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I Want My Jump Jets Buffed!


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#21 Kaijin

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Posted 20 December 2012 - 06:56 AM

View PostThe Birdeater, on 20 December 2012 - 06:52 AM, said:

My Jenner has 5 of 5 JJ's and the vertical acceleration is worse than before the patch. I agree with OP. Jumpjets need a small buff.


That's what I'm saying.

#22 PANZERBUNNY

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Posted 20 December 2012 - 07:04 AM

View PostElkarlo, on 20 December 2012 - 06:44 AM, said:

I am totally Fine with the JJ's how they are right now.

I never removed them before, and now something little intresting:
You get a little more jumpreach out of the Jenner or Catapult with the standard 5/4 JJ's
then with the 1 Bugged JJ's most people were exploiting.

So i handicapped me before... yes... but now i got now a jumpreach BUFF..
so i am totally Happy with the current JJ's.

If the Exploiter are unhappy that they can only avoid leg damage with 1 JJ, or that JJ are to heavy...

Wait for the first JJ able Medium Mech.


Why are you calling using one JJ an exploit when it was clearly allowed with the system all throughout CB because they didn't feel it was a priority.

It wasn't an exploit. Chill out.

Edited by PANZERBUNNY, 20 December 2012 - 07:04 AM.


#23 Khobai

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Posted 20 December 2012 - 07:07 AM

JJ are crap now. They need about twice as much fuel.

#24 LordBraxton

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Posted 20 December 2012 - 07:10 AM

View PostPoLaR, on 20 December 2012 - 06:50 AM, said:


What does being stoned have to do with anything? lol.


Truth. Unless by stoned he meant drunk because Ive heard a few old folks say stoned and mean alcohol.

On Topic: I thought JJs were too weak before, especially on the larger mechs.

Keep the weight the same, require 4 minimum to get your mech off the ground, but once you have the right amount of thrust they should move you quickly and allow you to make jumps closer to 100 meters. I saw max jump on my CTF-D as 38 meters, Never ever would that be worth 4+ tons

Edited by LordBraxton, 20 December 2012 - 07:10 AM.


#25 Kunae

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Posted 20 December 2012 - 07:10 AM

Small buff, pfffft.

At worst, max chassis JJ's should now give flight characteristics equivalent to what you could get, pre-patch. At best, you should get equiv performance with max -1 JJ's, and slightly improved relative performance, with max.

#26 Taurick

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Posted 20 December 2012 - 07:20 AM

I've been running a 4six streakcat with 3/4 JJ since the patch. Sure it isn't getting me over mountains or over tall buildings, but it is getting me a pile of headshots.

There needs to be the option of going over mountains and tall buildings though, at speed.
Probably the best way to do it would be to double their weight and thrust, with an angle setting in the mechlab to direct towards more forwards or upwards thrust.

This way you could sort of get by with one or two JJ if you set the angle right, and if you wanted to be superman you could load it full of JJ and jump around like mad

#27 hammerreborn

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Posted 20 December 2012 - 07:22 AM

View PostJoseph Mallan, on 20 December 2012 - 06:42 AM, said:

If 7 Jump Jets don't get you over a 6 story building you have a right to complain. Otherwise...


With 5 JJ you need a running start just to clear the retaining wall from the river to the lower city. Trying to jump it from beside it is impossible. To make it up most buildings is how well you can hump the terrain rather than being able to have the normal vertical distance.

The weight is fine. PGI ****** the trajectory and really needs to bring it back to where it was. Needing to hit my jets 300m when running at an atlas to barely clear his head is pointless, I might as well ran that distance as its faster and I don't slow down upon landing. As someone said in another thread, they are hover jets, not jump.

Even off hills and cliff tops when you jump from the top you gain no vertical height, you just fly in a straight line.

#28 gnohm

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Posted 20 December 2012 - 07:25 AM

My Cataphract 3D barely lifts off of the ground since patch. I used to be able to get into the air a little ways, and then have enough fuel left to soften my impact as I landed. Now if I lift myself off the ground I can say goodbye to a little bit of my leg armor, because I'm not going to have enough fuel left to slow down the fall.

#29 ferranis

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Posted 20 December 2012 - 07:38 AM

Adjust jumping power to prepatch values and everything is fine (for max jumpjets installed).

If you want to jump... pay tonnage for it.

#30 Zyllos

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Posted 20 December 2012 - 07:40 AM

Yes, the trajectory is too shallow.

#31 Lootee

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Posted 20 December 2012 - 08:01 AM

Agreed JJs are near worthless now. 1 JJ exploit fixed = good. Giving a reason to add more JJs for more performance = good.

Performance of maxed jumpjets in the words of Charles Barkley = tuurble.

You can barely get over little mounds now. Forget about getting on top of most buildings or hopping over a mech or DFA. The Highlander with 3 JJ max isn't going to bury much of anything, unless the Flea is about 4 feet tall.

Edited by PanchoTortilla, 20 December 2012 - 08:07 AM.


#32 SpiralRazor

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Posted 20 December 2012 - 08:06 AM

Once again PGI proves they have no in house testing to speak of.


1 jj bug fixed = good.

Max jumpjets much less then old system = fail

#33 Khobai

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Posted 20 December 2012 - 08:06 AM

It should work like this... you should start at 50% with 1 JJ then get 25% more with each additional JJ. That way you can still just have 1 JJ and its useful.

1 JJ = 50% thrust
2 JJ = 75% thrust
3 JJ = 100% thrust
4 JJ = 125% thrust
5 JJ = 150% thrust

#34 Bitslizer

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Posted 20 December 2012 - 08:18 AM

I never play TT but don't each JJ for TT give 30m jump? so I say leave JJ thrust prepatch but make JJ fuel 20-25% of prepatch but allow JJ fuel to stack

#35 Omni Tek

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Posted 20 December 2012 - 08:18 AM

View Posthammerreborn, on 20 December 2012 - 07:22 AM, said:

With 5 JJ you need a running start just to clear the retaining wall from the river to the lower city.


this make sense, the jest let your mech jump not fly, also I like the idea of having to get a running start to use the momentum to get any distance.

#36 justin xiang

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Posted 20 December 2012 - 08:20 AM

Word. The jump jets are nerfed as hell right now. 5 on my jenner is less effective than the single before (which i always thought was under powered anyways).

I guess PGI doesn't want us to use them at all.

Why not do it like table top where you jump at a certain vector from a stand still?

Edited by justin xiang, 20 December 2012 - 08:20 AM.


#37 Joseph Mallan

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Posted 20 December 2012 - 08:21 AM

View Posthammerreborn, on 20 December 2012 - 07:22 AM, said:

With 5 JJ you need a running start just to clear the retaining wall from the river to the lower city. Trying to jump it from beside it is impossible. To make it up most buildings is how well you can hump the terrain rather than being able to have the normal vertical distance.

The weight is fine. PGI ****** the trajectory and really needs to bring it back to where it was. Needing to hit my jets 300m when running at an atlas to barely clear his head is pointless, I might as well ran that distance as its faster and I don't slow down upon landing. As someone said in another thread, they are hover jets, not jump.

Even off hills and cliff tops when you jump from the top you gain no vertical height, you just fly in a straight line.

Then Jets are broken. There is a vertical as well as Horizontal scale to JJs. If one is not working right then that needs fixed.

#38 Franchi

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Posted 20 December 2012 - 08:58 AM

View PostJoseph Mallan, on 20 December 2012 - 06:42 AM, said:

If 7 Jump Jets don't get you over a 6 story building you have a right to complain. Otherwise...

You might have a point if I wasn't limited to 4 on my catapult, but as I am limited to 4 and four won't even get me up onto the airstrip base in river city you don't.

Max jump with a cat with 4 JJ's is 41 netters, I only run two after testing it yesterday, it's enough to enable in air turning and 4 is a useless waste.

Edited by Franchi, 20 December 2012 - 09:00 AM.


#39 MaddMaxx

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Posted 20 December 2012 - 09:06 AM

It would appear that JJ's will come in a variety of Classes and be based on Chassis weights. Each Class will have a specific weight bracket and z-Thrust, assumed to be in Meters allowed. They also appear to come in 3 weight classes, ranging from .5t to 2t depending on the weight Class assigned.

So perhaps if everyone just relaxed, while quasi assuming that this may just be Phase 2 of 3 Phases, until the final JJ implementation for MWO is put in place, way less grey hair will be had and perhaps even fewer threads, many that invariably make "ignorant statements" about the Dev competency, would arise.

Ok! That last bit is highly unlikely... but certainly worth a shot... :)

(Holy smokes Batman)

Edited by MaddMaxx, 20 December 2012 - 09:07 AM.


#40 Khavi Vetali

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Posted 20 December 2012 - 10:45 AM

I've had the max jump jets mounted on my CTF-3D since it was released, because I knew they would eventually fix or change the previous implementation. Anecdotally, I actually have seemingly more in-air maneuverability with no loss of jump height since the patch. I am currently happy with current jump jet implementation on my 70 Ton Heavy. Something with that much weight and inertia should not be able to hop like a rabbit, or soar like a bird.

That said, I haven't used JJ capable lights. If the jump responsiveness is the same as my Cataphract, then it needs to be tweaked to better correspond with the weight of the mech.





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