Jump Jets In Action (Video)
#1
Posted 07 February 2013 - 11:45 AM
#2
Posted 07 February 2013 - 11:51 AM
#3
Posted 07 February 2013 - 11:54 AM
#4
Posted 07 February 2013 - 11:58 AM
Viper69, on 07 February 2013 - 11:54 AM, said:
I thought that's what this game was all about. Raging battles of theorycrafters, while everyone else just loads stuff on and hits the dirt to see how it plays out dirtside.
#5
Posted 07 February 2013 - 12:27 PM
Viper69, on 07 February 2013 - 11:54 AM, said:
Well to be fair, by only reading the numbers I knew that poptarting was going to become a thing which was my main post on the thread, as well as wondering how they're going to handle the decelleration with substantially less fuel to cusion falls, which in game actually is still a huge problem (i've noticed no real change to decelleration while falling and triggering JJs, which means my legs have taken a lot more damage without the fuel to actually cushion falls).
Edited by hammerreborn, 07 February 2013 - 12:28 PM.
#6
Posted 07 February 2013 - 12:29 PM
#7
Posted 07 February 2013 - 12:32 PM
Viper69, on 07 February 2013 - 12:29 PM, said:
Ya but old hover time was 2-3s, which still left 2-3s of cushioning. Now, that's the entire length of the JJs. I love how they work now, but that decelleration needs to be boosted when you fire during a fall. If you jump the ridge to head to theta you run out of fuel before you land trying to soften your landing and you'll likely still take damage because essentially they halved your amount of time to slow fall while keeping the slowing rate the same (from pure observation).
This discussion is about pure falls, like jumping off the base in River city, or the bridge, and other high points. Not someone stupidly using all their fuel for a high jump and complaining about the fall damage. They're bad and should take the damage coming to them.
Edited by hammerreborn, 07 February 2013 - 12:35 PM.
#8
Posted 07 February 2013 - 12:41 PM
hammerreborn, on 07 February 2013 - 12:27 PM, said:
But it was a cool video with some very nice shots, especially the Cicada kill.
Also, medium pulse lasers on a Catapult make it look like a TIE Fighter.
#9
Posted 07 February 2013 - 08:28 PM
Kyone Akashi, on 07 February 2013 - 12:41 PM, said:
But it was a cool video with some very nice shots, especially the Cicada kill.
Also, medium pulse lasers on a Catapult make it look like a TIE Fighter.
I'd like to think that I do try to feather my landings most of the time. I think in that video, there was only 1 time I ran out of fuel but I was right at a surface that I could land on. Most other times, I did not hit max height and I still had fuel left at the end and I think I would hit the jets right before the ground, but I could be mistaken
And yeah, does look like a Tie Fighter doesn't it!
#10
Posted 07 February 2013 - 08:36 PM
I can tell you are hacking though, because I saw you kill an a1 cat.... jk jk
#11
Posted 07 February 2013 - 08:36 PM
CaptRosha, on 07 February 2013 - 08:28 PM, said:
And yeah, does look like a Tie Fighter doesn't it!
There were many landings that involved leg damage in that vid.
Edited by Bren McGuire, 07 February 2013 - 08:40 PM.
#12
Posted 08 February 2013 - 04:11 AM
Bren McGuire, on 07 February 2013 - 08:36 PM, said:
There were many landings that involved leg damage in that vid.
Went and watched it again...yeah, there were several that a leg would flash when I landed...not all but there were several. Guess I need to feather it a bit harder than I was (or start feathering it more often)! Thanks for pointing that out. I am still honing my jump jetting skills obviously
#13
Posted 08 February 2013 - 09:13 AM
#14
Posted 08 February 2013 - 09:14 AM
#15
Posted 08 February 2013 - 03:21 PM
But yes, for a high jump ... personally I try to reserve about 1/4 to 2/3 for the landing.
The only bad thing is that sometimes I seem to take damage even when I fire up the jets. Not sure if this is due to a connection issue or if this is truly from those 1-2 meters that I fall hard after my 'Mech begins to ascend again before I cut the JJs.
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