Author Topic: Clan vs IS Mode Servers - Asset Balance  (Read 3665 times)

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Offline =KoS= Eldragon

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #90 on: October 11, 2010, 03:21:02 PM »
I agree that jumpjets are situational, and Siilk's list is a good one. But personally I still feel they need to be changed slightly. Whenever someone uses JJ to try and get out of a close combat situation, I see it as a mistake and I exploit it.

I know exactly where they are going to land, and they will be stationary for 2-3 seconds when they land. As soon as someone hits the jump jets I just point to where they are going to land and alphastrike the target. If I'm in a mech with PPCs such a hit is going to push their heat well over the redline (Since JJ already push most mechs into the red).

IMHO after landing, a mech should get a significant boost to their acceleration for a couple seconds, thus giving a rough approximation of maintaining momentum after a jump. 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

Offline HAARP

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #91 on: October 11, 2010, 03:43:35 PM »
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.

Online MerfMerf

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #92 on: October 11, 2010, 03:52:10 PM »
All arguments for changing the jumpjets seem to be based on the assumption they should be used to give advantages in open area 1v1 fights. Why is this? The lore aspect? In that case I've seen mentioned that lore have mechs able to perform handstands... not quite the agility we have in any mechwarrior game and not really something I would like to see either. Makes it a bit much... Gundam/Macross/RandomAnimeMechSeries in my humble opinion.

I fully agree that JJs are useless in 99% of open 1v1 engagements.
I just fail to see why they have to be? With all the other uses they have, for a multitude of different situations I just can't see why they need more advantages? All I see is a damaged heat system (Damaged in terms of game balance if not in realism, that affects many aspects of the game) and collision issues that make them a bit tricky to use.

The idea to be able to escape with them is a sound one and is something used in CBT. This can be done in MWLL as well, but it has to be done with some thought and can not be done on flat terrain. A good way for a JJ equipped mech to get out of an unfavourable situation is too JJ up to or above some ridge that a JJ less mech can not walk over.

I can agree that if you break your fall with JJs it would be awesome if that meant you could keep your speed (Making complete stop pending on your fall speed rather then just height fallen). Would be a nice skill for mechwarriors to master properly. But I do not see this as a requirement at all to make JJs useful (they already are). It is more a whish-list thing.

/Merf - Fails to see the need for any tweaks beyond heat for JJs...

Offline dCK-Ad_Hominem

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #93 on: October 11, 2010, 06:52:09 PM »
I played a match yesterday on extremity and it revealed the true value of JJ. I was playing in my beloved Scat B. I tok out a camperpult and a Warhammer (this one with assistance) and was then approached by an enemy timber wolf. By mascing and good use of JJ and ecm and passive radar I managed to get away from it even though my mech was quite red. I did so by jumping from building to building, denying the Timber Wolf a line of sight. Those JJ saved me there since they made it impossible to pursue me (okay, being invisible to radar helped as well).


To all those who want them changed: Try experimenting with them, you do not have to go the entire distance they can with them, but rather use intervals to hop from cover to cover. Also make sure you jump more forward than up to avoid enemies sniping you. You will see that they represent a great mechanic that truly benefits those who can work it.

Online xInVicTuSx

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #94 on: October 11, 2010, 08:18:50 PM »
It helps to be able to fly half way across the map with them on extremity though.  :P

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Offline Squibby

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #95 on: October 11, 2010, 09:43:55 PM »
or float around like a pinata :D, probably shutdown....

I wouldn't mind if JJs imparted more of an impulse thrust, so you actually catapult off the ground in the direction you jump.

Offline Frostiken

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Re: Clan vs IS Mode Servers - Asset Balance
« Reply #96 on: October 13, 2010, 08:52:56 PM »
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? :D

 
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.
« Last Edit: October 13, 2010, 09:02:54 PM by Frostiken »