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And if you have long range weapons plus a good rangefinder in your 100t mech then it's a no contest. The JJs allow you to easily maintain optimal distance for you while you're most of the time outside AC20/ML/SRM range, to retreat into cover or to engage at will. And that more than worth a few tons more.
There have been a few missions that I've found places to hole up in that only a mech with jump jets can reach. My LRM boats deal with the things that can't jump may linebackers deal with the few that can (they usually jump up one at a time).
This reminded me that I've only ever done a DFA once, for achievement purposes.
I have an aversion to deliberately damaging my own mechs. :)
(I've almost never gone on a building roof in Urban maps, too. I'm always happy to shoot them out from under enemy mechs, though.)
However I also run near stock builds with JJs and effectively tend to go Wolverine/Shadow Hawk/Griffin -> Thunderbolt/Grasshopper -> Highlander.
They can be really helpful on a couple mechs (not needed on fire support units) to easily maneuver and cross terrain/obstacles
There are a lot of missions where being able to jump can allow you to intercept threats or avoid them far easier
And on certain maps you really need them when the target(s) are behind say the ridge on the one map. You all know the one.. where you got to kill the mech that is at the valley behind the big mountain in front of you... And jump jets mean you can get over that mountain faster and get down there to kill it without having to walk all the way around it
For vanilla BT, jump jets make things much easier/quicker most of the time, except on LRM boats, which don't need LOS.
Also earlier on, your mechs sometimes spawned on inaccessible places and you needed jets just to get down from where you're stuck. It's been fixed, but paranoia keeps me putting at least one jump jet even on LRM boats.
I don't max jumpjets though--3 are enough, which lets you jump a decent distance, and have more weight for weapons/armor. I'd only put more on specialty mechs, a light long jumping scout for recovery missions, for example, or maxed on a murderhopper (grasshopper with ++damage medium and small lasers, pilot with called shot mastery, for maximum chance of headshot at point blank range). I also put them on melee mechs, which are not great in vanilla BT, but still fun.
It is possible to have no jumpjets at all. You can have a lot of long range weapons + one pilot with sensor lock.
If you have brawlers with no jump jets... still doable, but it definitely takes more thought. You're going to have rounds where you move and brace until you get into cover, or even pop vigilant and sprint until you're in position.
(For walk speed, but I pretty much never sprint once the shooting starts...)
Also the short range stalker build (ML+SRM) caps out its hard points before it hits max tonnage, so you lose nothing by putting max jump jets on it.
I use them if it´s possible with the Management of Armor / Weapons and Specials. Therfore I use less Weapons and Ammo, but I have more Survivablility and Mobility.
It´s everytime a compromise, but a good light Mech and all Mediums + with no Jump Sets are Death Traps. Therfore I upgrade the Armor (Surviveability) and Mobility of my mechs. That has 3 Reasons:
1. You save Money (Repair / complete Buildup) for damaged or destroyed Mechparts. A Standard-Mech-Lance can get with full repairs your complete Contract Money.
2. You can use your Mechs better in the Contract (jump out of Danger or get to an safety / attackposition faster)
3. Your Pilots won´t get hurt so fast if you use the Advantages the Mechs have now.