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Jumpjets And Its Effect On Battles


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#1 Repairman

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Posted 27 November 2013 - 07:44 AM

Since the overlord promo i'm seeing that there is a lot of people flying around the battlefield(with more than 20 tons) and using spots on maps and builds focused on that.

want opinions on how is this affecting the game and the balance.


P.D: Sorry for my english is not my languaje.

#2 42and19

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Posted 27 November 2013 - 07:47 AM

Jumpjets tend to put someone on an (often slower) predictable parabolic path. I find tracking people who use jumpjets for long flights easier.

Now, that being said, jumpjets do give a rather large advantage. Pinpoint turning.

That's the main reason why I cannot pilot the locust effectively. I am so used to piloting a Jenner and using a quarter second jumpjet burst to turn that I feel crippled in the locust.

However, this does come at the cost of tonnage and heat and larger the mech the higher the tonnage. Jumpjets for assaults cost two tons each.

#3 Durant Carlyle

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Posted 27 November 2013 - 09:47 AM

As long as jump jets are kept the way they are, the balance is fine. The jump jets in previous games were very bad, allowing way too much speed and movement.

#4 Joseph Mallan

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Posted 27 November 2013 - 09:51 AM

I am testing the use of JJs on a Victor-9S. The mobility is unnerving to a ground slogger like me. I am limiting m Pop Tart tactics to firing over friendlies... so far. :) :lol:

#5 focuspark

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Posted 27 November 2013 - 09:53 AM

Jump Jets are awesome. Using a mech without them is rough. Being able to rotate quickly lets you distribute incoming fire and turn to face whomever. Add in the peek-a-boo-i-shoot aspect of poptarting and Jump Jets are a winning decision.

That said, they not quite as borked and unbalanced as ECM; so let's focus on getting ECM fixed first. :-)

#6 Mudhutwarrior

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Posted 27 November 2013 - 10:00 AM

View PostJoseph Mallan, on 27 November 2013 - 09:51 AM, said:

I am testing the use of JJs on a Victor-9S. The mobility is unnerving to a ground slogger like me. I am limiting m Pop Tart tactics to firing over friendlies... so far. :) :lol:


I was a mess in mine for quite a while.

#7 Joseph Mallan

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Posted 27 November 2013 - 10:04 AM

I expect to be the same Mud. It is in my BattleCorps personnel file that Joe doesn't jump well! Which is sad cause Joe is from Furillo. A slightly high gravity Lyran planet! :)

#8 TalonTek

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Posted 27 November 2013 - 10:10 AM

In my experience as well as extra mobility when negotiating difficult terrain, and jump turning, the big advantage to JJs are that they allow you to Jump to spread damage around during shorter range engagements - so they are great in a brawl in addition to pop-tarting. You need to put more armour on your legs but that's a small price to pay.

#9 Kin3ticX

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Posted 27 November 2013 - 10:17 AM

JJ give you a Z-Axis which allows you to get your hardpoints up higher otherwise. Mech without JJ are glued to the flypaper.

#10 TercieI

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Posted 27 November 2013 - 10:19 AM

View PostTalonTek, on 27 November 2013 - 10:10 AM, said:

In my experience as well as extra mobility when negotiating difficult terrain, and jump turning, the big advantage to JJs are that they allow you to Jump to spread damage around during shorter range engagements - so they are great in a brawl in addition to pop-tarting. You need to put more armour on your legs but that's a small price to pay.


I'm rapidly becoming a fan of jump-brawling and I'm getting to that "mechs without JJ make me itchy" place I've heard others mention. I find them to be an even more pronounced advantage on "bigs" than they are on lights (albeit for somewhat different reasons). <3 me some JJ.

#11 Koniving

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Posted 27 November 2013 - 10:25 AM

Judge for yourself. I don't normally use it much but here I did do some jump brawling. As the first half is sort of a lengthy battlegrid tutorial please skip to 6:39 where I fight while using the battlegrid. In multiple instances on that forest colony snow map I use jumping as part of my brawl tactic on this Heavy Metal built around the concept of high endurance Damage Per Second (instead of high damage alpha strikes).

Edited by Koniving, 27 November 2013 - 10:28 AM.


#12 PropagandaWar

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Posted 27 November 2013 - 10:35 AM

180 over a mechs head. Jumping to keep in line with other jumper. Bunny Hopping. Yep JJ's are great. I find them most useful in a Quickdraw for some reason.

#13 Almond Brown

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Posted 27 November 2013 - 10:46 AM

View PostJoseph Mallan, on 27 November 2013 - 09:51 AM, said:

I am testing the use of JJs on a Victor-9S. The mobility is unnerving to a ground slogger like me. I am limiting m Pop Tart tactics to firing over friendlies... so far. :) :huh:


Beware the "Dark Jump Force" Joseph. It is very powerful and will not let you go once you give in to it. :lol:

#14 Almond Brown

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Posted 27 November 2013 - 10:50 AM

View PostTerciel1976, on 27 November 2013 - 10:19 AM, said:


I'm rapidly becoming a fan of jump-brawling and I'm getting to that "mechs without JJ make me itchy" place I've heard others mention. I find them to be an even more pronounced advantage on "bigs" than they are on lights (albeit for somewhat different reasons). <3 me some JJ.


Damn shame that my favorite Lance of Mechs do not come with the ability to equip JJ's. Damn shame that.

It is not a wonder that is why 90% of all the Mechs seen on the field nowadays are JJ capable. Surely that is not a problem right? :)

#15 Joseph Mallan

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Posted 27 November 2013 - 10:53 AM

View PostAlmond Brown, on 27 November 2013 - 10:50 AM, said:


Damn shame that my favorite Lance of Mechs do not come with the ability to equip JJ's. Damn shame that.

It is not a wonder that is why 90% of all the Mechs seen on the field nowadays are JJ capable. Surely that is not a problem right? :)

33% of my Mechs equip Jump Jets. Thats just a Victor-9S.

#16 Sarthax

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Posted 27 November 2013 - 10:53 AM

I was actually thinking about JJ this morning on the way to work after a 12 man clan practice we had where we were at a disadvantage due to lack of JJ.

I personally love JJ on my Jenners, Catapults, and Shadowhawks. It's great to be able to jump over, fire from above, 180, fast turn escape etc. Where I have a MAJOR problem with JJ is they are effective with 1 jumpjet. You only need .5-1 ton to do this. Adding more jump jets just lets you jump higher or farther but that's not needed in close range brawl jumpjetting.

Jumpjets need to be an all or nothing for builds with a higher minimum weight. Adding jump jets needs to be a decision that has impact. You take less armor, ammo, or weapons in favor of 3-5 tons of jump jets. Not drop .5 tons of armor for one and still get the same effectiveness.

I hate how Jumpjets are making certain mechs non viable due to their inability to cross terrain or poptart. If you want to roll with 1 JJ, you should have to pay a higher price somehow. The tonnage is a carryover from TT where these jumpjet tactics were not possbile(I assume). Proper balancing needs to be looked at somehow. Making 1 JJ less effective, lessening turn speed when JJing with fewer JJ, Increasing recharge time on the fuel limit. Something to prefent just using 1 JJ and still gaining a huge tactical advantage.

#17 Mystere

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Posted 27 November 2013 - 11:02 AM

View PostAlmond Brown, on 27 November 2013 - 10:50 AM, said:


Damn shame that my favorite Lance of Mechs do not come with the ability to equip JJ's. Damn shame that.

It is not a wonder that is why 90% of all the Mechs seen on the field nowadays are JJ capable. Surely that is not a problem right? :)


Since when did Steiner Lances and Companies become fully JJ capable? :lol:

#18 Almond Brown

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Posted 27 November 2013 - 11:02 AM

View PostJoseph Mallan, on 27 November 2013 - 10:53 AM, said:

33% of my Mechs equip Jump Jets. Thats just a Victor-9S.


And if you ever crack open that Vault of C-Bills you must have accumulated as a Founder, that ratio may go up or down. :)

#19 KharnZor

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Posted 27 November 2013 - 11:05 AM

View PostJoseph Mallan, on 27 November 2013 - 09:51 AM, said:

I am testing the use of JJs on a Victor-9S. The mobility is unnerving to a ground slogger like me. I am limiting m Pop Tart tactics to firing over friendlies... so far. :) :huh:

lol i've spent so much time in my victor i feel like i'm cheating on it when when i pilot anything else :lol:

#20 DaZur

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Posted 27 November 2013 - 11:55 AM

Early in my MW:O career I tried JJs and found the requirement to maneuver in more than one plain frustrating and resigned to run only stompy mechs...

Once the movement penalty was introduced I found my stompers to be suddenly limited... enough so that I re-endeavored to obtain and learn the art of jump combat...

It took a bit but now I'm fairly proficient with JJs... I do it all, poptarting... jump sniping... boost-turns. That said, I've come to be most reliant upon Js for tactical maneuvering... you know... escaping bad situations, maneuvering for advantage etc...

IMHO... While JJs surely are being used as a base for attack... Plenty of folks use if as much or more for positioning.





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