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Jenner founders package


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#1 Kerzin

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Posted 08 June 2012 - 06:55 AM

Ok I’m thinking of picking the Jenner for my founders mech and (naturally) I’m thinking of tweaking the weapons load out.

The base load out of 4 med lasers and an SRM-4 give a max theoretical damage output of 28 points/shot but no additional space for any other equipment. This weapons load out will require you to be fairly close to your target to do damage not a place I want to be in a light scout particularly considering that their will likely be a large number of hunchbacks running around. I’ve come up with 3 possible layouts that I think will still allow you to bring some additional fire to the dance but will give some additional flexibility as a scout.

My preferred scouting configuration would remove the SRM and its ammo but leave the 4 med lasers, this will give you 3 ton of space back to mount additional scouting equipment and give you a better heat load but it will reduce your max damage to 20 point/shot.

The second build, I would replace the SRM-4 with an SRM-6 and remove 2 of the med lasers, this will give you 1 ton of space for additional equipment again better heat load and 22 point of max damage per shot. Depending on how much shake you get from the SRM’s this might work as a harassing unit but you’re going to need to be close to do It I’m not to wild about this one overall.

The third build, I’d remove the SRM-4 it’s ammo and two med lasers and add in one large laser, this give you no additional weight but gives you some standoff range for popup sneaky back shots and just being a general PITA but it’s the lowest damage configuration of all the builds at 18 point/shot still it give you the ability to out range some mech and with the Jenner’s speed you should be able to dedicate the engagement range.

Thoughts

#2 Yoseful Mallad

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Posted 08 June 2012 - 07:30 AM

There is a second variant ready in the game that comes equipped with just the 4 medium lasers. It drops the SRM pack for an extra 3 tones of armor. That's an extra 48 armor points to spread around on your Jenner. You may want to look into that variant as well.

#3 Alizabeth Aijou

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Posted 08 June 2012 - 08:18 AM

Yeah, you'll want to turn it into the JR7-F.
Or maybe add only 2 tons of armour for an additional two jump jets.
The added mobility (depending on how jumping is handled in the game) could be worth more than that single ton of armour.

#4 AceTimberwolf

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Posted 08 June 2012 - 04:17 PM

Jenners=crack ponies...

#5 Captain Fabulous

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Posted 08 June 2012 - 05:03 PM

I much prefer the typical circular head on the Founder Jenner as opposed to that blocky thing on the original concept. That being said, the JR7-F is probably the best variant ever.

#6 Ignys

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Posted 10 June 2012 - 08:09 AM

View PostKerzin, on 08 June 2012 - 06:55 AM, said:

Ok I’m thinking of picking the Jenner for my founders mech and (naturally) I’m thinking of tweaking the weapons load out.

The base load out of 4 med lasers and an SRM-4 give a max theoretical damage output of 28 points/shot but no additional space for any other equipment. This weapons load out will require you to be fairly close to your target to do damage not a place I want to be in a light scout particularly considering that their will likely be a large number of hunchbacks running around. I’ve come up with 3 possible layouts that I think will still allow you to bring some additional fire to the dance but will give some additional flexibility as a scout.

My preferred scouting configuration would remove the SRM and its ammo but leave the 4 med lasers, this will give you 3 ton of space back to mount additional scouting equipment and give you a better heat load but it will reduce your max damage to 20 point/shot.

The second build, I would replace the SRM-4 with an SRM-6 and remove 2 of the med lasers, this will give you 1 ton of space for additional equipment again better heat load and 22 point of max damage per shot. Depending on how much shake you get from the SRM’s this might work as a harassing unit but you’re going to need to be close to do It I’m not to wild about this one overall.

The third build, I’d remove the SRM-4 it’s ammo and two med lasers and add in one large laser, this give you no additional weight but gives you some standoff range for popup sneaky back shots and just being a general PITA but it’s the lowest damage configuration of all the builds at 18 point/shot still it give you the ability to out range some mech and with the Jenner’s speed you should be able to dedicate the engagement range.

Thoughts


Might I recommend the SRM6 with a 2x Mlas and 2X slas with a 300xl? Speed and decent firepower for peppering the rear torso. :>

#7 Der Basilisk

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Posted 14 June 2012 - 02:13 AM

I thuoght about a Jenner for myself too and the idea, i came up with is to downgrade the reactor to a rating of 210. That reduces weight by three tons that i would add to the armor. No loss in firepower, but much more durable. And nobody will see the difference on the outside.

#8 Andrew D

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Posted 16 June 2012 - 06:25 PM

To me, the "best design" depends on your "role"/play style.

Example 1: You prefer to scout and make line of sight contact and maneuver around the fringe of the enemy to maintain your info feed to your company. You may consider something that will boost your range. The max damage doesn't mean as much when most of it can't be used.

Example 2: You want to load up on some of the recon toys like NARC, etc and plan to get in close every now and then and play more passive/aggressive. Narc/ml/srm max range are all 9 - works nicely. Over 9 hexes out you plan to hide and come back in from another direction. Missiles are nice - direct benefit from the NARC. Might even consider 2 SRM launchers if the hard points are available on this variant. Overall less heat worries since you don't plan to continuously engage.

Example 3: You want to rush in and stay in close range - going for back shots: a tenacious knife fighter. More armor would be great, continuous actions makes heat a concern, longer engagements make energy weapons more attractive. Speed wouldn't be as much of a concern, as long as you could out turn a heavy.

For all three styles I would be using a slightly different build. More of a how/when would I use the weapons package in conjunction with the modules/armor/speed then what the point values of the weapons are.

It's late, just my 2 C-Bills.

#9 Skadi

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Posted 16 June 2012 - 06:33 PM

View PostAceTimberwolf, on 08 June 2012 - 04:17 PM, said:

Jenners=crack ponies...

Yeah pretty much this

#10 Xmador

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Posted 16 June 2012 - 06:49 PM

Keep in mind the tech that will likely be available at release. Also, c-bills will be a factor. You won't immediately have all the bills needed to make the different variants you mentioned. If they have a true economy, just because you have the c-bills doesn't mean the tech will be on the market when you need it. Buying stuff from other players? I haven't heard if that's going to be possible (might have been mentioned in a previous post I haven't read.

You'll like start with a basic variant and have to earn the equipment necessary to make what you want. Good that you are thinking about it and are planning ahead.

Me, I'm more of a purist, and will most likely stick to the available variants that stay true to the canon, and nothing says that I can't be successful doing exactly that.

#11 MC Hammer

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Posted 24 June 2012 - 10:49 PM

View PostXmador, on 16 June 2012 - 06:49 PM, said:

Just because you have the c-bills doesn't mean the tech will be on the market when you need it. Buying stuff from other players? I haven't heard if that's going to be possible (might have been mentioned in a previous post I haven't read.


Please dont let this be a player driven market. One game with that is enough.

#12 Erif Nogard

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Posted 26 June 2012 - 02:22 AM

on table top I have some use of a varrant i hope I can put together in game:
2x LRM5
24 ammo LRM 5
2 ML

7/11 movement
6.5 tones of armor
no Jump Jets

Edited by Erif Nogard, 26 June 2012 - 02:23 AM.


#13 Hippy

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Posted 30 June 2012 - 06:06 AM

My 2 cbills worth would be to adapt to your favoured play style. Personnally in recon role I avoid ammo like the plague. On release I will take what is the cheapest option I am thinking drop the SRM and use some armour for the close in knife fighting. If you can add some more jump jets that would be the next option, speed options equals main strength.
As availability and cbills permit I will think of throwing modules in to replace the armour to help the team and once my role skills allow.
The main consideration for me is I think I have to think of what the lance/company needs first. I doubt it will be the most firepower I can fit. It will be detection and distraction duties.

As a side note I wonder how the large laser would play out, weaving in and out of range and circle sniping would probably increase your surviveability but no doubt your team would be shouting that you should close in and seek the enemy out etc rather than support snipe.

P.S. does any one know how the camoflage component may work in game yet. i.e. anything like world of tanks if you stay still or behind cover there is a percenatage chance increase of avoiding detection and disappearing from map...

Cheers and here is wishing you fun gaming. :ph34r:

Edited by Hippy, 30 June 2012 - 06:10 AM.


#14 Lord Ikka

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Posted 30 June 2012 - 07:22 AM

I'd prefer to drop the SRM and look into more scout equipment/heat management. My Jenner isn't going to help my lance by running up close and getting trashed.

#15 SOGNeon

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Posted 03 July 2012 - 07:25 AM

in table top, I could put together a mech that I could fire bulk lasers all day, but on the computer it is no longer turn based heat disapation (a good thing realy as all or nothing is not very realistic), instead with the same loadout that had no heat problems in tabletop, previous incarnations of the computer game could cycle the lasers faster than they could disipate heat. as a result, a mech that I could group fire 4 lasers now is on the edge of overheating after a shot or two. the solution for this is setting chain fire and cycling through the lasers giving a higher rate of fire while still maintaining heat levels.

my ideal recon or hunter/killer lance is a pair of lights (jenners) doing recon with the support of a long range missile boat (catapult will do), and a body guard for the slower missile boat (hatamoto would be cool, but based on the founderpack, atlas will do) (note: the body guard could logicly also serve as lance commander <chu-i> as could the missile boat) if working company engagements, the group dynamics change a bit and become more mission dependant

I persobnally am considering dropping to a pair of lasers, and a narc beacon for my jenner, though I will want to do a bit of experimenting once actual game play is accessible.

#16 KitK

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Posted 03 July 2012 - 07:46 AM

View PostKerzin, on 08 June 2012 - 06:55 AM, said:

The base load out of 4 med lasers and an SRM-4 give a max theoretical damage output of 28 points/shot but no additional space for any other equipment. This weapons load out will require you to be fairly close to your target to do damage not a place I want to be in a light scout


Undeniably the mech is used as a scout and is probably intended to be a scout in MWO. But neither the Jenner nor the Commando is a scout by design. They are strikers. They are made to do hit-and-run. Get in, drop a big payload, get back out. Repeat until there is nothing left. They sacrifice armor for payload. If you want to convert it into and actual scout you will havet to sacrifice payload. Though will Endosteel and XL engines you could probably get both.

#17 Poine

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Posted 03 July 2012 - 07:56 AM

urm... your showing as a legendary dont legendarys get 4 founder mechs?

#18 Mason2501

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Posted 10 July 2012 - 04:56 PM

I can't wait for this game. Yea. Legendary should give all four mechs as additional variant mechs in your garage.





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