons empty, and its engine weighs 1.7 tons. It can cruise at mach 1.2 for 150 miles.

If we scale that up a bit, it's actually kinda pathetic that a 35 ton mech can only burn its jet engines for 6 seconds at a time.

#35 blinkin

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Posted 20 December 2012 - 10:50 PM

View Postunwary, on 20 December 2012 - 07:35 PM, said:


So it's hard for 65 tons of metal to fly? Wow, I'm surprised.

sarcasm doesn't make your argument any more valid.

the point of jump jets is to ya know jump. currently even fully loaded with jump jets mechs barely do more than hover. and like i have said several times before (if you would take a little time to read) i don't want to fly but i think it is reasonable to ask to be able to jump over an enemy mech reliably in combat.

if jump jets don't help you manuever any wtf is the point in having them in the game at all?

before the last patch i ended a round leaping over a short building 300 style at a group of enemy mechs that were capping my base, i died quickly but it was still fun. why take that away? being able to hop low buildings does not break the game it adds many more tactics to a tactics based game.

before the jump jets were a bit silly with mechs sniping from the rooves of skyscrapers but now jump jets are almost entirely useless. they needed to be cut back quite a bit before the patch, but what they have done is absurd.

#36 Mr Mantis

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Posted 20 December 2012 - 11:04 PM

I wish i could find it... i thought i read on one of the dev posts that they knew that the jump jets were not working correctly and needed some tweaking.

#37 Chou Senwan

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Posted 21 December 2012 - 05:49 AM

In this post - http://mwomercs.com/...ost__p__1639534 - Paul says he recognizes that we need to ascend faster, but he seems to want jump jets to still be unable to achieve meaningful height.

#38 blinkin

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Posted 21 December 2012 - 12:20 PM

View PostChou Senwan, on 21 December 2012 - 05:49 AM, said:

In this post - http://mwomercs.com/...ost__p__1639534 - Paul says he recognizes that we need to ascend faster, but he seems to want jump jets to still be unable to achieve meaningful height.

unable to achieve meaningful height? what is the point if you can't gain altitude?
are they just hover jets now?

#39 Darwins Dog

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Posted 21 December 2012 - 02:15 PM

From the patch notes:
"* Players will notice a change in the overall jump trajectory. This will be tuned in future patches."

So yeah, they know about it. Also, JJ are supposed to provide more horizontal distance than vertical distance.

#40 blinkin

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Posted 21 December 2012 - 02:27 PM

View PostDarwins Dog, on 21 December 2012 - 02:15 PM, said:

From the patch notes:
"* Players will notice a change in the overall jump trajectory. This will be tuned in future patches."

So yeah, they know about it. Also, JJ are supposed to provide more horizontal distance than vertical distance.

except they provide no forward thrust at all, you maintain your current speed at lift off.

like i said before it is extra painfull for me because i had thoroughly integrated JJ into my tactics, so soon can't come soon enough.

i miss being able to leap over small buildings 300 style into enemy mechs.





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