Changes needed to the gimped gunner/tank jumpjets

Discussion in 'Monday Night Combat PC Feedback and Issues' started by zarakon, January 9, 2011.

  1. zarakon

    zarakon Active Member

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    I think the changes to the gunner and tank jumpjets need some work.

    1. There needs to be some kind of indicator for how much jet power you have left. Without this, it just feels like the game is glitching.

    2. There should be a minimum amount of jet power that you'll always have for a jump to allow at least a normal jump height. When you jump and go absolutely nowhere, that just feels like *** (and not the good kind).
  2. faits

    faits New Member

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    I haven't played since the patch, but I definitely agree jump jets should have some kind of cooldown indicator. Everything else that's on a cooldown (skills, grapple, even juice/annihilator/ejectors) has a visual indicator to indicate when it will be ready to go again.
  3. MikeyTWolf

    MikeyTWolf New Member

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    Exhaust glow? So using jets completely makes them light up and unusable until they cool?

    Nice visual effect + won't clog up the UI any worse than everything else already on-screen.
  4. zarakon

    zarakon Active Member

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    The one other thing with a cooldown and no indicator is the assassin lunge

    that bothers me too
  5. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    If you whore the jets enough (like me) you'll learn the timing in two or so days. And the best way to learn what you can and can't do is learn by your mistakes. Also don't forget that speed affects how fast you fly.
  6. zarakon

    zarakon Active Member

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    Yeah, I could eventually learn the timing and recharge rate..

    But for new players, with no sort of indicator, it just feels like something is going wrong, like it's a bug in the game. It also adds confusion to an already complicated game
  7. Ekanaut

    Ekanaut Uber Alumni

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    We intend to add a visual feedback to jumpjets, didn't get it into this build.
  8. Mastah

    Mastah New Member

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    Good news!! I'm really fine with the jetpack nerf as it made gunners and tanks way too overpowered, but a fuel-o-meter would be hugely appreciated :D

    Officer, it's a completely new change, jetpacks have been really nerfed compared to xbox. Now they take way more time to reload, and there is no indicator of it, which can be seen as a bug by a lot of new players I think. (you try to use jetpacks randomly and nothing happens)
  9. Mibuwolf

    Mibuwolf New Member

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    I was actually fine with the jetpacks, and I very rarely play gunner or tanks. Now I'm a sad panda :cry: .

    I haven't really tested after-patch, so I'll see just how good/bad it has become.
  10. Providence

    Providence New Member

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    This was a totally unnecessary change. Not many players play gunner and tank as it is. Now even less play them. Please revert changes ASAP!
  11. Col_Jessep

    Col_Jessep Moderator Alumni

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    I don't get it either. Why would you remove the last thing that gave the Gunner some mobility?
  12. zarakon

    zarakon Active Member

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    Yeah, my preference would be to revert the change completely because it makes those classes less fun.
  13. Myst

    Myst New Member

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    Been playing with it on tank for a few hours and it isn't so bad once you get used to it (though it would be nice if it could just do a normal jump when the jp is empty, instead of the tiny short hop).

    I don't play gunner much, but have seen a lot of people complain about lack of purpose for gunner grapple - maybe the skill could be replaced with a jetpack upgrade?
  14. Mibuwolf

    Mibuwolf New Member

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    From my last post, I had said that I hadn't tried after-patch jets and... it isn't all that bad.

    You don't get to abuse jetpack and it isn't that long of a wait to use it to its potential again. It wasn't something that bothered me completely, but this change to me isn't bad either.
  15. Providence

    Providence New Member

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    Change should be reverted until uber adds a charge meter. It's annoying that a small hop could sometimes use up the jetpack, now you have to wait a few seconds to jetpack again.
  16. Mastah

    Mastah New Member

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    I play gunner 90% of the time, and the change didn't bothered me that much - it made the gunner more balanced imo. The lack of mobility can be a pain sometimes, but it's a question of getting used to it and finding the good tempo to use jetpacks I guess.

    At the moment the main issue is that it lacks a graphical element to let know when jetpacks is empty, but hey Uber is on it :D

    On a side note, I have been accused countless times of being a "hopping [insult here]" by raging assassins who could never grapple me, now they won't have any excuse if they fail ;)
  17. DeadStretch

    DeadStretch Post Master General

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    Could this be their fix to prevent Gunners and Tank for getting on top of the high walls? Someone should test trying to get atop the walls around the spawn ring on LaseRazor.

    I have to say the changes are trickling down to each class and so all classes will see some kind of nerf. We can all be mad for the first 2 weeks then after we get used to it. If these changes make it's way onto the XBox it is going to heavily affect my Tank's playstyle.
  18. Mibuwolf

    Mibuwolf New Member

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    I'm pretty sure the height of the jet hasn't changed. So u can still get on the walls, I've done it plenty and it doesn't really have any advantage other than it catches some people off-guard.
  19. zarakon

    zarakon Active Member

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    It does make it trickier to do 2-stage jumps using the low walls to get up to the second level
  20. Diablohead

    Diablohead New Member

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    Played as gunner twice now and not really had a problem with the net jetpack charge, it's still quick and I can make it over 4 gaps with only 2-3 seconds between landings, and those moments are me running forward.

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