Diego Angelus, on 19 November 2013 - 03:02 PM, said:
I Have been thinking why jump jets don't have any drawback all you need is one ton to use it and even if you max it out its still light/takes little crit slots. So I was thinking that JJs should weight more,take more slots or create heat. Problem i noticed is that you don't gain anything from drooping JJs since they don't have drawback. I would expect JJs mech to trade that ability for firepower but in this game that is not true.
What are your thoughts on this ?
My thoughts are you haven't actually played a jumpjet mech.
Jumpjets cost .5 ton per jumpjet.
Jumpjets cost 1 critical slot.
Jumpjets create heat in use
At the
very least, a pair of jumpjets costs you one ton of ammo or one heat sink just in weight.
Quote
I would expect JJs mech to trade that ability for firepower but in this game that is not true.
So leaving every other apsect aside, this becomes untrue at the very first port of call.
They cost you tonnage - at the very least the weight of 2 jump jets costs you one heat sink or one ton of ammo - they cost you firepower. 4 JJ is 2 tons and that's a fair bit of armour, engine size or weapon weight.
They cost you heat and heat is regenerating ammo - they cost you firepower.
They frequently cost you weapon hardpoints - they potentially cost you firepower unless your hard points are full and you need to find another way to spend weight. As an example, go to the mechlab and look at a BJ-1X (8 energy hardpoints) Vs a BJ-3 (6 energy hardpoints, 4 JJ hardpoints)..
They cost you critical slots - they can effect the extent to which you can afford heat sinks, Ferro, Endosteel, etc.
Sorry, you're just not correct in your assumptions.
That aside: I understand that many people aren't happy with "pop tarting" and will see jump jet changes as a gateway to stop it. My opinion? People need to learn to deal with it. It's one of the very few aspects to MWO that prevents all-AC mechs from being the only viable choice.
It bypasses the range + sustained fire + DPS triumverate of power by taking away the sustained fire option. PPCs and ERPPCs have successfully been changed so they aren't any real threat and now people will move onto other ways of doing the same.
Pop Tarting makes holes in mechs at range. This is making small, fast mechs still viable to exploit those holes by threading their way through enemy lines to exploit those holes. It's also stoppung all AC mechs from just advancing in a huge wall of steel across open ground.
I don't think it's coincidence that the only 2 real counters to all AC firepower, pop-tarting and LRMs, are the 2 biggest sources of contention in MWO discussions. These heavy, sustained DPS mechs need
more counters before they become the only thing worth playing, not less.
Voted to leave jump jets alone.