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Jump Jet or not jumpjet ?
Posted: Tue Oct 16, 2001 8:59 pm
by IKerensky
I love controverse, and I discovered than some people swearn by JJ and others jsut dont like them so it can be an interesting point of view exchange:
Here is my CONs for JJ:
- JJ produce HEat and consume power that can be used to more offensive ( weapon ) or defensive way ( ECM, Shield, Fire in hex to contain )...
- Using JJ means you will have to make skill test, with the Murphy rules plaguing the computer games, you will fail more than often your rolls. Failling a jumping skill roll means a LOT of damage to you , a good laugh to your opponent and even more damaeg when they target you with bonus due to your prone standing.
- Jumping is relativly slow movement.
- When jumping you give away your position to everyone and attract everyone attention, can you say : " PULL!!!".
- JJ means you can DFA other. That mean you WILL TRY to DFA other , even if this wasn't a clever move, even if you have not a lot of sucess at it. So you will JUmp rush to your oponent hex, get hit on the hex, fail your roll, plummeted to your death at his feet and be squashed for good by your target. No JJ means no incite to be bold and stupid that mean survival.
And my FOR :
- No one, I just hate JJ.
P.S. all this thing isn't serious at all but I just doesnt want to put smiley at every dot. <img src="tongue.gif" border="0">
Posted: Tue Oct 16, 2001 9:08 pm
by LarkinVB
IMHO there are lots of good arguments for jumpjets. If they are ready they don't consume power, just rloading does. They are vital for reaching hexes your climb rate can't. They are slow compared to recons running in plains but fast for assaults crawling on hills. They are very good at at avoiding DFAs, not only doing them. They are good to leave indirect sight, fire a salvo and leave sight again. They are usefull to cross otherwise impassable or heavy terrain like swamp, lava or acid.
Summary : I always try to install them, only long range support titans can live without them.
... fight me with equal titans, install something different and you will see the result <img src="wink.gif" border="0"> ...
Posted: Tue Oct 16, 2001 10:31 pm
by Lyhrrus
I love controverse, and I discovered than some people swearn by JJ and others jsut dont like them so it can be an interesting point of view exchange:
Here is my CONs for JJ:
- JJ produce HEat and consume power that can be used to more offensive ( weapon ) or defensive way ( ECM, Shield, Fire in hex to contain )...
JJ don't consume power while using them. That means you can jump forward (offensive negative mod for enemy) while letting your energy weapons recharge. They do produce more heat, but sometimes getting an extra shot in is worth it.
- Using JJ means you will have to make skill test, with the Murphy rules plaguing the computer games, you will fail more than often your rolls. Failling a jumping skill roll means a LOT of damage to you , a good laugh to your opponent and even more damaeg when they target you with bonus due to your prone standing.
Well, I can't change Murphy's rule, but if you think negatively, then you're more likely to fail. <img src="tongue.gif" border="0">
- Jumping is relativly slow movement.
Actually it's not slow, and especially on Heavies and Assaults (and even a few mediums) it's the fastest way to move.
- When jumping you give away your position to everyone and attract everyone attention, can you say : " PULL!!!".
If you have a mountain or trees in front of you, and can see your opponent but don't have LoS, jumping allows you to shoot them and sometimes you can land before they can get a shot back. Larkin and Michael should know about this one. <img src="cool.gif" border="0">
- JJ means you can DFA other. That mean you WILL TRY to DFA other , even if this wasn't a clever move, even if you have not a lot of sucess at it. So you will JUmp rush to your oponent hex, get hit on the hex, fail your roll, plummeted to your death at his feet and be squashed for good by your target. No JJ means no incite to be bold and stupid that mean survival.
I find DfA is a risky maneuver and is only sometimes worth it. However, as Larkin mentioned, JJs are good for avoiding them as well. I've had multiple mid-air battles because people want to avoid getting DfAed. The bright side to DfA is that it seems to hit the head (of your opponent) more often. <img src="biggrin.gif" border="0">
Posted: Tue Oct 16, 2001 10:37 pm
by LarkinVB
Originally posted by Lyhrrus:
If you have a mountain or trees in front of you, and can see your opponent but don't have LoS, jumping allows you to shoot them and sometimes you can land before they can get a shot back. Larkin and Michael should know about this one. <img src="cool.gif" border="0">
That only worked cause of the broken LOS my friend. Otherwise I would have seen you indirect, my lock would have been ready and you would get a volly as soon as you jump up.
Posted: Tue Oct 16, 2001 11:50 pm
by tarendelcymir
Thank God (And by God, I mean Larkin) for that. You've no idea how many times he blasted me with that little move.
Posted: Wed Oct 17, 2001 4:27 am
by The Happy Moron
The only way to safely manuver over a strip of water is with a JJ. Water penalties are far more sever than standard jumping chances at low levels.
Posted: Wed Oct 17, 2001 2:12 pm
by jmikkone
In the older versions of TOS, where jumpjets would allow you to jump straight from a depression (-12m) hex to a mountain (+84m) hex, then that extra mobility really meant something.
Nowadays I'm hard pressed sometimes to even make it from ordinary plains to the lowest hills, even those sometimes require jumping up 2 levels. From plains to medium hills, it really starts to get into gambling - you never know for sure if those 2 jumplevels are enough. Strangely enough, every heavy titan I've used thus far has no problems in running or walking up that same hill..
I agree that it was a bit unrealistic to allow for unrestricted jumps, but OTOH, now it's once again possible to be trapped into a pit with no way out. Even nicer if someone sets that hex on fire and your heat reg doesn't cope - KABOOM!! and bye bye to that jock. <img src="frown.gif" border="0">
Posted: Wed Oct 17, 2001 2:52 pm
by Thorgrim
It's really easy to know if you can jump forward into a hill or not. All it takes is a little math. See if the height difference between your current hex and the target hex is below 60m. If it is, go ahead and jump up. If it is equal or higher, don't even bother.
Running or walking up the same hill for Hs or As always takes longer, and that might not be in your best interest...
Getting into a pit with no way out seems a little far fetched to me. If you could get in, you can get out. Jumping allows a heigfht difference of 60 m to be overcome, so unless you're in pit surrounded by medium hills, you'll make it. Somehow I find that hard to happen. And if it does, how did you get there in the 1st place?!
Posted: Wed Oct 17, 2001 2:59 pm
by Thorgrim
One other thing, if you're unfortunate enough to start a battle in a lava or acid hex (and it does happen!), having JPs is something you'll thank the Creators for <img src="smile.gif" border="0"> or the titan designer. <img src="smile.gif" border="0"> )
Yet another thing <img src="smile.gif" border="0"> , Larkin already said they're good to escape DfAs, but they're also good to escape CC titans/attacks. As long as you have JP fuel, you're safe from PA, CSs, punches and kicks. You'll build up heat faster, that's foor sure, but it might just give you the edge.
Jumping will only cause skill checks when landing or jumping up from difficult terrain BTW. That's a 25% mod for landing in a dense woods which might make DfAs in there dangerous. But hey, DfAs *are* a dangerous thing <img src="wink.gif" border="0">
Posted: Wed Oct 17, 2001 3:26 pm
by LarkinVB
Originally posted by Jukka Mikkonen:
From plains to medium hills, it really starts to get into gambling - you never know for sure if those 2 jumplevels are enough.
Its mathematics, not gambling. I always know if I can jump something or not.
Posted: Wed Oct 17, 2001 3:46 pm
by IKerensky
Hum, yep...
Actually I began to think about using a JJ just to get to that 80m mountain surrounded by 0 level plain, is it possible ?
One thing I regret from the old Mechforce is the fact your Titan are stuck to their hex, whatever happen <img src="frown.gif" border="0"> it could be great fun to charge a guy and send him rolling into a pit or a lava stream. Or to shoot a leg and see this heavy tumbling all the way downhill <img src="smile.gif" border="0"> )
It was my favorite fun factor in the old game...
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About the main topic, what will you sacrifice to get your JJ ? ammo, armor, weapon, sensor ??
Posted: Wed Oct 17, 2001 9:34 pm
by Lyhrrus
As Iceman said, the greatest jump height difference possible is 59m. So, if your mountain is 80m and you're on a small hill at 21m, then it's possible to jump forward onto the mountain.