pbiggz, on 09 April 2015 - 10:21 AM, said:
I never noticed jumpjet heat, and TBH, id be happier if the jumpjet heat actually scaled to the number of JJs you have, what class those JJs are, how long and far you jump, and your mech's weight, instead we got arbitrary paul numbers because paul is paul and you are wrong as long as he is around.
What I want is for jumpjets to actually lift you more than 5 ******* meters from the ground. Like really, they aren't jumpjets, they're hover jets. And yes, that is also paul's fault. Not only did he implement half baked non-effective jj heat, he also made sure your jumpjets were utterly wasted tonnage.
Closest iv seen to good jumpjets is mechwarrior living legends, where hitting jump puts you on a difficult to control, effectively predefined arc. You jump far, but you are also vulnerable. There is no shake in LL though, so you could still snipe. I would say the living legends jumpjets plus jumpjet shake for as long as you are airborn would be best.
They do scale heat, try jumping in a Highlander with 5 (10 tons worth) JJs and compare to a Firestarter with 1 JJ.
Class I jump jets should either produce less heat, or actually lift the mech in a somewhat brisk fashion. Seriously, they are the heaviest jump jets and are easily the worst.
Edited by Gas Guzzler, 09 April 2015 - 10:32 AM.