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__NOTOC__
{{Place Holder}}
 
   
== Description ==
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== Overview ==
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----
Jump Jets are small thrusters that allow 'Mechs to "fly" short distances over obstacles. Jump Jets use heat from the 'Mech's engine to superheat air or another fluid. The rapid expansion yields thrust to propel the mech upwards.
 
   
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Jump jets are intended to improve a mechs mobility on the battlefield allowing it to reach otherwise inaccessible locations such as rooftops or taking short cuts over terrain. It is also widely used to enhance a Mech's agility as a Mech will turn faster when jump jets are engaged. Currently jump jets don't allow for any further direction input once you are airborne and only grant upwards thrust. If used from a standstill, however, they will move you forward, but very slowly (around 15km/h) which can still be enough to get on a ledge. Thrust can only be maintained for a shot period of time (currently 3.5 seconds), then must be deactivated to replenish their energy before being fired again. Usage of Jump Jets increases the 'Mechs [[Mech Manual#Heat-Efficiency|base heat]] each time they are fired up for movement. They take up one [[Critical Slot]] each and must be mounted in either the legs or torso of the Mech. Jump Jets come pre-installed on jump capable 'Mechs, but can be removed and/or more added in the [[mechlab]]. Jump Jets are available in all classes.
Jump Jets are the equipment that allows mechs to briefly overcome gravity and rocket short distances on the battlefield in order to bound over obstacles and building that would otherwise have to be walked around. This movement is achieved by harnessing the power of a Mech's fusion engine to superheat air or another suitable fluid.
 
   
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{|border="1" cellspacing="0" cellpadding="2"
Not every mech can mount jump jets because they are hardpoint restricted to particular chassis variants. the weight of a single jump jet depends on the mech weight class. light mechs jump jets weigh .5 ton each while heavy mechs weigh 1 ton each and both take up one critical slot of internal space. The use of jump jets also increases the mechs base heat each time they are fired up for movement. Jump jets in MWO are an inertia base movement and a mech warrior is not allowed to change direction or speed once the mech is in the air; in the future there may be modules that allow for jump jets movement to be directional. caution should be used when landing after a jump because landing from great height without slowing the mech down before landing will cause damage to the mechs legs.
 
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|+Jump Jet classes
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|Jump Jet Class
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|Jump Jet Weight
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|Mech Tonnage
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|Cost
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|-
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|Class V
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|0.5 ton
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|Up to 35 tons
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|44,000
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|-
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|Class IV
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|0.5 ton
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|between 40 and 55 tons
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|76,000
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|-
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|Class III
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|1 ton
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|between 60 and 70 tons
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|108,000
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|-
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|Class II
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|1 ton
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|between 75 and 85 tons
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|132,000
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|-
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|Class I
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| 2 ton
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|between 90 and 100 tons
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|152,000
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|}
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They are restricted to particular chassis and variants:
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<categorytree depth=0 hideroot=on mode=categories mode=pages>JJets</categorytree>
   
 
== Tactics ==
 
== Tactics ==
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----
In jump jet equip able mechs, mech warriors often find that the added movement option granted by jump jets is essential for fire support and/or sniping mechs. Jump jets can also aid in hunting down light mechs that are scouting team mates, harassing missile boats or attempting to capture the friendly base. light mechs and some of the faster heavy mechs can also take advantage of jump jet movement in order to make an escape from being destroyed.
 
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====Jump Jet Roles====
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:*With ''Jump Jet'' equipped 'Mechs, pilots often find the additional granted movement option is essential for [[Role Warfare#Support Role|fire support]] or [[Role Warfare#Sniper|sniping]] 'Mechs, where they can quickly move onto good vantage points on high ground, even onto normally inaccessible locations like building rooftops or steep boulders.
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:* [[Role Warfare#Scout Role|Scout]] 'Mechs can take advantage of jump jets to take shortcuts through certain routes to move through enemy territory even more quickly than normal.
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:*''Jump Jets'' aid in hunting down Light 'Mechs which are [[Role Warfare#Scout Role|scouting]] your team mates and harassing your [[Role Warfare#Missile_Boat|missile boats]] or attempting to [[capture]] the friendly base.
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:*''Jump Jets'' can also aid in [[Role Warfare#Scout Role|scouting]] by jumping over terrain when finding targets for your team mates that are [[Role Warfare#Missile_Boat|missile boat]] 'Mechs or are [[Role Warfare#Sniper|sniping]] 'Mechs.
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:*Light 'Mechs, and some of the faster medium and heavy 'Mechs, can take advantage of their ''Jump Jets'' mobility to escape when outmatched by jumping over buildings, large rocks and impassable terrain where the pursuing enemy cannot immediately follow.
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====Reserve Thrust====
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:*''Jump Jets'' generate an upward force opposed to gravity. If the ''Jets'' are off while airborne, gravity exerts its full effect, pulling the 'Mech back down. When the performing 'Mech is at this reversal point at high altitude, the technical term 'free fall' is used, and from there, the 'Mech will fall all the way to the ground in the same manner as stepping off a cliff. A pilot should always leave a small portion of the jump jet fuel remaining as 'reserve thrust', used to fire the jets briefly to brake just before impact, to prevent a hard landing that will damage the 'Mech's legs.
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====Hit and Run====
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:'''Poptart''' - Pilot using ''Jets'' to leap up from behind cover, fire and retreat back.
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====Death From Above====
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:'''DFA''' is a form of attack that is not currently implemented in MWO whereby one 'Mech uses its ''Jets'' to jump up and then land on top of another 'Mech, which can be a devastating attack if the performing 'Mech is of a heavier [[:category:Mechs#classification|weight class]] than the 'Mech on the receiving end.
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:'''Highlander Burial''' - renowned maneuver, ''DFA'' conducted by a [[Highlander]] 'Mech.
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== Prospect ==
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==References==
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----
*Currently there are no Medium or Assault class 'Mechs in MWO that can mount Jump Jets.
 
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<references/>
*It is rumored, that some future 'Mechs will be able to mount Jump Jets:
 
**Expectingly, the Highlander Assault 'Mech,
 
**Blackjack Medium 'Mechs
 
**and some of the variants of the Trebuchet Medium 'Mech.
 
   
 
[[Category:Electronics]]
 
[[Category:Electronics]]

Latest revision as of 10:53, 4 March 2016


Overview[ | ]


Jump jets are intended to improve a mechs mobility on the battlefield allowing it to reach otherwise inaccessible locations such as rooftops or taking short cuts over terrain. It is also widely used to enhance a Mech's agility as a Mech will turn faster when jump jets are engaged. Currently jump jets don't allow for any further direction input once you are airborne and only grant upwards thrust. If used from a standstill, however, they will move you forward, but very slowly (around 15km/h) which can still be enough to get on a ledge. Thrust can only be maintained for a shot period of time (currently 3.5 seconds), then must be deactivated to replenish their energy before being fired again. Usage of Jump Jets increases the 'Mechs base heat each time they are fired up for movement. They take up one Critical Slot each and must be mounted in either the legs or torso of the Mech. Jump Jets come pre-installed on jump capable 'Mechs, but can be removed and/or more added in the mechlab. Jump Jets are available in all classes.

Jump Jet classes
Jump Jet Class Jump Jet Weight Mech Tonnage Cost
Class V 0.5 ton Up to 35 tons 44,000
Class IV 0.5 ton between 40 and 55 tons 76,000
Class III 1 ton between 60 and 70 tons 108,000
Class II 1 ton between 75 and 85 tons 132,000
Class I 2 ton between 90 and 100 tons 152,000


They are restricted to particular chassis and variants:

Tactics[ | ]


Jump Jet Roles[ | ]

  • With Jump Jet equipped 'Mechs, pilots often find the additional granted movement option is essential for fire support or sniping 'Mechs, where they can quickly move onto good vantage points on high ground, even onto normally inaccessible locations like building rooftops or steep boulders.
  • Scout 'Mechs can take advantage of jump jets to take shortcuts through certain routes to move through enemy territory even more quickly than normal.
  • Jump Jets aid in hunting down Light 'Mechs which are scouting your team mates and harassing your missile boats or attempting to capture the friendly base.
  • Jump Jets can also aid in scouting by jumping over terrain when finding targets for your team mates that are missile boat 'Mechs or are sniping 'Mechs.
  • Light 'Mechs, and some of the faster medium and heavy 'Mechs, can take advantage of their Jump Jets mobility to escape when outmatched by jumping over buildings, large rocks and impassable terrain where the pursuing enemy cannot immediately follow.

Reserve Thrust[ | ]

  • Jump Jets generate an upward force opposed to gravity. If the Jets are off while airborne, gravity exerts its full effect, pulling the 'Mech back down. When the performing 'Mech is at this reversal point at high altitude, the technical term 'free fall' is used, and from there, the 'Mech will fall all the way to the ground in the same manner as stepping off a cliff. A pilot should always leave a small portion of the jump jet fuel remaining as 'reserve thrust', used to fire the jets briefly to brake just before impact, to prevent a hard landing that will damage the 'Mech's legs.

Hit and Run[ | ]

Poptart - Pilot using Jets to leap up from behind cover, fire and retreat back.

Death From Above[ | ]

DFA is a form of attack that is not currently implemented in MWO whereby one 'Mech uses its Jets to jump up and then land on top of another 'Mech, which can be a devastating attack if the performing 'Mech is of a heavier weight class than the 'Mech on the receiving end.
Highlander Burial - renowned maneuver, DFA conducted by a Highlander 'Mech.


References[ | ]