Jenner founders package
#1
Posted 08 June 2012 - 06:55 AM
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
Posted 08 June 2012 - 07:30 AM
#3
Posted 08 June 2012 - 08:18 AM
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
Posted 08 June 2012 - 04:17 PM
#5
Posted 08 June 2012 - 05:03 PM
#6
Posted 10 June 2012 - 08:09 AM
Kerzin, 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 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
Posted 14 June 2012 - 02:13 AM
#8
Posted 16 June 2012 - 06:25 PM
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.
#10
Posted 16 June 2012 - 06:49 PM
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
Posted 24 June 2012 - 10:49 PM
Xmador, on 16 June 2012 - 06:49 PM, said:
Please dont let this be a player driven market. One game with that is enough.
#12
Posted 26 June 2012 - 02:22 AM
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
Posted 30 June 2012 - 06:06 AM
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.
Edited by Hippy, 30 June 2012 - 06:10 AM.
#14
Posted 30 June 2012 - 07:22 AM
#15
Posted 03 July 2012 - 07:25 AM
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
Posted 03 July 2012 - 07:46 AM
Kerzin, on 08 June 2012 - 06:55 AM, said:
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
Posted 03 July 2012 - 07:56 AM
#18
Posted 10 July 2012 - 04:56 PM
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