GUIDE New Movement Behavior! JumpJet Time

Thread in 'Game Guides and Tutorials' started by Lan, Jun 27, 2013.

  1. Lan

    Lan Mech Wrangler

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    ORIGINAL POST

    Hi all,

    There's a interesting post here that everyone should read and ponder, the dynamics of climbing angles and steep geography features will have greater importance. Maneuvering on hillsides will slow you down...

    This is some very interesting tactical stuff. Now jumpjets really earn a place, no more will it be enough with just 1, a certain spider becomes a lot more maneuverable (12 jets!).

     
  2. Lan

    Lan Mech Wrangler

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    Magic fingers? Somehow I improved the first post with a quote and I made it a guide while I slept? Superhuman!

    Or, as is more likely, staff at Mechspecs revamped it. I noticed it now that I was looking for the original post with intent on improving it myself. ;)

    At any rate, this will totally change gameplay. Everyone will have to relearn movement, start thinking about wether it is worth climbing or how slow the going will get. This is a true sim parameter, I'm liking this!
     
  3. scromboid

    scromboid Well-Known Member

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    I dig it. It will completely change the way the game is played, as well as the amount of usable area on the maps.

    Also, for a while, we will see a few players abusing the new system. It will be interesting on how quickly they can pick up on this and adjust accordingly.
     
  4. Regina Redshift

    Regina Redshift Sass Elemental

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    So... what you're saying is, "Jump Jets will be relevant again!" right?
     
  5. Vorus

    Vorus Active Member

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    Sounds very cool, I like all aspects of this change. Between this and the upcoming heat changes to boats, the game is really going to improve.
     
  6. The Verge

    The Verge Moderator Staff Member

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    Well, this makes canyons a reel bitch in an Atlas now doesn't it :phear:
     
  7. Lan

    Lan Mech Wrangler

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    Highly relevant, check the maps, jumpjet capability means a lot more mobility on every map now.

    [quote author=Vergere link=topic=1910.msg11253#msg11253 date=1372434205]
    Well, this makes canyons a reel bitch in an Atlas now doesn't it :phear:
    [/quote]

    Oh yes, every assault and heavy will need to start thinking more. Lights and Mediums gain a lot of power here. Often pilots forget that speed and maneuverability count for a lot. Proper force, at the proper time and proper place. :)
     
  8. Aylek

    Aylek Administrator Staff Member

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    I am looking forward to this. This will change the gameplay a lot and I am exited about the maps' new hotspots to come.
     
  9. Lan

    Lan Mech Wrangler

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    This change went into the patch yesterday, it is currently live! What do you guys think, still like it?


    I am loving it, played some canyon and the map has totally changed as to how you can maneuver, all non jumpjet mechs had to choose paths more carefully and any mechs with jumpjets reigned with hit and run. Saw a five ERLLAS stalker trying to climb the antenna hill on Forest, no go there.


    I predict an increase in mediums and heavies with greater speed to combat inclines (the Cats will come back), a decrease in assaults and even more dislike of Alpine. Have yet to play it, didn't rotate up yesterday strangely.
     
  10. Regina Redshift

    Regina Redshift Sass Elemental

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    I fielded mostly 'mechs with JJs. I cleaned house.
     
  11. The Verge

    The Verge Moderator Staff Member

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    In the older maps, the differences seem well balanced. But Tourmoline and Canyons need some work. any boulder or rock in the way that your mech can walk on that is higher than 45 degrees really puts a halt to any movement. And these rocks are smaller than the mechs height, and it should slow it down only 1/4 of the top speed, not to a hault. Otherwise, it's not half bad.

    "I may not always run up hills, but when I do, I have a Jump Jet"

    ~The most interesting Pirate in the Rimworlds~

    "run cool-shot, my friends"
     
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