At first, puzzled that the limit was 5, since I saw it related to 'walking mp', and my 300 XL gave me at least 8.
Then, I ran it in-game, and was immediately disappointed - this was quite inferior to the baseline we were accustomed to. This seriously made me secondguess how I valued a jump-capable mech like the Jenner versus the mostly ground-bound Raven or Cicada. I find this disconcerting.
I know the jumpjets in Mechwarrior 2 were a little bit too powerful, but out of any Mechwarrior game I thought they were the most fun to use. Still, I thought they were reasonable in contrast to tabletop - I tabletop, winning the initiative and having a fair number of jumpjets not only implied a lot of all-terrain maneuverability, but also the possibility of blindsiding opponents and blasting at their rear armor.
Unfortunately, Mechwarrior 3 and 4 broke that by treating jumpjets more like... mechanical jump boosters. Mechwarrior Online seems to be going along the same way.
PGI, you really don't have to.
Edited by Zoberraz, 18 December 2012 - 04:06 PM.


















