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Are Jumping Assault Mechs Useful?


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#1 Mechfan909

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Posted 20 September 2017 - 06:36 AM

I barely see any jumping assault mechs in most of my games but something makes me wanna fly in a giant assault mech and do some great games with it. I'm currently eyeing the highlander as my candidate due to it's iconic status being the one that invented the highlander burial (hopefully they consider adding damage for committing DFA maneuvers someday). So can anyone suggest good assault mechs that will be competitive and be able to jump at good heights. Both tech base are welcome but for clan suggestions i might sell one or 2 of my assault mechs or grind for weeks just to get it. ( i may have the one percent tag but damn i'm running at 8 mill cbills as of this post.)

all suggestions in any form are welcome. Posted Image

Edit note:
Competitiveness is out of the windows my friends and i wanna have some fun flying these giant mechs.
I wish i can change the title though?

Edited by Mechfan909, 21 September 2017 - 02:18 AM.


#2 Snowbluff

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Posted 20 September 2017 - 06:40 AM

It depends, but in general I'd say so. A bunch of maps like Canyon are much more easily navigated with the JJ.

If you're going with assault, 85 tonners or bust. That basically means the jumping MAD IIC variants.

Edited by Snowbluff, 20 September 2017 - 06:40 AM.


#3 Bombast

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Posted 20 September 2017 - 06:41 AM

Ehhh.... I'm not really sure 'useful' is what I'd call jumping assaults. They can certainly be fun, but when it comes to assaults, jump jets don't give you much for how much tonnage they eat. My Victor has 4 of them and it can jump over knee height obstacles.

It can, of course, be quite satisfying when that tiny jump DOES let you do something cool, but it's a fairly rare occurrence in my experience.

As for suggestions, the only Assault I have with Jump Jets is the Victor VTR-9S. I really like the mech, but not really for it's jump jets.

Edited by Bombast, 20 September 2017 - 06:41 AM.


#4 Paigan

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Posted 20 September 2017 - 06:41 AM

JJs give increased mobility.
If you don't need it, it's wasted tonnage.
If it gives you an advantage (like bringing a brawler Assault into fighting range faster or bringing a sniping assault into a superior position) it can be awesome, double your effectiveness, so to speak.
It really depends on the terrain and the situation.

So the answer is, as usual "depends".
Anyone who gives you a super confident definite yes or no answer is flat out wrong.

#5 - World Eater -

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Posted 20 September 2017 - 06:42 AM

IMO, there isn't much use for a jumping assault mech. However, putting one or two JJs to enhance mobility a bit has helped me out.

Sorry, that didn't answer your question at all lol

#6 Paigan

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Posted 20 September 2017 - 06:43 AM

View PostBombast, on 20 September 2017 - 06:41 AM, said:

Ehhh.... I'm not really sure 'useful' is what I'd call jumping assaults. They can certainly be fun, but when it comes to assaults, jump jets don't give you much for how much tonnage they eat. My Victor has 4 of them and it can jump over knee height obstacles.
[...]

Then you're doing it wrong. My EXE can jump pretty high with 4 of them (8 tons). My MADIIC can still jump relatively high with 2 or 3 of them (just 2 / 3 tons).

#7 Bombast

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Posted 20 September 2017 - 06:45 AM

View PostPaigan, on 20 September 2017 - 06:43 AM, said:

Then you're doing it wrong. My EXE can jump pretty high with 4 of them (8 tons). My MADIIC can still jump relatively high with 2 or 3 of them (just 2 / 3 tons).


I shall endeavor to push the space bar harder. That should do it.

#8 Paigan

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Posted 20 September 2017 - 06:46 AM

View PostThoseWhoFearTomorrow, on 20 September 2017 - 06:42 AM, said:

IMO, there isn't much use for a jumping assault mech. However, putting one or two JJs to enhance mobility a bit has helped me out.

Sorry, that didn't answer your question at all lol

I think it was a pretty good answer.
Not 'much' use [in general] but they can help out [in some situation].
That's pretty much how Assault JJs perform in the field.

#9 Exilyth

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Posted 20 September 2017 - 06:46 AM

HIGHLANDER BURIAL!

...

*cough* *cough* I mean...

JJs are a hard counter to random pebbles strewn around the maps which would otherwise slow you down even more.

#10 Nightbird

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Posted 20 September 2017 - 06:51 AM

Before the nerf, a poptarting 2gauss2ppc Boiler could certainly ruin your day. Now, a cad cat mkii with 2gauss+lasers is the jumping assault of choice.

Edited by NlGHTBlRD, 20 September 2017 - 06:52 AM.


#11 Mechfan909

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Posted 20 September 2017 - 07:00 AM

Thanks for the suggestion guysPosted Image but in reviewing the replies so far i can say either i go clanner and break the bank or go for the comical hovering mechs that never take off the ground (which kinda reminds me of the gif's i saw in the gif thread) and as tempting as the Mad cat MKII is, my life philosophy of not spending real $$ on FTP games prevents me from buying it. (heck i don't even have a credit card yet.) i may need to wait for 2018 to get it. I'll consider on buying the best jumping assault mech after the event so keep the suggestions coming.Posted Image

#12 Angel of Annihilation

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Posted 20 September 2017 - 07:00 AM

JJ are always useful but often aren't worth the tonnage investment, especially on Assault mechs. The problem with JJs on assaults is they are more like hover jets than JJs so aside from quicker turning and jumping over very small obstacles, they have limited usage. Further, on the heavier assault mechs, your talking a 2 ton investment per JJ so when you consider you need 3-4 of them to get any sort of height out of the JJ your looking at 6-8 tons invested for them.

For me, usually I find that I would rather invest the 3-8 tons I would spend on JJ weight on assaults to more weapons or DHS and feel like I get a much better return out of that than I would the JJ. Also JJs take up slots that often can be better used for a TC, extra DHS or ammo.

#13 Karl Streiger

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Posted 20 September 2017 - 07:05 AM

Assault Jump Jet is the opposite of useful

JumpJets is the showcase of PGIs "because we know better balancing policy"

Every Assault becomes better when dropping the JumpJet - although a single can be helpful to clear obstacles like ankle hight sidewalks that stop your 100t death machine on track

Edited by Karl Streiger, 20 September 2017 - 07:06 AM.


#14 Angel of Annihilation

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Posted 20 September 2017 - 07:06 AM

View PostMechfan909, on 20 September 2017 - 07:00 AM, said:

my life philosophy of not spending real $$ on FTP games prevents me from buying it.


You know there isn't a game if no one spends money on it right?

Sorry to interject but in the nicest possible way, I really wish people would see this for fact and contribute here and there. The game doesn't improve and nothing new gets added unless people donate some of their hard earned $$$.

#15 Mechfan909

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Posted 20 September 2017 - 07:22 AM

View PostViktor Drake, on 20 September 2017 - 07:06 AM, said:


You know there isn't a game if no one spends money on it right?

Sorry to interject but in the nicest possible way, I really wish people would see this for fact and contribute here and there. The game doesn't improve and nothing new gets added unless people donate some of their hard earned $$$.


For that i'm sorry if i cannot spend any money to support the game but please understand that not everyone has the liberties of spending for their hobbies. Heck if im born a rich person i'll buy every mechpack PGI has but alas i'm only a simple man from a broken family with a simple job sustaining his own needs. but still i'm finding people in my country to play this game as my way of supporting the game.(which is very hard considering MOBA games dominate here.)

#16 Bud Crue

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Posted 20 September 2017 - 07:25 AM

I am not adverse to really bad builds, as long as they are fun. Jump jets make nearly all mechs more fun.

That being said, not even I can make a MKII that utilizes JJ as more than just a hill climbing/sticky terrain avoidence aid. Other Assaults, with the possible exception of the Vic, are likewise just waisting tonnage with JJ. They just aren't worth the investment, and rather than increasing my level of fun they merely increase my level of dislike for a given build knowing that it would be better without that waste. Even 1 JJ, which used to be damn near essential on some of the notoriously rock strewn maps (Vitric Forge was the worst) is now, with much of the sticky ground terrain fixed (much, not all), is arguably a waste of tonnage. Still, I keep trying to make assaults with JJ work...and failing.

#17 El Bandito

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Posted 20 September 2017 - 07:26 AM

Technically JJs help you to turn faster, so I'd imagine that to be very useful on a slow Assault mech, even if you mount just one .

#18 Mole

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Posted 20 September 2017 - 07:31 AM

Pretty much only useful for navigating difficult terrain. You're not going to be leaping over the walls of HPG or anything but you will be able to make it up hills and over smaller obstacles that would otherwise cause you to have to totally re-maneuver your sluggish assault 'mech.

Edited by Mole, 20 September 2017 - 07:32 AM.


#19 Sandpit

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Posted 20 September 2017 - 07:32 AM

Short answer: Yes

Long answer:
They're more situational the heavier your mech gets. JJs on assaults are typically used for turning and keeping enemy mechs from being able to get positioning on your damaged areas, rear armor, etc.

Even maxing out an assault's JJ numbers isn't going to give you much in the way of air time and travel distance when compared to lighter mechs.

#20 Antares102

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Posted 20 September 2017 - 08:01 AM

JJs on assaults are not just for mobility but also can be used to reduce damage taken, i.e. expoiting in-game mechanics like hit box movement. Some people do this really well wtih MCII especially Deathstrike. For this you just need one JJ.
When there is a situation were you might take fire from an enemy as an assault just active JJ every second for 0.5 seconds and the enemy will have an extremly hard time to correctly focus e.g. your torso. Sometimes especially with something like gauss he completly misses which is exactly what you want.

The constant JJ activation and deactivation moves you hitboxes up and down. Especially when deactivating the JJ you immediatelly hit the ground again which makes it very ahrd for enemies to hit you since they aim at yoru mech in the air and the next moment its on the ground again.

I guess some people even have a script for that because I have seen them using JJ in exactly the same interval being activated.





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