You'll also notice that there are a LOT more hexes that say 37 or 52, while there are much fewer hexes that say "30" or "45". Yeah, apparently every even-numbered jump jet increases your total jumping distance by a lot more than every odd-numbered jump jet, and whatever formula they used for that applies to the heat usage as well. It's very weird, not intuitive at all.
But once you know about this oddity, it is highly valuable knowledge that moving up from a 'Mech that can carry 5 jump jets to one that can carry 6 jump jets matters a lot (if you played the beta, just remember how far those 6-JJ firestarters jumped!) Whereas moving up from 6 jump jets to 7 isn't as big of a deal. Same is of course true with the 4 jump jet being a relatively big deal... granted, that is irrelevant to an extraction 'Mech discussion, but it's good info to keep in the back of your brain for later designing bigger 'Mechs which you want to be able to have jump into flanking positions, etc.
Note: The below "stock" list is from the beta. Just ignore that, it's the number of jump jets that matter
But once you know about this oddity, it is highly valuable knowledge that moving up from a 'Mech that can carry 5 jump jets to one that can carry 6 jump jets matters a lot (if you played the beta, just remember how far those 6-JJ firestarters jumped!) Whereas moving up from 6 jump jets to 7 isn't as big of a deal. Same is of course true with the 4 jump jet being a relatively big deal... granted, that is irrelevant to an extraction 'Mech discussion, but it's good info to keep in the back of your brain for later designing bigger 'Mechs which you want to be able to have jump into flanking positions, etc.
Note: The below "stock" list is from the beta. Just ignore that, it's the number of jump jets that matter
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