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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Jetpack's vertical momentum issue

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 Jetpack's vertical momentum issue 
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Jetpack's vertical momentum issue
As anyone who's played this game for more than a few days can testify, if you accidentally fall off a ledge and try to go back up with the jetpack, chances are you won't make it.
This phenomenon demonstrates that the jetpack's ability to reverse your vertical movement direction is very flimsy.

Now, while you could explain that away with the momentum of your fall multiplied by your mass restricting the (admittedly very weak) jetpack's ability to lift you up, a little while ago I've started noticing a different pattern.

If you are falling, and you engage the jetpack, and you hit the ground, it takes you up to about a second to lift back off the ground, and then you're lifting back up more slowly than if you'd disengaged the jetpack and engaged it again.

You can test it out for yourself in target practice or map roam; I'd recommend the conduit on crossfire; use a heavy armor for clearer results; go to 3rd person so you can really see the difference in your climb speed.

I don't know if this has already been mentioned in ore or more of the numerous physics/jetpack threads, but in case it hasn't, I thought I'd post it.
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Sat May 05, 2012 10:11 pm
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EvilKoala


Joined: Wed Oct 26, 2011 5:08 pm
Posts: 368
Post Re: Jetpack's vertical momentum issue
The physics are terrible, and it seems no amount of detailed forum posts are going to change that. :(


Sat May 05, 2012 10:21 pm
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TeaL3af
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Joined: Wed Nov 09, 2011 7:30 pm
Posts: 767
Post Re: Jetpack's vertical momentum issue
There was an incredibly detailed post a while back where the author pretty much reverse engineered the Jetpack physics and what caused all this weirdness, basically it comes from two things:

1) Jetpacks have pathetic thrust, most of your acceleration actually comes from your initial jump. Bind a key to just jetpack instead of jump+jet and notice how much weaker it is.

2) The Jetpack's acceleration limit also stops you decelerating. Basically once you hit about 70kph the jetpack can no longer alter your velocity. Unfortunately this means if you are falling down at >70kph you can't actually slow yourself at all. This is also why the jetpack can propel you a great distance sideways when standing still, but at speed you have to rely on air control.


Sat May 05, 2012 10:41 pm
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Casus125

Beta Tester
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Joined: Sun Jan 17, 2010 1:31 am
Posts: 293
Post Re: Jetpack's vertical momentum issue
You get more thrust if you move forward.

It's stupid, and fairly counter-intuitive.

But basically, if you slip and fall, start flying forward somewhere, and you'll have a much better chance to survive.

Do it constantly on Air arena (a notorious banana peel map), and flying forward has saved me countless times.

Try it, it works.


Sat May 05, 2012 10:48 pm
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dsiOne
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Joined: Wed Oct 12, 2011 10:14 pm
Posts: 327
Steam Gamer Name: dsi1
Post Re: Jetpack's vertical momentum issue
The 'jetpacks' in this game are jetpacks in name only.
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Having to aim from a reference point that doesnt exist is not an intuitive or newbie friendly feature, and it will hurt the game in the long run


Sat May 05, 2012 10:49 pm
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blecro


Joined: Sat Jul 03, 2010 11:09 pm
Posts: 192
Post Re: Jetpack's vertical momentum issue
Trilandian wrote:
As anyone who's played this game for more than a few days can testify, if you accidentally fall off a ledge and try to go back up with the jetpack, chances are you won't make it.
Use the forward jet spin trick and you'll have better luck. More details are in another post.

Trilandian wrote:
If you are falling, and you engage the jetpack, and you hit the ground, it takes you up to about a second to lift back off the ground, and then you're lifting back up more slowly than if you'd disengaged the jetpack and engaged it again.
This is because the jumpjet key doesn't jump if you hit the ground while already holding it.


Sun May 06, 2012 1:07 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Jetpack's vertical momentum issue
blecro wrote:
Trilandian wrote:
If you are falling, and you engage the jetpack, and you hit the ground, it takes you up to about a second to lift back off the ground, and then you're lifting back up more slowly than if you'd disengaged the jetpack and engaged it again.
This is because the jumpjet key doesn't jump if you hit the ground while already holding it.

Oooooh, I see. Guess that explains that. Glad the controls are so "intuitive" that I have to go on the friggin forums to know why my jetpack doesn't lift me up. :roll:

Anyway, thanks for the clarification.
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My Contributions
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Missing/Broken Features - tinyurl.com/TA-MaBF
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Sun May 06, 2012 6:08 am
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Spinebuster


Joined: Fri Dec 23, 2011 8:28 pm
Posts: 397
Post Re: Jetpack's vertical momentum issue
EvilKoala wrote:
The physics are terrible, and it seems no amount of detailed forum posts are going to change that. :(


Agreed. I think the only way they are going to get the hint is if people stop playing.


Sun May 06, 2012 10:55 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Jetpack's vertical momentum issue
Spinebuster wrote:
EvilKoala wrote:
The physics are terrible, and it seems no amount of detailed forum posts are going to change that. :(


Agreed. I think the only way they are going to get the hint is if people stop playing.

Trouble is, the physics aren't game-breaking enough to stop T:A from being fun, but just enough to really get on your nerves and sour your experience.
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Thump... BOOM
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My Contributions
Intelligent Turret Placement
Management tools
---
Important Topics
Missing/Broken Features - tinyurl.com/TA-MaBF
Tactics tutorial - tinyurl.com/TA-HRMaTATT
Call down turrets - tinyurl.com/TA-CDT
Varying unlock costs - tinyurl.com/TA-HRWTVUC


Sun May 06, 2012 11:19 am
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Spinebuster


Joined: Fri Dec 23, 2011 8:28 pm
Posts: 397
Post Re: Jetpack's vertical momentum issue
I agree, the physics dont necessarily break the game, they just make it so its not as enjoyable. The gameplay issues are the ones that break the game.

The game has loads of potential to be a great game but it feels like it should be in early beta still with all the work that needs done.


Sun May 06, 2012 8:58 pm
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