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Does Jumpjet Location Matter? It Doesn't, Right?


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#1 Volume

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Posted 04 March 2013 - 07:38 PM

Just checking.

2 in each leg functions the same as 2 in each side torso, or four in one side torso, or two in the CT and 2 in the RL, etc, right?

If not, I would like to know the optimal placement / advantages of each.

#2 Deadfire

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Posted 04 March 2013 - 08:37 PM

Yes JJs functions the same placed anywhere on your mech.

Where would be the best? Well that's really up to you. Most people will tell you that, they put the 2 on each leg as most using double heat sinks anyway (And thus the best place would be in the legs as there is only 2 slots on them).

#3 Konril

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Posted 04 March 2013 - 09:30 PM

Jump jets will function and look the same no matter where they are on the mech. You can bunch them up on one side torso if you want to. But keep in mind, jump jets can be damaged and destroyed by the critical hit system. XL engine users would probably want them split between the side torsos and center torso as space permits in order to help protect the actual engine from critical damage. If you absolutely must put ammo in a side torso, surrounding it with jump jets can make an ammo explosion less likely by giving critical hits something else to destroy randomly.

Does that make sense?

#4 Satan n stuff

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Posted 05 March 2013 - 08:27 AM

View PostKonril, on 04 March 2013 - 09:30 PM, said:

Jump jets will function and look the same no matter where they are on the mech. You can bunch them up on one side torso if you want to. But keep in mind, jump jets can be damaged and destroyed by the critical hit system. XL engine users would probably want them split between the side torsos and center torso as space permits in order to help protect the actual engine from critical damage. If you absolutely must put ammo in a side torso, surrounding it with jump jets can make an ammo explosion less likely by giving critical hits something else to destroy randomly.

Does that make sense?


While the engine does take crit damage it currently doesn't do anything. Only a destroyed torso section will take out an XL engine. You'll still want your jump jets with the engine and/or ammo to prevent the jump jets of ammo from getting critted easily, as padding a section makes it nearly impossible for lasers to crit single slot items in it and highly unlikely for missiles and ballistics, especially in light mechs which will typically lose that section long before that happens.

#5 Koniving

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Posted 05 March 2013 - 08:53 AM

There is a visual difference with the where they are located tidbit. If your jumpjets are in a location that they appear to come from and are critical hit, then you visually display faulty JJ's (they flicker and look damaged). This can be used as an indicator as to where to shoot to disable your JJ.

Some of us using jump jets but not using ammo will stash the JJ's in the legs to avoid this. Some people stuff their JJ's into one side of the torso. Wherever they go, there's a risk involved.

Good luck.

Oh, to the guy above.. It is possible to "crit" an engine. (Enough time with the Trollbuchet has taught me that). Doing so simultaneously destroys all three torso sections at once on the internals only. However that seems to be a one in a million chance and only seems to happen to 'Mechs who have little in the way of torso mounted equipment (which is super rare in anything aside from lights, hence why it almost never happens. The fewer critical slots used, the stronger the chance of doing damage to the XL engine. Use virtually none of them and well, heh heh heh..)

Edited by Koniving, 05 March 2013 - 08:57 AM.


#6 Deathlike

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Posted 05 March 2013 - 03:06 PM

It kinda depends if JJ disabling works as intended. Outside of that, usually it is stuffed into the feet and/or occasionally spread to all ports of the mech so that disabling a part of the mech wouldn't affect your ability to use jjs (at least in terms of height, you'll lose height depending on the # of jjs that are still working).





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