A summary of how JJ currently function:
- Forward jump distance is largely determined by forward speed, and only a bit by jump height.
- Vertical jump distance is determined by total number of jump jets, and while adding more gets you higher, it doesn't tend to get you to your maximum height until you've spent 3/4 of your fuel regardless.
- You have the same active burn time (about 3 seconds) regardless of how many JJ you have
- To get your maximum jump height with multiple JJ you *will* take fall damage.
- Screen shake during thrust, no shake during fall.
- On a per-jet basis JJ are more effective for lighter mechs.
- JJ can be "feathered" to climb almost any incline, even if you take only one.
How should they function? Well I'm not one who thinks that everything in this game should be derived from TT with no deviation, but at the same time I think TT has jump jet balance down really well. It actually feels like a trade-off with pros and cons, and they are entirely a defensive and mobility tool.
- Forward jump distance should scale linearly to number of jump jets and should be independent of ground speed.
- Vertical jump distance should scale linearly to number of jump jets, and should be determined by number of jets, not weight of mech. Heavier mechs pay more tons for heavier jets, and should get a commensurate return on investment.
- There should be a penalty to accuracy during the entire jump (not necessarily screen shake)
- Jumping should be relatively quick, with good thrust control, in order to make a jumping target actually difficult to hit.
- You shouldn't take fall damage from using your jump jets.























