MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Explain to me the tactical purpose of jump jets
And whether they actually live up to that purpose, please and thank you
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Showing 1-15 of 28 comments
Traversing difficult terrain and hit/run tactics. You can also take them out of mechs...
Last edited by Ironlegion; 18 Jun @ 2:24pm
as Ironlegion said it's for navigating difficult terrain. I think you can also wrangle a speedboost out of them because there is some forward acceleration on them I think but I don't think it's worth the extra weight generally speaking
Originally posted by Stalectos:
as Ironlegion said it's for navigating difficult terrain. I think you can also wrangle a speedboost out of them because there is some forward acceleration on them I think but I don't think it's worth the extra weight generally speaking
This.

Also I was having a talk on Discord with someone. It was about the Clans not improving JumpJets... Kinda funny they only forgot about them. :steamhappy:
Enemy AI has a bit of a harder time tracking a flying target, so kind of useful for when you're retreating or trying to flank. Skilled players might even throw a couple of good shots at the hostiles while mid-flight. Most of the time, though, JJs aren't worth it and should be discarded to give more space for armour, weapons, or any other tangibly useful equipment.
speedrunning raid missions
Wayz 18 Jun @ 11:03pm 
The mech with jump jets clears the canyon and continues on to objective. The mechs without have to walk all the way around or on this title they just walk straight over the cliff and then have to find their way out.

Tactical enough?

I am using TTrules which alters jump jets so AI makes better use of them however so My JJ's can actually see me across said canyon.

Can also 'poptart.' Making use of terrain and buildings, general low cover and jumping high enough to clear & squeeze off a shot or two or an alpha and then dropping back behind cover to evade return fire.

Jump jets don't have to make you fly around the map they just need to be able to add the above to your tactical options and is plenty of an advantage. Even on the ground with no jump jets you should be making use of any cover/terrain advantage you can find. It helps a lot.
Last edited by Wayz; 19 Jun @ 11:55am
adding to everyone above if you hit the jj's until you are just off the terrain and then tap the button you can increase your forward speed something like 60 kph. speed is dodge in this game and at that speed you are darn near un hitable
Stugg 19 Jun @ 7:20am 
Use MASC, then jump jets. You maintain your MASC speed.
To turn around faster, jumping over walls, jumping on high ground so the dude with its melee weapon cannot reach you.
Originally posted by lordpooky:
adding to everyone above if you hit the jj's until you are just off the terrain and then tap the button you can increase your forward speed something like 60 kph. speed is dodge in this game and at that speed you are darn near un hitable
You can also technically bunny hop when just about to reach the ground which lets you bounce around and change direction rather quickly.
They are nice on the defend a base missions when you need to get up over the crater ridge fast as pretty much every map has one right by the base, but that is really the only time they seem to come in handy for me.

I know the AI sure likes to use them in combat and it is pretty common that I take them out while they are in the air.
Daemoc 20 Jun @ 11:26am 
While most of the above answers are what they are really used for, the best feature IMO is your crosshair stops swaying up and down while you are in the air. It is useful for precision shots while still moving.

Or use external view, which does the same thing at all times.
Vanilla JJ are pretty ass. They have a fat ass wind up time that wastes all the jump juice and then just kinda lightly hops you up a little bit.

Mod JJ are way more useful, you actually go forward and up......
Originally posted by Daemoc:
While most of the above answers are what they are really used for, the best feature IMO is your crosshair stops swaying up and down while you are in the air. It is useful for precision shots while still moving.

Or use external view, which does the same thing at all times.

aktually, your reticle doesnt move, its just your cockpit swaying around and your whole view that is moving.
On scout mechs they're really useful for hit & run. As for heavy & assault mechs, me personally, I use them for a better vantage point, if there is any, before engaging the enemy. So yeah it has it's uses you just need to be creative, but that doesn't mean they're useful 100% of the time.
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