Author Topic: Development Update - April 15, 2010  (Read 5363 times)

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Offline HAARP

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Re: Development Update - April 15, 2010
« Reply #75 on: April 21, 2010, 08:41:30 PM »
Poptarting remains valuable because there is currently no other method to move in and out of cover.  Trying to do it on foot is not viable.  The acceleration is just too slow.
And due to the fact that mechs seem to be fiddling thumbs for a few secs when switching into/out of reverse. :-\
« Last Edit: April 21, 2010, 09:26:51 PM by HAARP »

Offline Brainwright

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Re: Development Update - April 15, 2010
« Reply #76 on: April 21, 2010, 09:46:16 PM »
And due to the fact that mechs seem to be fiddling thumbs for a few secs when switching into/out of reverse. :-\

That's due to the fact that acceleration actually seems slower at the lower speeds.  WTF?
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Offline Haunted

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Re: Development Update - April 15, 2010
« Reply #77 on: April 22, 2010, 07:31:31 AM »
there's nothing wrong with shooting while jumping, however your aim should be all over and recoil should be a bitch.  Hell even in the board game you took quite a bit of aiming penalty when jumping.

having jjets provide smooth elevator rides up and down creates a tactic that is too efficient.  and frankly, no I don't want to play whack a mole just because its the best way to fight.

Didn't we have a discussion about jump jets in general.... and a dev posting somewhere that jj are also being reworked ?

If jumping gives more maneuverability and is more brutal (read: shake) we might see jump sniping getting a lot harder (and then i would be quite ok with it). And jumping would then be a cool tool in brawling, too.

Offline Jonttu

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Re: Development Update - April 15, 2010
« Reply #78 on: April 22, 2010, 05:12:43 PM »
If it's not enough that the devs make aiming far more difficult while utilising jump jets they could add recoil to weapons from the projectile category based on the size of the gun. Like if you fire a big gun like a gauss rifle while using jump jets you could lose your balance, tilt backwards and fall back first into the ground and receive some damage for that nasty trick. When it comes to energy weapons with no recoil like lasers, they could make it unprofitable to fire them while jumping by giving jump jets an aggressive heat spike that would, however, dissipate fast so that you could fire your weapons like usual when you are back on ground...

Offline KingLeerUK

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Re: Development Update - April 15, 2010
« Reply #79 on: April 22, 2010, 05:32:15 PM »
When it comes to energy weapons with no recoil like lasers, they could make it unprofitable to fire them while jumping by giving jump jets an aggressive heat spike that would, however, dissipate fast so that you could fire your weapons like usual when you are back on ground...

We do not differentiate heat sources as would be required by your suggestion.  Heat from weapons and heat from jump jets or MASC all add to a singular "pool" of heat that is damped by heatsink number and efficiency.
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Offline (TLL)CapperDeluxe

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Re: Development Update - April 15, 2010
« Reply #80 on: April 22, 2010, 07:08:52 PM »
heat already spikes up quite a bit when jumping, so use of lasers just pushes the heat even further.  You really start to notice the heat on most maps when jump laser sniping from the Thanatos with 2 ERLBL.

Offline Jonttu

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Re: Development Update - April 15, 2010
« Reply #81 on: April 22, 2010, 10:46:07 PM »
Ok no problem...