Apnu, on 02 March 2015 - 12:23 PM, said:
Anyway, I think the thrust is weak because PGI wants to cut down on jump snipers, which pretty much everybody hates but the most cheesy of cheese players. I don't think they went about it right. I think they should have simply locked weapons out while jumping, claim its got something to do with keeping delicate weapon parts from being damaged (kinda like the drop protection some laptops have with old style HDDs) and been done with it. Then JJ's can have the thrust we expect, they get to be used for movement (and attack if we could do DFAs, oh how I wish we could DFA) instead of jump sniping.
So, I think, PGI needs to decide if JJs are for movement or attack (jump sniping) and engineer them for that purpose. I, personally, say JJs should be for movement alone.
I do think that's why JJs are weak, but I strongly disagree JJs are for movement alone. In a turn in TT (10 seconds) you could jump AND fire, albeit at an additional +3 to-hit penalty.
Also, while jump sniping is bad, jump brawling is good and shouldn't be thrown out with the jump sniping bath water. Neither should light/medium mobility, which is heavily reliant on jump jets.
I don't have exact figures, but it seems to me that a light without jump jets is a bit of an oddity in BattleTech, whereas the same can be said about an assault WITH jump jets. They both exist, of course, but in general lights tend to have jump jets and assaults not. Mediums and heavies are about fifty-fifty, with a slight lean towards having jump jets for mediums and not for heavies.
So no, please do not lock out weapons fire while jumping. Just extend the reticule shake until you've landed. That's all it takes to enable jump brawling while making jump sniping really difficult.