We know its an engine limitation that requires mechs to stop after landing from a fall. But at the very least mechs let mechs get moving at full speed again faster than normal
Actually, afaik it's an animation issue. If someone made landing animations, they could fix it.
Unless I'm misunderstanding, I think it's complete BS that the gameplay suffers because it might look ugly. I assume it's the same reason we don't have a 'getting up' animation and thus cannot have knockdowns?
I mean... come on. I'm really, really okay with things not looking the best in the interim - it is still beta, is it not?
Anyway, as far as what
I want - you know, you can keep JJ speed sap, how far they go, the poor maneuverability, etc.
I just want them to be faster. There shouldn't be much of a 'liftoff' phase because the mech has articulated legs that the pilot can control. It makes sense that, if anything, EVERY much should be able to jump at least a little (while running of course) to get over ankle-high obstacles (damn you Clearcut logs). But regardless, the mech performs the jump action that uses the giant super-strong myomers to give it the velocity, and the jumpjets are the kick in the butt that lets it go. It goes up, and when gravity sees what just happened, it takes it right back down with a vengeance.
Current Jumpjets are *so* slow and *so* floaty, even if they gave you some maneuverability they still feel exactly like the garbage MW4 jumpjets because it's like gravity isn't even there, like your mech has no mass, and like - well like I said - they're not
jumpjets, they're just glorified Tribes-style jetpacks. I consider the floaty bit part of how much of a liability jumpjets are - even if you do manage to pull some sweet moves around one guy, another problem is your neat levitating trick just attracted every missile boat for a kilometer.