I Want My Jump Jets Buffed!
#41
Posted 20 December 2012 - 10:46 AM
#42
Posted 20 December 2012 - 10:49 AM
Fix JJ movement rates and they'll be fine. Weight is fine. Anyone griping they are 'too heavy' was exploiting the 1JJ bug and needs to have their head examined anyway.
#43
Posted 20 December 2012 - 10:51 AM
BattleSaint, on 20 December 2012 - 06:02 AM, said:
PGI closed the door on an unfair bug. Good on them for doing it.
Stop whining play game
It takes 4+ tons to lift my Catapult high enough to sit on top of small buildings (as in, the height of my mech). They should just increase the range for each jump jet, or reduce the weight. And I was actually running 2-3 JJs in my Cat even though I knew that did nothing, I just wasn't expecting them to do NOTHING after they were fixed.
#44
Posted 20 December 2012 - 10:54 AM
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.
#45
Posted 20 December 2012 - 10:55 AM
Franchi, on 20 December 2012 - 08:58 AM, said:
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.
SOrry you feel that way but that has been the standard for JJ. One vertical Level per JJ and 30 meters linear travel per Jet. You should be able to jump your Cat ontop a 4 story building and 120 of distance but nothing more.
#46
Posted 20 December 2012 - 11:02 AM
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
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.
Good to hear. I don't need jump jets boosting me high into the air, but having them boost me quickly is greatly needed. Hopefully the upward thrust will be more than it was during the old patches.
In TT, jump jets grant you massive mobility. If JJs weigh as much as they do in TT, they should confer a similar advantage in speed. I get that netcode issues might not allow that, but JJs in prior patches were worth about 2 tons (for heavies).... maybe 3 if you had spare tonnage and not enough crits for DHS. 4 tons for these current JJs is ridiculous.
#47
Posted 20 December 2012 - 11:07 AM
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
This is where I clicked 'like.'
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
This is where I clicked 'unlike.'
:(
Well shoot.
#48
Posted 20 December 2012 - 11:12 AM
You people are just upset because you can't cheat the system anymore and get full effect for almost no cost.
#49
Posted 20 December 2012 - 11:25 AM
Bluten, on 20 December 2012 - 11:12 AM, said:
Maybe some are upset by this (I doubt it, most people knew it was an exploit), but mostly because vertical jump range has been nerfed hard even with max jump jets. They used to be useful for scaling cliffs and buildings, and added a lot of mobility to heavy mechs that had JJ equipped. Now they're just useful for quick turns on Jenners and bridging gaps. JJ aren't really worth taking on larger mechs anymore. Since the old system made you a slowly floating target it seemed pretty balanced to me.
#50
Posted 20 December 2012 - 11:28 AM
#51
Posted 20 December 2012 - 11:31 AM
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
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.
Thanks for the Update!
At least I can still use JJ's for what I used them for most: running off of cliffs and floating down safely ;-)
Edited by Prosperity Park, 20 December 2012 - 11:32 AM.
#52
Posted 20 December 2012 - 11:33 AM
arden, on 20 December 2012 - 11:28 AM, said:
Are you autistic ? The head developer just posted in this very thread that they are not fully working as intended.
Edited by PanchoTortilla, 20 December 2012 - 11:34 AM.
#53
Posted 20 December 2012 - 11:33 AM
arden, on 20 December 2012 - 11:28 AM, said:
Maybe they're supposed to be playable and useful. Don't get stuck on TT.
Edit:
Quote
Legendary Founder
85 posts
Location: Under a Rock
Go back under your rock lol!
Edited by colorado, 20 December 2012 - 11:39 AM.
#54
Posted 20 December 2012 - 11:33 AM
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
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.
So with the change does that just mean we're going to achieve our current peaks quicker? And if so, how much? Will standing jumps allow foward thrust to "hop" up small walls (like the retaining walls in river city)?
I hope these changes happen before the spider is released (i was really looking foward to it too) but I'm glad you guys are looking into it. Thanks Paul!
#56
Posted 20 December 2012 - 12:15 PM
SpiralRazor, on 20 December 2012 - 08:06 AM, said:
Max jumpjets much less then old system = fail
^ This!
Bluten, on 20 December 2012 - 11:12 AM, said:
Bull****!
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
Thx a lot!
Edited by The Birdeater, 20 December 2012 - 12:16 PM.
#57
Posted 20 December 2012 - 12:41 PM
Paul Inouye, on 20 December 2012 - 10:54 AM, said:
I rather dislike this. If 5 jump jets don't let you get on top of a tall building -- and that's with optimal aiming and timing -- that removes some potential tactics from the game. I've hopped top the skyscraper in Frozen City a few times, and I doubt it was it at all unfair to the enemy team. It was just a fun place to perch and snipe, then jump away from once I was spotted.
I'm 100% fine with us needing multiple jump jets instead of just one. But I really don't recall there being an outcry about jumping being overpowered. Why is it necessary to nerf jumping ability, even when pilots are equipping 4 or 5 jump jets?
If anything, I would suggest there be more utility for jump jets. Right now we cannot strafe in midair, which makes sticking the landing very hard. But physics-wise it makes sense that by twisting your thrusters you'd be able to drift a few meters to either side, or even to slow or increase your forward momentum.
I hope the game will give us the ability to stand next to a building, jump up, then glide forward once we're over the roof. Because right now the easiest way to get on a roof is to walk at the building, jump jet, and smash your face into it as you grind up to the top, then hope you have enough thrust to crest the roof.
My proposal for what I think JJs need to do is here: http://mwomercs.com/...rability-tiers/
I love the game otherwise, Paul. Weapons are awesome. Tactics are awesome. But mobility is fun, and I'd like it to be awesome too.
#58
Posted 20 December 2012 - 01:12 PM
BattleSaint, on 20 December 2012 - 06:02 AM, said:
PGI closed the door on an unfair bug. Good on them for doing it.
Stop whining play game
Dude that's people. Not just in a video game, I see it everyday in real life. People have been conditioned to expect they can have whatever they want, whenever, and that balance means nothing. If someone wants to be a fast moving mech with vertical mobility, they're going to have to give up some to achieve this. Granted I'm sure if enough people whine about this bug being fixed PGI will have no choice but to make alterations to the current formula. I wonder what will happen when collisions get reintroduced.
#59
Posted 20 December 2012 - 01:21 PM
All this rush spam face to face will end for the most part.
#60
Posted 20 December 2012 - 01:23 PM
PANZERBUNNY, on 20 December 2012 - 01:21 PM, said:
All this rush spam face to face will end for the most part.
I think you're in the wrong thread....
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