OldOrgandonor, on 25 May 2013 - 06:51 AM, said:
Lol on the beatle thing, that's how I feel sometimes for sure!
I think my biggest problem so far in the light is I'm not running fast enough, or I'm getting blind sided by a mech I didn't see when I pop over a ridge or around a corner. Still not scoring much damage at all most matches, but I think part of the time I get in trouble by trying to get in there and "score" some. Still sorting it out I guess. If I hang back and "survive", then I'm not really doing any good in the match, and I'm not being an asset to my team. If I try to get in there and score some hits, I'm getting ripped to pieces pretty fast.
Maybe I need to crank speed up all the way and just run through, trying to hit a couple mechs on my way out the other side? Then run clear out, and turn and set up another strafing run back through again?
On a side note, for mech pilot xp, how much xp should I get in my first mech before I switch to second (and then third) mech? I think I'm at 7-8K xp on the first Jenner now. Is it time to buy another one, or just keep running this one? And I'm finding out from reading, that the 2 hero mechs I have, the Jenner and the X-5, are already pretty decent builds.
I would like the BAP or extended range mods, or even TAG or NARC for scouting, but it looks like I'd have to tear apart both builds to have them. I already have the steel structures, upgraded armor, XL engines and DHS's, which everyone says are good to have, but I don't have any slot room or weight left over for the modules.
And as always, thanks guys for all the help and advice. I read it all, and have been reading a bunch of other threads in the new player forum. It all helps, even if I'm a slow learner.
So long as there's more than 5 players still alive (including yourself), survival is first and foremost the key factor to any pilot running any rig. The exception is when the group begins to "push"; during a push everyone fights or everyone will die regardless. Once a push begins there is no backing down. It's succeed or fail. Pushes only fail under three circumstances: it was done too early, performed at a foolish angle of attack, or part of the group hesitates and thus they all die one by one.
However, once that player count dwindles survival is no longer a concern as death is inevitable. You then react by joining the largest group of surviving players and concentrating your fire on what they are shooting -- or as the light -- fend off any threats standing behind your largest ally.
If you fail to fend off a threat from your largest ally,
this will happen to them. There were two threats, three allies to protect me. They focused on one and ignored the other.
The typical Jenner runs 150 kph. If you're running less than that you had best be packing missiles, large lasers. large pulse lasers, ER large lasers, or PPCs / ER PPCs.
Medium pulse lasers have an optimum range of 180 meters. They deal damage faster than medium lasers (require less time keeping the beam on the target), are ready to fire again sooner, and deal 6 damage total instead of 5. This is in exchange for more heat. To be honest you only need two of these and can supplement them with a backup of small lasers to double your damage in emergencies or in times of opportunity.
A video with medium pulse lasers in use on a light, and a perfect example of where a backup of 4 small lasers in addition to 2 MPL will be very useful is
here. It is fast forwarded to the important stuff. Pay attention to the "Splat Cat" we identify after the first Catapult is killed.
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On the topic of Mech XP, first let me remind you that it is Exclusive to the Variant. Don't save it. Spend it. Just remember to save "GXP" as that is pilot experience, used in the pilot tree to unlock modules such as advanced sensor range, target retention, advanced zoom, capture accelerator (important for lights), and more.
Mech XP is up to you. Honestly you can get a new one right away or wait. Just remember not to sell one mech to get the next. Lately I collect all the variants and then start working on them as I've done with the new BlackJacks. However before starting that trend, I would complete a mech's Basic level upgrades while earning the cbills to get the next variant. Then I'd upgrade that one's basics while earning the cbills for the third. Then I'd upgrade that and backtrack through the rest to elite, master, play around with some build ideas... and finally decide on which ones to keep. The ones I dislike I'll discard at that point.
Tag can be used on any Jenner to help guide missiles.
NARC requires a missile slot. Be certain to announce that you have NARC so people can say whether or not they have missiles. If nothing is said in reply... don't bother firing it as chances are they don't have missiles to hit your target with.
BAP is useful for missile users or increase your targeting range to allow others to spot your target. Beyond that, there isn't much point as when you try to use it to 'spot' ECM mechs it is true you can see them. But your team cannot.
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Remember our time in Conquest? We focused on capturing points, then on hunting enemy lights, and later when we were going to join the main fight it was already over? It's good for starters. When you get comfortable, then go engaging bigger clusters of enemies. Tag, NARC, and other goodies are best used on Assault when you are confident in yourself. Then the 'scout' role will much better suit you especially on Canyon where it's important.
OldOrgandonor, on 25 May 2013 - 07:51 AM, said:
I was playing with a Jenner build in smurfy,
I put one together with endo steel, FF armor, an XL250 engine, 4 med pulse lasers, 13 DHS's, Artemis IV and BAP. Firepower is 24, DPS is 2.75, but cooling efficiency is only 43%. I'm running max armor on all pts, 34.6 tons total weight, and my top speed is 115Kph.
So, is this a death trap/oven? Top speed too slow?
You have a serious heat issue. Other than that the mech is slow. You did not mention the missiles -- what launchers? Artemis has no actual use without missile launchers. If you are on the twin launcher Jenner, Artemis will reduce you to a single launcher.
With a rig like that the best advice anyone can give is to be an opportunist. Sneak up on enemies, zap their legs, and get the heck out of there. Otherwise you may want to fire the lasers one at a time in an endurance combat situation (chased by lights) otherwise you'll power down in a few shots. Then you'll die. At least you'll do insane damage before then.
I'll be hopping on so if you're around I'll pick you up for some more adventures.