Jump jets prior to this were OK, and I've been waiting for this fix for a long time. That they left the trajectory borked for this last patch is disappointing for me. There are lots of fun combat maneuvers that one can pull off in a faster mech with jump jets—even though they are situational and the timing is important to not have them backfire on you.
The only limit on max jump jet values was the max walking speed of the mech concerned. If you could walk 7 hexes, you could put up to 7 points of jump jets on the mech (ie: a Jenner, for example, which normally only has 5).
The jump jets in this game were never as good as in the board game, and I was not expecting that. For instance, in the board game you could be running full out forward and then suddenly jump backwards and land behind someone that was chasing you. That kind of awesomeness is not likely to appear in this game, but fixing the max height and distance would help.
And while they're at it, I'm still hoping to see some iconic fast jump-capable medium mechs.
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Edited by Mel Mad Dog Winters, 21 December 2012 - 04:32 PM.