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Anyone Brave Try Heavy/assault Jumpjet Skills?


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#1 Foxfire kadrpg

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Posted 18 May 2017 - 07:47 AM

Just a quick question to players at large: is it possible to get any sort of reasonable mobility from full Jumpjet skills on anything above 60 tons, Inner Sphere?

With the ridiculous amount of time it would require to re-spec (not to mention cost), I don't want to try unless I know my Heavy Metal can reach a platform at eye level.

#2 kesuga7

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Posted 18 May 2017 - 07:49 AM

I put full JJ skills on my max jj heavy metal
and i gotta say it feels like it added 10-20 meters of jumpheight

#3 Mystere

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Posted 18 May 2017 - 07:50 AM

View Postkesuga7, on 18 May 2017 - 07:49 AM, said:

I put full JJ skills on my max jj heavy metal
and i gotta say it feels like it added 10-20 meters of jumpheight


10-20 meters Only? Posted Image

#4 roboPrancer

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Posted 18 May 2017 - 08:02 AM

It is nothing gamebreaking thats for sure. But if you like jjs that will get you ontop of most ledges and buildings

#5 HGAK47

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Posted 18 May 2017 - 08:21 AM

I maxed out jump jets on my spider 5V for a laugh. I was a little underwhelmed by the forward thrust skill. The burn time is... ok and the extra inital thrust is.... again ok.

The forward thrust seems mostly a waste of SP and of course the reduced heat is pretty good on mechs that have to worry about heat. My spider 5V with its arsenal of TWO whole weapons really doesnt come close to needing reduced heat though.

This is a mech with one of the strongest JJ capabilities so I think if I focus jump jets on any other mechs I will be very choosey about which nodes in the JJ tree I actually take.

#6 Dee Eight

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Posted 18 May 2017 - 08:39 AM

Well the heavy metal is a mech that only jumped 31.8 meters to start with. I found in the pts at least, the jump jet nodes really didn't help most mechs enough to invest in them except in special cases and only for some maps. I like to for example, use the main comms dish on mining collective to sniper from. With the skill tree sensor nodes and a BAP I've got 1204 meters of radar range to lock targets for people, and my DD Assassin is capable of reaching it, so I have ECM and an AC/2 high above everyone in a spot few ever think to look towards. All the JJ nodes do is make it easier to jump into that spot (I was already making the leap before the new skill tree). However other jump capable ECM mechs that make good snipers which couldn't reach it before (like the PHX and SHC) still cannot with the jump nodes. From the point you need to jump from, you need about 92 meters of jump range capability, and there are few mechs, even with a 15% bonus burn duration (which essentially means the jump range distance) from the vent calibration, which can do that. The PHX-1 can make it without the nodes but lacks ECM. The CDA-3F can do it with or without nodes but lacks ECM. The SDR-5D cannot make it even with nodes filled out.

Edited by Dee Eight, 18 May 2017 - 09:35 AM.


#7 Angel of Annihilation

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Posted 18 May 2017 - 08:41 AM

I went with a JJ/Mobility spec on my Dragon Slayer just because I figured it was a DOA mech anyway so nothing I could do to it would screw it up any worse than it was.

Surprisingly it actually isn't bad. I can now jump up to the top of the ridges on Canyon Networks again and with a full agility build, the mech handles quite well for being tons. I also quite like the forward vectoring as well. Lift off is still a bit slow though. All and all it make the mech quite playable again so that is a bonus.

#8 GabrielSun

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Posted 18 May 2017 - 08:42 AM

I use it on my catapult. Seems to provide about a 15-20% bonus to jump time and distance. I'm not sure it is worth the points though. I'll have to play it more.

#9 s0da72

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Posted 18 May 2017 - 08:52 AM

I maxed out jump jet skills on my Heavy Metal as well as the VTR-9k and equipped them with the dual ppc and 1 gauss rifle. It was ok, it wasn't terrible. However I would hold off doing it until a few other people try.

#10 Humpday

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Posted 18 May 2017 - 09:37 AM

I dunno but im' seeing a crazy amount of hard as crap to kill Victors, wonder what thats all about. They are confusingly quick and they freaking jump!

I dunno, i heard the Victor was one upon a time the king of the battlefield. Pretty cool though, I rarely ever saw the mech pre-tree.

#11 CK16

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Posted 18 May 2017 - 09:43 AM

Word of advice on using the JJ skills....mount 3+ Jumpjets, using one hop jet with the tree won't help...it is noticeable for Assualts when done properly. If you want a good test, try it on the EX E since you can not take out JJ's.

You can clear/jump on small buildings in a SNV as well with 3 JJ's.

One again, 3+JJ's w/ Jump Jet Skill nodes = profit.

Edited by CK16, 18 May 2017 - 09:44 AM.


#12 CDLord HHGD

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Posted 18 May 2017 - 09:43 AM

Not yet buy my Dragon Slayer and Heavy Metal are just begging for it.

#13 DAYLEET

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Posted 18 May 2017 - 09:45 AM

I wouldnt use the forward thrust on anything but light and fast meds. The nodes that add lift time on the left of the tree basically are increased Height buff and those are nice. I used the 3 on my 2jj slow af sdh-5m and it takes times but you get noticeably higher.

Edited by DAYLEET, 18 May 2017 - 09:45 AM.


#14 R Valentine

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Posted 18 May 2017 - 09:51 AM

Jump jet tree suffers from abysmal percentages. For having a tree that tiny, you'd think the nodes would count for something, but 3% duration isn't going to make you get a whole lot higher than you did before. Way too much investment for way too little payback. Avoid tree entirely.

#15 SmokedJag

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Posted 18 May 2017 - 10:32 AM

View PostCK16, on 18 May 2017 - 09:43 AM, said:

Word of advice on using the JJ skills....mount 3+ Jumpjets, using one hop jet with the tree won't help...it is noticeable for Assualts when done properly. If you want a good test, try it on the EX E since you can not take out JJ's.

You can clear/jump on small buildings in a SNV as well with 3 JJ's.

One again, 3+JJ's w/ Jump Jet Skill nodes = profit.


Been turning up my nose at the EXE but it seems like it could be very scary with JJs and mobility maxed out.





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