OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to OurBattleTech.com - A BattleTech Fan Site

Pages: [1]   Go Down

Author Topic: Technology discussion: MechanicalJumpBoosters  (Read 2264 times)

0 Members and 1 Guest are viewing this topic.

lucho

  • Kavallerist
  • *
  • Offline Offline
  • Posts: 105
Technology discussion: MechanicalJumpBoosters
« on: February 02, 2018, 11:08:43 AM »

According to RS: 3145 NEW TECH, NEW UPGRADES (the most up-to-date listing of Dark Age tech advancement so far?) the Mechanical Jump Boosters, that wacky curiosity from Solaris, became tournament legal in 3083 (pg.10/11).Thus far, it has not appeared in any canon design- one Juggernaut variant incorporates it, and no one else.

Compared to std jumpjets it's not worth it, but in comparison to improved jumpjets it's a different story. Heavier indeed than IJJ, but taking up much less space. Sort of a compact IJJ. When talking about assault mechs, the extra weight is less problematic; the heavier mechs tend to have more tonnage available than critical slots. In addition, they are somewhat limited compared to jumpjets/IJJ (no facing changes, no DFA).

So, what is everyone's opinion regarding the mechanical jump boosters?
Logged

Moonsword

  • Menig
  • *
  • Offline Offline
  • Posts: 23
Re: Technology discussion: MechanicalJumpBoosters
« Reply #1 on: February 10, 2018, 07:05:20 AM »

The most up to date reference for hardware advancement period is Interstellar Operations, including for the Dark Age, but the same date is supplied.

I've never used jump boosters.  The weight alone doesn't make me want to, and I can usually squeeze in the IJJ crits with some creativity if I feel like it, especially on smaller 'Mechs.  Moving up to a 90 tonner, a 5 MP jump booster may save you six crits over 5 IJJs but you'll pay 12.5 tons to do it.  The lack of flexibility in movement also means the jump booster lacks the ability to do some of the fine maneuvering that makes jump jets so useful.  Sure, being able to hurl a 100 tonner eight hexes down range is impressive, but paying 59.5 tons for engine and jump booster (assuming a 3/5 100 tonner) is possibly a bit much to pay for it.
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Technology discussion: MechanicalJumpBoosters
« Reply #2 on: February 11, 2018, 07:54:18 AM »

I'll have to check them out. Really haven't seen a lot of the new technologies. I do want to check out Improved Jump Jets. Standard jump jets are most advantageous for medium 'mechs to field because of their criticals and tonnage costs. Is there any class that mechanical Jump Boosters favor? Super Heavies for example??
Logged

lucho

  • Kavallerist
  • *
  • Offline Offline
  • Posts: 105
Re: Technology discussion: MechanicalJumpBoosters
« Reply #3 on: February 11, 2018, 01:06:31 PM »

Superheavies can't use them at all  :(

Outside of that the mechanical jump boosters mostly fall in the same category of compact engines and gyros. You pay extra weight in order to free up critical spaces. The mechanical jump boosters only take up the four slots in the legs, versus two critical slots per point of movement for improved jump jets  :o

I've also been experimenting lately with combining them with TSM. One benefit of the mechanical jump boosters is that they don't generate heat  ;)
Logged
Pages: [1]   Go Up