Ratzap, on 06 June 2012 - 02:53 AM, said:
A lot of this seems to stem from Mechwarrior games, I would disagree with that person saying TT valued them. On lights they let you keep a high mod on whilest getting close but conversely also made it harder to hit someone. Clearing bad terrain? Yeah sure for lighter mechs again but a JJ value of 3 isn't going to do you much good with cliffs and such.
That is the crux of the matter, using JJ in MW games had no impact on accuracy since that all came from the player. TT made using JJ less attractive since your to-hit went in the bin (+3).
I'd rather use run speed to get in the back of an opponent, torso twist means facing their back is irrelevant and if I want melee I sure as hell won't risk a kick (a light falling behind someone is a dead light) - punch has no pilot roll and can hit head.
None of the games based in the Battletech universe that have come out have, if I am remembering correctly, come all that close to emulating what jump jets can do on the table top. There is a reason that you get a +3 to your to hit role when using them. 1 jump jet will propell a Battlemech 30 meters (about 99') horizontaly and 6 meters ( about 20') vertically while enabling some controlled rotational mobility on the mech's vertical axis (can spin while moving) and adjusment of its movement vector in flight (can manuver a bit to get around obstructing objects), all this happens in 10 seconds or less. Jump Jets also are not limited to the direction of the mechs previous travel nor do they require momentum to get the most out of them.
Examples (take into account that a mech can flip 180 while shifting it's movement direction during a jump and that, for scale, an average human can cover running over flat ground a distance of roughly 145' (44 meters and some change) (I rounded to the closest 5' in my calculation) in ten seconds):
Example 1: Spider SDR-5V has a horizontal jump range of 240 meters ( just over 787 ft, two and 2/3 "American Football" fields would be a good close estimate), which it can clear from standing still into any direction while twisting in the air and slipping around a 20 story tall building at 48 meters (just over 157') above the ground.
Example 2: Urbanmech UM-R60 has a horizontal jump range of 60 meters (about 195') and has a jump height of 12 meters ( slightly under 40').
Example 3: Highlander HGN-733 has a horizontal jump range of 90 meters (about 295') and a jump height of 18 meters (a hair over 59')
That +3 to the dice role on TT make sense now? Imagine if we had that type of manuverability in a MechWarrior game.
Edited by HIemfire, 06 June 2012 - 09:44 PM.