- All Clan mechs with jump jets in a given omni-pod will be locked into the maximum number of jump jets in those omni-pods.
- The amount of lift per second will be increased to better reward those using 5 JJ over 4, and will scale better with the more (or less) jets you have.
- The in air turn speed with jump jet equipped mechs will be faster the more jump jets your mech mounts.
What does this mean, and why am I not freaking out over this? (Warning, wall of text incoming)
It creates mech role diversification. This is something I have been clamoring on about since just after it became apparent that all IS light mechs can do the same job regardless of chassis. This game has suffered from gun-box syndrome for a long time now, whereby every mech can do almost every role its same class counterparts could do, with minor variations in hit boxes and available tonnage differentiating them from one another. This promotes min-max-itis, where one chassis will naturally be superior to the others given otherwise equal configuration flexibility, leading to the eventual (if not extinction) phasing out of certain mechs. Ironically, in tabletop, Clan mechs were the gunboxes, sized to fit BV or tonnage limitations, and it was not healthy back then either.
Examples of that include the energy AWS prior to the last quirk pass as the Stalker was the better energy boat, the DRG line of mechs (with possible exception of the Flame) because what of any worth did it bring that the Quickdraw did not bring better, HGN when the VTR took over, or the Jenner when the Firestarter was released.
Quite honestly, the game needs tighter restrictions on unique niches for specific mechs. This promotes mech diversification on the field, makes it so that any mech you take brings something unique to the fight, and as a result makes the game not only more tactical but healthier. A Raven was never supposed to be a long range scout/hunter killer but was made to fill a role that the KFX tends to do now as an ECM escort and support platform for heavier mechs, for example. You cannot turn a commercial airliner into a fighter jet no matter what you do to it, nor a rubber dingy into a yacht. Vehicles have limitations in their frames based on what jobs they were designed to do.
Where am I going with this?
By making you invest more tonnage and crit points into fixed omnipod jump jets, it creates specific jobs that certain mech chassis are simply better at. Now if you wanted an LRM carrier, the fixed jump jets in the Timber Wolf S really pushes you to use the Mad Dog - a mech that was purpose made to be a support platform. If you want a poptart or brawler, the Summoner not only has the superior hitboxes for armor rolling vs the Timber Wolf but already comes with the prerequisite number of Jump Jets. If you try to force the Timber Wolf, a mech that is supposed to be a jack of all trades anyways, to focus itself on doing the Summoner's job, well, you can, but you trade (IMO) inferior hit boxes and a larger target for a smidge more armor and a whopping 2 tons of additional pod space (well, and 1 freebie DHS). When the Hellbringer is released, we will be seeing a heavy support mech option, as well, that only that mech can fill the role of.
Point is, it creates role diversification. The game needs this.
Now, I know it sucks for pilots who have built chassis around the S side torso hardpoints sans jump jets. Believe me, I really do know. However, this is a time to take a step back and look at the positive ramifications this change might bring to the quality of life of the game or, at least, Clan tech. Might be one of those times to take one for the team, because at the end of the day it promotes a better game, with more meaningful options and decision making when it comes to choosing the mech you want to run.
Edited by Egomane, 30 September 2014 - 12:15 PM.
Language violation