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Overview


Historically in 2471, thirty years after the introduction of the first 'Mech (Mackie), Jump Jets emerged and first appeared on the Wasp. Jump Jets are small thrusters that allow 'Mechs to hover up into the air and/or rocket short distances, in order to bound over obstacles and buildings that would otherwise have to be walked around. To achieve this movement Jump Jets harness the power of a 'Mechs fusion engine to superheat air (or another suitable fluid) and its rapid expansion yields thrust to propel the 'Mech upwards.

  • Currently Jump Jets don't allow for any further direction input once you are airborne and only grant upwards thrust.
  • Thrust can only be maintained for a shot period of time (currently 3.5 seconds), until the Jump Jets replenished their energy to be 'fired' again.
  • Once the mech lands the Jump Jets start replenished their energy but can be fired again early before fully recharged if so desired.
  • 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
  • Weight of a single Jump Jet depends on the 'Mechs weight class:
  • Jump Jets come pre-installed on jump capable 'Mechs, but can be removed and/or more added on in the mechlab.

They are restricted to particular chassis variants:

Tactics


Jump Jet Roles

  • With Jump Jet equipped 'Mechs, pilots often find the additional granted movement option is essential for fire support, sniping 'Mechs and/or scouting'Mechs.
  • 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 boats '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 from destruction by jumping over a buildings or large rocks and other terrain thus the pursuing enemy 'Mechs loses line of sight of it pray.

Reserve Thrust

  • Jump Jets generate a force opposed to gravitiy. If the Jets are off, gravitiy comes to full effect again, pulling the 'Mech back down. If the performing 'Mech is at this reversal point at high altitude, the technical term 'free fall' is used. To avoid the 'Mech from taking damage there should be a 'reserve thrust' left to decrease falling speed, at least shortly before hitting the ground hard.

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 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.
Higlander Burial - renowned manoeuvre, DFA conducted by a Highlander 'Mech.


Prospect


Currently the only Medium class 'Mechs in MWO that can mount Jump Jets is the Trebuchet Medium 'Mech

  • not yet implemented Blackjack Medium and Highlander Assault 'Mechs will be able to mount Jump Jets

References


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