Bishop Steiner, on 22 December 2014 - 07:43 AM, said:
Yup, removing JJs from the premiere heavy clan jumper...that would fix it all right.
I am just being logical in light of how PGI chose to nerf/balance the Clan Mechs by closing the Clan Mechlab. Technically you don't need any special functionality like a Mechlab to change omnipods. It was only by arguing the illogic of having Clan Mechs running around with available tonnage that we got PGI to allow armor changes in Clan Mechlab.
Jump-Jets in MWO are fairly nerfed away now so you really get no value from 5 over 2 except in a few building heavy maps. So the premiere Clan heavy jumper was never allowed to exist in MWO anyway. Five friggin jump-jets should send the Summoner sailing over most obstacles, but of course it doesn't as the Summoner can barely jump a small building. Just another victim of the wonderful 3PV that would be made to work without totally ruining normal jump-jetting. Well that 3PV promise certainly did not pan out.
So non-fixed jump-jets are one of those logical changes since it only affects a few mechs and creates an obstacle to balance if they are fixed on those Mechs, but no other mechs are handicapped in that way. Levels the field of play.
Alternatively you could make the Summoner very tough, but I think PGI fears a tough Clan mech so a good solution, but very unlikely.























