Jetpack is too op

Jacopo Romano shared this feedback 21 days ago
Not Enough Votes

Jetpack makes ships totally useless in my opinion, because with dumpers off can reach max Speed and Is even more Easy too control than and actual ship.

Replies (13)

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Hmmm... My jetpack won't let me fly faster than 20 m/s.

With Shift, I can go faster, yes, but then it quickly uses up all the hydrogen.

Or will there be a better jetpack later on? But then there's still the fact that you can only carry a very small payload.

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If you turn off dampeners you can go up to 310 m/s.

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I think jet packs should be limited to 1/4 of max speed and always use hydrogen.

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@Ty D. It has to be at least 10 m/s more than grid max speed for you to be able to catch up to max-speed grids and for you to be able to still move around relative to one. Getting teleported backwards to 75 m/s when trying to jetpack around a max-speed grid would be... problematic, to say the least lol.

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Try to deactivate dampers pressing "z" than use "w" and "spacebar" to fly forward at max speed.

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Can confirm above method, jetpack is busted you can bypass the boost entirely by disabling dampers saving hydrogen as if going slow.

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Boost should work in all directions, and have no charge-up time. Providing greatly increased acceleration at the cost of hydrogen.

Also, you should need to use some hydrogen to fly on planets, since the suit uses ions now. Of course, it won't be running at full blast, so it will last a while when just hovering.

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Actually, at this stage of the game, I am very happy with the jetpack the way it is. Sometimes you need to fly around real quick and have a good control about. E.g. when you strand very far away (e.g. ship crashed, lost energy/fuel) and the next base or mean of transportation is several kilometers away. That would be a pain i.t.a. to travel with a real-world-plausible speed.

If you don't want to be speedy, don't use the jetpack booster...

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People have always been able to get up to max speed or even a little better in SE1 by getting to full speed, turning off dampers and just coasting, this is nothing new. Nothing is forcing you to do that if you hate it that much nor is anyone forcing you to use the booster. I'm not sure why now after 10+ years its suddenly an issue. The boost is just an optional thing you're not forced to use. If it bothers you that much you can limit stuff on your own servers. I fail to see why the game as a whole needs to be nerfed because of something that's existed for 10+ years with no issues. I swear sometimes I think some people would complain if Keen gave us all golden mini figures of ourselves because and some would say the figure looks nothing like them.

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Ok but if the jetpack is useful like that I feel a little bit stupid to use starship o use my creativity and spend hours to build something totally useless because of the jetpack. Just my opinion, this can be fixed using different game difficulty, everyone happy.

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I didn't mean to invalidate your opinion. I just added my opinion on the jetpacks, so it doesn't look like we all want to have a "weaker" jetpack :)

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Indeed I propose the option of the difficulty setting, to makes a valid way for everyone in my opinion.

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@captainbladej52 Again like above if you turn off dampeners it uses no fuel while getting you up to 300 m/s, and faster than the boost. That's called an imbalance, its essentially "Free Energy". Now if it were the case of dampeners being off and you were increasing speed at a slower rate that would be more believable.

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@Tristan Sullivan: If the jetpack is an ion thruster type then that's working as intended because ions don't use fuel, simply power. Ions aren't supposed to use hydrogen. If there is no fuel/energy drain at all, the solution is to make it drain suit power faster getting up to max speed and stopping from said high speed, or hydrogen if it's hydrogen. Thrusters only use fuel of any kind irl when they're burning. If they're not burning then there is no fuel so what's the issue?

The problem isn't the jetpack being OP, the problem is that it's either not eating energy or fuel as it should. If folks want to have further limitations they can enable for their respective servers then fine. However jetpack shouldn't be nerfed as a whole by default.

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@captainbladej52 that's alot of semantics for not seeing the point. The point is you can get hydrogen level thrust by disabling dampeners with no fuel OR ENERGY usage increase. Nobody is saying we should nerf the base functionality if you read they are clearly talking about this in regards to the overpowered nature of instant speed with no deficits.

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Yes, exactly, that is exactly what I mean.

All features of the jetpack is ok, but at the moment there is no cost for all this.

And that makes the hydrogen tank and energy supply that you carry with you almost useless.

The system needs only to bee more expensive and time-limited to use without excluding any actually features of the jetpack.

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honestly i think the jetpack is fine as is considering later on when weapons are added it'll make ships much more useful since ship weapons have always been more useful than handheld weapons. on top of that since SE2 jetpacks use power as the base fuel instead of hydrogen it's more important to keep your suit charged now so while yes you could now survive off backpack building alone eventually you'll bottleneck yourself into a point where you'll run out of energy

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I agree on the ships point, but I do think that having no boost (SE1 jetpack) as an option would be good for people who are used to that. It is fun to mess around with as well.

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@Tristan Sullivan: I understand what is being said perfectly fine thank you. Read what is being said to you slower because you missed something. The jetpack is ion based now with an optional boost you can use for the cost of hydrogen meaning the main fuel for the jetpack is the suit's energy and NOT the hydrogen fuel. In SE1 you have always been able to turn the dampers off and boost up to max speed for the cost of a little fuel or power depending on thruster type. If you're wanting to say that the pack when boosting isn't using fuel or electricity either one, then that would be a bug that needs to be reported. Otherwise being able to turn the dampers off and boost to max then coast is working as intended.

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@captainbladej52 dude seriously nobody said boost is being used for this issue. like I said it is thrusting with dampeners off AS IF HYDOGEN BOOST IS BEING USED if not better and its doing this without exceeding the power usage for basic 20m/s ion flight. This is especially noticeable on planets if you one turn dampeners of hold space and forward at the same time you get hydrogen level acceleration while your power stays steady as if hovering.

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@Tristan Sullivan: An Ion thruster will eventually get you up to max speed just as a hydrogen thruster will, it just takes longer to do it and also longer to slow you down. The jetpack getting you up to max speed without using hydrogen is working as intended. Ion thrusters by nature apply their force gradually to either speed you up or slow you down. They're only going to apply so much force at once and use so much power at once up to their max, which again is working as intended. Firing 2 thrusters at once also yes is generally going to give you more thrust than a singular thruster, so not seeing an issue there either. Whether or not it should is something that can be debated.


Now if the jetpack is giving you the same speed boost as the hydrogen overdrive/boost without actually having you boost, then that you need to report as a bug because that is NOT intended. Beyond fixing said potential bug, the jetpack is fine the way it is.

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@captainbladej52 -"Now if the jetpack is giving you the same speed boost as the hydrogen overdrive/boost without actually having you boost"

Yes that is what I have told you 3 times now.... and what OP was saying.... like dude... it aint debating if the debater is making up their own context.

I do agree it should be a bug report, I may do so if OP decides not to but ill need to get a video or two.

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Ships can be made to accelerate far faster, and allow for far faster mining (and eventually will help with welding and grinding too), and allow you to carry far more resources per trip. So, they are not useless.

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Yes for other tasks like mining or transport are better of course, but if we speak just traveling, the jetpack now is better, without dampers you can reach max Speed in a few seconds

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You must be using a mod or one of us is getting a bug, because it takes me 25 seconds to reach max speed, or about 19 using boost (which man is boost impractical but that's another topic entirely). My basic shuttle can do the same in 3.5 seconds. The jetpack also refuses to support you in 1g with dampeners off for some reason, so ships are pretty much the only option for atmospheric travel as well.

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I think the jetpack is working correctly.

I recommend reading Newton's three laws of motion again.

When damping is turned on, the jetpack keeps the engineer in place and compensates for all forces acting on the engineer, including the force of their muscles during assembly work.

Therefore, you must learn how to use the inertia dampers correctly. Turn them on during work and short trips, turn them off during long trips, and turn them on just before "landing."

TThe error may be that when damping is activated, the engines continuously operate in the desired direction of movement, but at the same time also against the direction of movement required by the engineer, preventing the safe speed from being exceeded. They simply try to keep the engineer in place - and "work against each other," resulting in high fuel consumption.

So the problem lies in the control logic of the jetpack stabilization system. The system (game engine) should have more stabilization options and simple mode switching for jetpack stabilization.


On the other hand, how many times have you killed yourself by crashing at high speed when your jetpack didn't you slow down in time? Mostly because you turned on the damping too late or didn't turn it on at all...

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Note: if you were to calculate all the forces, accelerations, and weights that you generate when changing a tire on a typical passenger car and convert them to the "delta v" that a jetpack would have to provide in a weightless state in space to do the same job, you would end up with an incredibly large number... Simply put, when changing all the tires on two cars, the equivalent "delta V" is enough to reach the Moon's orbit from the Moon's surface (~2.6 km/s)...

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It confuses the minimum mechanical work spent changing tires with the colossal propulsive cost required for a space maneuver.

The energy needed for a 2.6 km/s\

Delta v is about 100,000 times greater than the energy expended when changing the tires.

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All the forces created by friction and support from the workshop floor and Earth's gravity must be replaced by the forces created by the jetpack. So when you push down on the wrench, you use gravity and the weight of your body, and when you pull up on the wrench, you use the strength of your muscles and the floor as a solid support. In a weightless environment, you have to replace this with the work of the jetpack.


Of course, some of the problems can be eliminated by using special tools for weightless conditions and by creating appropriate work procedures.

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After some small tests I have confirmed the jetpack damper acceleration is not a bug but indeed an imbalance.

To reiterate when you use the hydrogen boost it consumes a substantial amount of hydrogen, The Ion thruster consumes a small amount of energy for 20 m/s stable flight. When you disengage dampeners in space you can angle yourself at a 45 degree angle in one or two directions and achieve the same if not more thrust than the hydrogen boost. More important note is that energy consumption stays minimal if not the same as basic flying. On planets disengaging dampeners while pressing space allows you to glide around at a decent rate nothing crazy but when you accelerate you can use gravity and ion thrust to accelerate around as fast as hydrogen. Adding the angling trick can get closer to hydrogen boosting again with little impact of energy usage which I will admit there is an impact but its little to none.

The issue is these exploits make the hydrogen boost redundant and not make fundamental sense. on the planet delta v is so obviously overpowered with ion thrust that no calculations need to be made. On a planet ion can get you up to 300 m/s while only using 3% of the suits battery while having faster acceleration than the boost. Meanwhile hydrogen boost on the return trip leaves me with 15% remaining while not reaching 300 m/s before reaching the point I left from. This clearly indicates an imbalance in fuel usage and energy usage this makes the hydrogen boost redundant and extra.

The only things that I can think of that would mediate this is an increase to energy usage with ion while dampeners are off, increased fuel efficiency on the hydrogen boost, and/or lower the max thrust of all directions except upward thrust and forward thrust when dampeners are off. A thing though for planets, there should be air resistance, and when you fly faster you should accelerate slower because of it.

Thats it


P.S. Should I post this as its own topic because I feel its almost its own thing at this point? If so bug report or is this more of a feedback kind of thing cause I'm on the side of this being feedback.

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I would report that as a bug because they've fixed similar stuff in the past. If the goal is to have the hydrogen level boost be a bonus and not an all the time thing and you can just get the same with a little cheese, then it runs counter to the goal. Beneficial or not, a bug is still a bug. We can debate how much suit draw it should do and how fast one should get up to speed, but that's different than this. The suit should still be able to get up to max speed simply enough and should have some power draw to it, but shouldn't completely drain the suit either.


Seriously though, fire up a bug report. Lay out all the info for them and let Keen give an official answer on it. If it's not a bug then folks know how to proceed with their feedback. If it is a bug then it can be fixed.

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I'm not wanting to debate I'm just trying to get our stories straight . I made a bug report with the same video showing the imbalance in action.

https://support.keenswh.com/spaceengineers2/pc/topic/51445-jetpack-without-dampeners-more-powerful-than-hydrogen-boost

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I see what OP is saying about being able to reach max speed without using hydrogen. Never caught that with dampeners off you can achieve max speed.

I think fine tuning the acceleration and making it hard to change directions would be the balance needed to avoid the main issue of not making it easy to hydroman against ships. Though it does take a while to get up to speed with just the battery based boosters so most ships would likely be able to out-accelerate a character using just their energy boost.

Another option is to have the battery thrusters just consume energy a little bit more than they do now.

It is a worthy thing to point out. If the goal of using massive hydrogen to go fast is to help prevent hydromanning then having the ability to still achieve those speeds and use less energy than even jetpacks in SE1 could prove to be a counterproductive balance.

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I dont find jetpack too OP . It is far less OP than in SE1 and it consumes hydrogen very quicly.

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I also noticed an imbalance in the fact that you can fly anywhere using the backpack.

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The backpack has to be OP. Otherwise, how would you build anything, especially in a gravity well (read planets)?

I know it is unrealistic to use ion thrusters to fly on planets. Countless jetpack-nerfing mods were made for SE1 because many of us wanted more realism and challenge.

That said, an OP jetpack is good for newbies, and we need to consider that as well. The default option may still remain as it is now.

Here is what I think can be reasonable to do.

You would start with a base suit, and then add modules such as a jetpack and a backpack (and possibly a helmet, though that is debatable).

With the base suit, you can walk around and avoid instant suffocating (assuming you have a helmet), but you would need to craft your basic backpack to gain a much larger inventory, a few slots for consumables, and, of course, the ability to backpack build. Later, you could upgrade to more advanced backpack model(s). Instead of the usual four-tier progression, there could be just a few distinct advanced backpacks: one with significantly more inventory space, another with slightly less inventory but more slots for consumables.

The same idea applies to the jetpack. You would first craft a basic jetpack in the Gearforge. This version would be barely usable in space, with no boosting at all, even if you have a hydrogen bottle. From there, you could upgrade to one of several advanced jetpack models. These would enable boosting and introduce meaningful trade-offs: one might be more energy-efficient, while another could give you a higher maximum speed before boosting is required (more than 20m/s).


There could be a few options available in the base game, while modders could provide countless interesting jetpacks and backpacks to further spice up survival gameplay and fine-tune the balance for different playstyles.

Importantly, spawning with no suit (or rather, only a very basic suit) could be made an option. This would be quite hardcore, if you ask me. By default, players could still spawn with a basic backpack and jetpack, or even an advanced jetpack, so new players would experience essentially the same easy start they currently have in SE2.

Another important QoL feature would be auto-equip on spawn. This should apply not only to suit modules, but also to consumables stored in the suit, as well as tools and weapons that were in your inventory.

Difficulty settings could control how this works:

  • On the easiest setting, you respawn with everything restored for free. This is already how SE2 behaves right now, even if suit modules are not yet present — tools are preserved with the same tiers.
  • On more hardcore settings, auto-equip would still happen, but only for items available in an inventory connected to the survival kit or medical room you respawn at. Your body could simply disappear (this could also be an option).

This approach avoids confusing new players with questions like “Where is my backpack?” or “Why can’t I use my welder anymore?” because its tier changed and does not match hotbar anymore. At the same time, it reinforces the idea that preparation should matter, without punishing players through unnecessary micromanagement or friction.

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Okay now what about what the original poster is talking about where when you turn off dampeners you can get extremely efficient flight that's better than hydrogen. I rehashed the original posters issue into a bug report with a bit better English and video evidence.

https://support.keenswh.com/spaceengineers2/pc/topic/51445-jetpack-without-dampeners-more-powerful-than-hydrogen-boost

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@4Peace if you put up your idea as a new ticket, I'll vote for it.

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@Deon


I have already added it as a comment under [IDEA] Moddable/upgradable/tiered space suits +no suit which is quite similar. Not really sure we need yet another dedicated topic.

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