#41
Posted 19 December 2012 - 03:50 AM
#42
Posted 19 December 2012 - 04:13 AM
I think there will be a change in gameplay.
Of my point of view it seems that you need 3-5 JJ to be effective. So you will loose more tonnage for weapons. That will decrease a advantage of the catapult (as supporter).
#43
Posted 19 December 2012 - 04:32 AM
Jenners are not good at using jump jets, particularly the up-engined ones we see in MWO. For a Jenner with a 210 engine to get pre-patch jump effectiveness (max for its engine), it would need 8 jump jets.
So you're at about half of where you were, and that's how it's supposed to be (at least as an internal consistency matter).
The Spider would be able to jump like a pre-patch Jenner, as it can equip 8 jump jets.
---
Having said all that, the 4 jump jets on a Catapult should be able to manage the rise on the way onto the big seaside building in River City from the water. I think jump jets should be improved to that point.
Edited by Marcus Tanner, 19 December 2012 - 04:33 AM.
#44
Posted 19 December 2012 - 04:34 AM
Actually, JJ seems broken and got no benefit at all. It's much harder to gain vertical amplitude with 4/5 JJ in a Jenner than before with only one...
If they keep that in current state, there is no way a Spider could even reach a 240 meters jump with its 8 JJ (half of that at best, according to current implementation).
#45
Posted 19 December 2012 - 07:32 AM
Marcus Tanner, on 19 December 2012 - 04:32 AM, said:
Jenners are not good at using jump jets, particularly the up-engined ones we see in MWO. For a Jenner with a 210 engine to get pre-patch jump effectiveness (max for its engine), it would need 8 jump jets.
So you're at about half of where you were, and that's how it's supposed to be (at least as an internal consistency matter).
The Spider would be able to jump like a pre-patch Jenner, as it can equip 8 jump jets.
---
Having said all that, the 4 jump jets on a Catapult should be able to manage the rise on the way onto the big seaside building in River City from the water. I think jump jets should be improved to that point.
Wow. Did it hurt, terribly much, when you pulled that all out of your butt?
If you are ignorant on a topic, you generally should not comment on it. JJ's in the current implementation are stupid. PGI needs to hotfix back a JJ-version to where they were Monday, then figure out how to do scalable JJ's properly, before they put it back in.
#46
Posted 19 December 2012 - 07:34 AM
#47
Posted 19 December 2012 - 07:38 AM
#48
Posted 19 December 2012 - 07:41 AM
#49
Posted 19 December 2012 - 08:43 AM
This is true for Raven-3L etc right? Because the Jenner-D hits a moderate edge and suddenly its stuck in its trajectory.
#50
Posted 19 December 2012 - 08:46 AM
Great patch.
#51
Posted 19 December 2012 - 08:46 AM
Crimson Fenris, on 19 December 2012 - 04:34 AM, said:
What? I took my 4 JJ CPLT-C1 120m (measured out with my crosshair rangefinder). I think maybe your expectations of 120m is much more than what it is in game scale.
#52
Posted 19 December 2012 - 09:05 AM
1. The jump trajectory could use slight tweaking for more arch
2. More power is needed, as we are giving up a lot of tonnage for the ability and the reward seems under powered.
As a player base I don't think were looking to be superman flying across the map, but let us have the ability to jump out of theta in frozen city.
#53
Posted 19 December 2012 - 09:06 AM
Pando, on 19 December 2012 - 08:46 AM, said:
Great patch.
Another person spewing rhetoric rather than knowing anything.
This isn't about having to have 5 JJ's on a Jenner. It is about that even if you have 5 JJ's, on a Jenner, their performance is still beyond horrid.
Take your irrational Jenner-hate to the general forums, where it's embraced.
#54
Posted 19 December 2012 - 09:08 AM
bensphynx, on 18 December 2012 - 04:51 PM, said:
From a tabletop game point of view, one is supposed to be able to jump 30m (one hex) per jump jet fitted. I think our current implementation is way way below that now; obviously it is ok to be different, but I'm not convinced that the current version is fun, either.
I, sadly, removed all 4 off my CTF-3D due to the lack of power they have now.
In it's stead I went from a 300XL to 340XL, added AMS +1 and some armor.... but I still miss the mobility.
#55
Posted 19 December 2012 - 10:00 AM
I WildCard I, on 18 December 2012 - 05:02 PM, said:
2 Jets give 60m of jump so you should be able to jump up about that high also.
Kunae, on 19 December 2012 - 09:06 AM, said:
This isn't about having to have 5 JJ's on a Jenner. It is about that even if you have 5 JJ's, on a Jenner, their performance is still beyond horrid.
Take your irrational Jenner-hate to the general forums, where it's embraced.
5 JJx 30 meters= 150 Meters of Jump... It's really not a very long jump.
#57
Posted 19 December 2012 - 10:10 AM
Edited by Joseph Mallan, 19 December 2012 - 10:37 AM.
#58
Posted 19 December 2012 - 10:16 AM
Physics: Mechs are really heavy, and even though they shouldn't actually be very dense, the game and lore behave as though they are. Dense objects have higher ballistic coefficients, which means little to no thrust should go towards maintaining forward movement. Thus, whether you're moving forward or not should have absolutely no effect on how high you can go with jumpjets.
Gameplay: For small mechs, jump jets are meant to increase mobility and survivability. If you have to stop to get the intended jump height out of them, you're going to die, which means jump jets aren't useful. For larger mechs, jump jets improve a mechs ability to access better vantage points or simply pop over cover. For the former, you need forward momentum in order to actually get on to that building or ledge. Without the ability to use jump jets with forward momentum, you've affectively halved the value of jump jets for heavy mechs.
The takeaway: forward momentum should in no way whatsoever affect the performance of jump jets.
#59
Posted 19 December 2012 - 11:16 AM
#60
Posted 19 December 2012 - 11:43 AM
So, load up 5 JJs and see if it's like how they used to be... if it's worse, then they've been nerfed. If it's the same, then they've experienced no change... etc.
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