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Jump Jet Nerfs

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#141 Kunae

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Posted 02 January 2013 - 07:50 AM

View PostArchMage Sparrowhawk, on 22 December 2012 - 11:56 PM, said:


If they make it so you can do this, with skill, then I'll use my skill to hit reverse and catch you at some point. Skill to counter skill is fine. But nerfed ability to buff a complete lack of skill and a complete lack of an understanding of the need to acquire the skill, because some players are more about racking up points to buy the next mech, is not acceptable.

And to be truthful, I'd like more jump jet maneuverability. I want DFA damage. I want light mechs to be afraid of tripping. I want them to have to pulse the jet at the landing or else they might fall. I want more consequences, but in order to have those, we'll need more latitude to express them in. We need more Jump Jet power. Tweak them sooner so they work again.

If PGI needs more telemetry data of me air-humping sky scrapers and rock walls, I can maybe get sexy screenshots.

Just make sure your sexy screenshots are still SFW... :lol:

#142 Mel Mad Dog Winters

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Posted 03 January 2013 - 10:56 AM

I for one can't wait for them to fix the trajectory mentioned in the patch notes.

Jump jets never were as good in this game as in the board game. Imagine having a jump of 5 and suddenly jumping 150 meters behind the mech chasing you and suddenly you are in their six and not the other way around. With intelligent movement decisions, and winning of initiative, many surprising moves were at one's disposal in the board game. Even then many players claimed that jump jets were simply 'not worth it'. I obviously was highly in favor of jump jets on my medium mechs.

Jump jets of 5 should give one the ability to * clear * obstacles five levels higher than the mech's start jump point. That's the equivalent of 2 1/2 Mechs high in non-board game terms.

Edited by Mel Mad Dog Winters, 03 January 2013 - 11:55 AM.


#143 Caseck

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Posted 03 January 2013 - 12:37 PM

Holy crap they nerf'd JJ to the point of no utility.

Tell me this was just a mistake?

#144 JayVrb

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Posted 04 January 2013 - 11:54 AM

I am in agreement with the majority of opinions here. I run Hunchbacks and Cats exclusively, and I've always had JJs on my Cat. Granted, before the patch I only allocated 1 and got great results. I now have max 4/4 that it can carry and it is a huge letdown.

Regardless, I keep them because they still get me out of sticky situations and certain critical space is limited otherwise (i.e. there's little else I could use those 2 tons for, like 2 Medium Pulse instead of 2 Medium Lasers maybe).

Also, this is a quote from Sarna about Catapults:

Quote

The use of four jump jets gives the Catapult a jumping distance of one hundred and twenty meters and the ability to pace faster units over broken terrain.

Edited by Vrbas, 04 January 2013 - 11:57 AM.


#145 LynxFury

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Posted 04 January 2013 - 11:59 AM

Stripped them off my catapult. Not enough utility nor fun. They could probably be 50% stronger, and include some momentum so you get a boost off the terrain or at the top of the trajectory and a bit more maneuverability.

Lastly a look down key before the Highlander gets fielded :-)

#146 JayVrb

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Posted 04 January 2013 - 12:20 PM

Bahahah, like we'll ever see this Catapult...


Posted Image

Edited by Vrbas, 04 January 2013 - 12:20 PM.


#147 Carrioncrows

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Posted 04 January 2013 - 09:28 PM

Double the Power.

Half the Fuel.

Much more dynamic and every time I use jump jets it feels like it instead of feeling like I am launching the Hindenburg.

#148 Kunae

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Posted 07 January 2013 - 08:39 AM

View PostVrbas, on 04 January 2013 - 11:54 AM, said:

I am in agreement with the majority of opinions here. I run Hunchbacks and Cats exclusively, and I've always had JJs on my Cat. Granted, before the patch I only allocated 1 and got great results. I now have max 4/4 that it can carry and it is a huge letdown.

Yeah. Performance with max JJ's on a chassis needs to be at least as good as it was prior to the change, and preferably slightly better.

#149 xxx WreckinBallRaj xxx

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Posted 07 January 2013 - 08:58 AM

Jets currently suck. They nerfed them in addition to dividing up the fuel bar. Why, I don't know. But they will likely be restored next patch.

#150 Glythe

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Posted 07 January 2013 - 09:01 AM

View PostArchMage Sparrowhawk, on 18 December 2012 - 07:33 PM, said:

They broke the jumpjets.


Actually they fixed them nicely. You can't fly to terrain that is meant to be off limits (the rock towers in the water on Forest colony). It matters for every mech now as you have to sacrifice many tons to be able to fly; is it worth it for the heat sink loss? That's a good mechanic.

#151 ICEFANG13

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Posted 07 January 2013 - 09:08 AM

Currently the advantages of max are not worth the tonnage at all. Its like MGs and Flamers, why even put them in the game? When I see a mech use JJs, I laugh and shoot them until they land as they hover like a derp.

#152 LadyBrecky

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Posted 08 January 2013 - 02:44 AM

Just tried 3 JJs on my Jenny, wow it was almost no better than 1 JJ this nerf is horrible and makes them useless dead weight.

#153 Thorn Blackwell

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Posted 08 January 2013 - 04:51 AM

THis desperately needed to be done. A two hex jump should offer little lift. Everyone became spoiled by the bug and now they have to adapt, and that is as it should be. In order for the Jenner to have the proper lift it should have 5 jump jets. Like it did when you got it.

Edited by Thorn Blackwell, 08 January 2013 - 04:52 AM.


#154 MustrumRidcully

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Posted 08 January 2013 - 05:55 AM

I tried the 5 JJ Jenner and found it wanting. I will probably not bother with JJs for now.

View PostGaragano, on 21 December 2012 - 04:29 AM, said:

What are jumpjets good for, if you can not JUMP with them?

I am not familiar with the original purpose of JJs in the TT. So, please could anyone please explain the purpose and "proper usage" of JJs, as the current hight is supposed to be "fully functional and working as intended" (besides the planed initial rising speed correction).

The current JJ high allow even the light mechs hardlyto jump over a building and it castrated the Jenner into a dispensable pawn.
In the current game state, a NON-ECM light mech is a dumb thing to use. Since ECM i hardly see any Jenner any more. Almost only ECM CMD and RVN are on the battlefield. And the JJ nerf, mad this worse!
There is no reason for using a Jenner. QQ


In the table top they were quite useful, at least that how it seemed to me. Most mechs could get onto buildings, and one big perk was that you could ignore the underground which could considerably slow oyur mech down. Also, turning with jump jets was basically "free" (normally it cost you part of your movement). So if you wanted to make a 180° turn and/or had difficult terrain to cross, jump jets were more effective. But they produced more heat, and you suffered more to-hit penalties, and if you could run mostly straight, most jump capable mechs could run (much) further than they could jump.

MW:O so far doesn't seem to have terrain affecting your speed, so jump jets in M:WO are only really useful to jump over higher obstacles, or maybe for faster turning.

If they would add more speed-affecting terrain, then I could see even the current jump jets having some worth. They still need a bit more jump height (or reach the height faster).

Edited by MustrumRidcully, 08 January 2013 - 06:00 AM.


#155 Jetfire

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Posted 08 January 2013 - 06:19 AM

The JJ Fix needed to happen, but it also feels like they cut them down a little far. I would likely bump up the distance to 15m per JJ and see how it goes. The JJ impulse feels about right as really, they give you vertical acceleration, not instantaneous velocity.

#156 DasProjektil

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Posted 08 January 2013 - 06:39 AM

I feel like Jump Jets give you too less of an advantage.
If you look at the catapult on sarna for example: 120 meters jump distance
In game: 41 meters
And if you red the books and think of how pilots like Ardan Sortek used Jump Jets to doge enemy lasers... well you could never do that here.

#157 I WildCard I

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Posted 08 January 2013 - 07:46 AM

View PostICEFANG13, on 07 January 2013 - 09:08 AM, said:

Currently the advantages of max are not worth the tonnage at all. Its like MGs and Flamers, why even put them in the game? When I see a mech use JJs, I laugh and shoot them until they land as they hover like a derp.


I keep one jump jet on my CTF 3D still. Its so I can spin around twice as fast and shoot people like you in the face. Quite effective you should try it sometime.


That being said I will eventually add more jump jets when they buff the vertical lift to them. I agree that Pre patch level was completely imbalanced for the amount of tonnage the 1 JJ took up.

View PostThorn Blackwell, on 08 January 2013 - 04:51 AM, said:

THis desperately needed to be done. A two hex jump should offer little lift. Everyone became spoiled by the bug and now they have to adapt, and that is as it should be. In order for the Jenner to have the proper lift it should have 5 jump jets. Like it did when you got it.



Everyones problem here isnt their inability to "adapt." This thread is stating our opinion that the vertical lift of the JJ's needs to be buffed.

Edited by I WildCard I, 08 January 2013 - 07:47 AM.


#158 ICEFANG13

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Posted 08 January 2013 - 08:10 AM

I've heard that, it is good (as one) on a CTF, otherwise I haven't seen them anymore.

Also I don't think you'll be shooting me in the face, I'm not afraid of CTFs and their terrible arm twist.

#159 Crimson Fenris

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Posted 08 January 2013 - 01:42 PM

TT Jenner jump height capacity is 150 meters, in MWO currently to 45 meters... what for ? They handled all the scaling well, including weapon ranges, armor doubling related to weapons rate of fire, what the hell were they thinking by dividing by 3 the jump capacity of all mechs ?

How high a spider will be supposed to jump its 240 meters with the actual maths ? 75 meters ?
That's not fun nor worthy to use JJ as they are now.

At least, make them the same efficiency as before when they are maxed, the scales seems to be correct previously.

Edited by Crimson Fenris, 08 January 2013 - 01:43 PM.


#160 Solis Obscuri

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Posted 08 January 2013 - 01:46 PM

View PostChou Senwan, on 18 December 2012 - 07:54 PM, said:

(No, we don't need these:)
Posted Image

Bull sh*t we don't!





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