Edited by Snazzy Dragon, 29 May 2017 - 06:50 AM.


So Now That You've Gotten More Real Time With Jump Jet Nodes, How Do You Feel About Them?
Started by Snazzy Dragon, May 29 2017 06:50 AM
7 replies to this topic
#1
Posted 29 May 2017 - 06:50 AM
I think that they are too strong for mediums (as in, I want to get down pls aaaaaaaaaaaaaa), just right for lights, acceptable for heavies, and abysmal for assaults. This is because these nodes are % bonuses rather than flat bonuses.
#2
Posted 29 May 2017 - 06:57 AM
Pretty much worthless except when you have 3+ jets IMO.
Or rather, not good enough to take over firepower, ops, survival, mobility, etc.
Or rather, not good enough to take over firepower, ops, survival, mobility, etc.
#3
Posted 29 May 2017 - 06:58 AM
I have not tried them on any Assault mech (since i have no jump-capable assaults), but for the most part the JJ skill tree seems pretty fun.
My 7JJ Quickdraw 4G loves it.
My 7JJ Quickdraw 4G loves it.
#4
Posted 29 May 2017 - 06:59 AM
assault JJ are still utterly and completely useless
i do like the nodes for my SMN
i do like the nodes for my SMN
#5
Posted 29 May 2017 - 07:16 AM
T wolf S with all 5 leaps like a predator. My nova is literally Air friggin Jordan
#6
Posted 29 May 2017 - 07:50 AM
They become more worth it the more JJ's you have on the mech since the bonus is a multiplier on top of what you already bring.
That being said, I tend to not invest too many points in them. I find that I get the best results going down the Left hand column grabbing the extra fuel and heat effect nodes.
The heat nodes in particular are super handy on 'Mechs with high amounts of JJ's but like to use them often. Like Vipers, Mist-lynx, Summoners, etc.
That being said, I tend to not invest too many points in them. I find that I get the best results going down the Left hand column grabbing the extra fuel and heat effect nodes.
The heat nodes in particular are super handy on 'Mechs with high amounts of JJ's but like to use them often. Like Vipers, Mist-lynx, Summoners, etc.
#7
Posted 29 May 2017 - 08:35 AM
When initially specing a mech with jjs, I tend to allocate a few nodes, only to come back later and reallocate them to other things more useful like armor , weapons or heat. Only had a few instances on my lighter mechs where I found myself wanting those jj nodes.
#8
Posted 29 May 2017 - 09:27 AM
I think everyone is touching on the problem with the JJ tree. In most cases there are just too many more important skills for you to take.
As far as the tree itself, I does make a huge difference. For example, without the JJ tree, my Dragon Slayer cannot jump up to the top of the ridges in Canyon Network, with the tree speced out, it is no problem. That is a huge improvement.
Also did some tests with my Viper, a mech well know for its ability to jump and jump high and there is a significant increase in the distance you can jump when fully speced for it. Distance jumped without JJs skilled is 275m, distance jumped with JJs skilled 320m or a 45m increase in distance. (Dragon Slayer went from 110m to 132m jump distance with max JJs mounted). Of course these distances don't take into account saving enough JJ fuel to land safely but they do illustrate you can get some significant increases when specing for the JJ tree.
Again though, where are you going to pull the point from? Firepower? Agility? Mech Ops? I pulled points from Firepower on my Dragonslayer which cost me something like 4% heat generation and 3-4% range, just so I can actually reach the tops of the ridges in Canyon Network. Not sure it is worth it.
As far as the tree itself, I does make a huge difference. For example, without the JJ tree, my Dragon Slayer cannot jump up to the top of the ridges in Canyon Network, with the tree speced out, it is no problem. That is a huge improvement.
Also did some tests with my Viper, a mech well know for its ability to jump and jump high and there is a significant increase in the distance you can jump when fully speced for it. Distance jumped without JJs skilled is 275m, distance jumped with JJs skilled 320m or a 45m increase in distance. (Dragon Slayer went from 110m to 132m jump distance with max JJs mounted). Of course these distances don't take into account saving enough JJ fuel to land safely but they do illustrate you can get some significant increases when specing for the JJ tree.
Again though, where are you going to pull the point from? Firepower? Agility? Mech Ops? I pulled points from Firepower on my Dragonslayer which cost me something like 4% heat generation and 3-4% range, just so I can actually reach the tops of the ridges in Canyon Network. Not sure it is worth it.
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