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Yup, Another Old, Yet "total" Noob


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#21 DEMAX51

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Posted 23 May 2013 - 08:35 AM

View Postzraven7, on 23 May 2013 - 08:15 AM, said:

Streak-Cats do hit hard...

What about running 4 medium lasers instead of the default 3 small 3 medium? I know the 6 MLAS loadout can be a bit irritating to heat-manage sometimes, but 4 mediums offers almost the same damage along with uniform range. Binding 2 to each mouse button gives an easy alpha, and the ability to keep up pressure when you get near the top of your heat limit.


4 medium lasers alone is not nearly enough damage if you get into a light v light fight. You've got to have something else to back it up, like 2 small lasers, even if you only use those when in dire need.

I still like the 6 ML build the best, though. I have the three on each arm tied to my left and right mouse buttons with respect to the arm, and then I use mouse buttons 3 and 4 to chain-fire the lasers on each arm - this gives you pretty good control over your heat. Again, it can be tricky to get used to (doubly so before you get the 2x bonuses for the heat perks), but you'll do much more damage with each salvo - if your aim is good enough, you can core another Jenner or a Cicada in 3 shots, or take out a raven's leg with 2 shots.

Edited by DEMAX51, 23 May 2013 - 08:59 AM.


#22 Dexter Herbivore

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Posted 23 May 2013 - 08:55 AM

Blah... blah... blah. Listen to Koniving, he knows what he's talking about. It's late here so I didn't read all of the replies, but once I saw that Kon had replied I thought to myself, "Good, all the bases should be covered".

#23 zraven7

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Posted 23 May 2013 - 09:01 AM

View PostDEMAX51, on 23 May 2013 - 08:35 AM, said:


4 medium lasers alone is not nearly enough damage if you get into a light v light fight. You've got to have something else to back it up, like 2 small lasers, even if you only use those when in dire need.

I still like the 6 ML build the best, though. I have the three on each arm tied to my left and right mouse buttons with respect to the arm, and then I use mouse buttons 3 and 4 to chain-fire the lasers on each arm - this gives you pretty good control over your heat. Again, it can be tricky to get used to (doubly so before you get the 2x bonuses for the heat perks), but you'll do much more damage with each salvo - if your aim is good enough, you can core another Jenner or a Cicada in 3 shots, or take out a raven's leg with 2 shots.

4 MLAS can do light fights. You do have to be more accurate, but it can work. it allows you to maintain fire much monger than the 6, but it is at a decrease to damage.

#24 mailin

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Posted 23 May 2013 - 09:17 AM

One thing that I haven't seen mentioned yet, which I find a little hard to believe, is use your jumpjets. Unlike most mechs, a Jenner is able to move through all three dimensions. Get familiar with using your 'jets to allow you to do a quick 180 in midair, and fire on the mech chasing you. You can then either run away or engage on your terms. Also a quick tap on the jets will allow you to turn faster than any mech without jets. The only mechs that you really need to worry about not being able to evade by using jets are other Jenners and Spiders. Of these two, only worry when it's another Jenner on your tail. Spiders aren't quite as fast, don't have as much armament (can't mount streaks) and are a lot more fragile. Jenners are tough little bugggers (and the D and K variants can mount streaks).

#25 JC Daxion

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Posted 23 May 2013 - 09:28 AM

View Postmailin, on 23 May 2013 - 09:17 AM, said:

One thing that I haven't seen mentioned yet, which I find a little hard to believe, is use your jumpjets. Unlike most mechs, a Jenner is able to move through all three dimensions. Get familiar with using your 'jets to allow you to do a quick 180 in midair, and fire on the mech chasing you. You can then either run away or engage on your terms. Also a quick tap on the jets will allow you to turn faster than any mech without jets. The only mechs that you really need to worry about not being able to evade by using jets are other Jenners and Spiders. Of these two, only worry when it's another Jenner on your tail. Spiders aren't quite as fast, don't have as much armament (can't mount streaks) and are a lot more fragile. Jenners are tough little bugggers (and the D and K variants can mount streaks).



interesting tip on the JJ's..

though it has me wondering why a jenner is faster and has more weapons than the spider.. Is the spider advantage EMC?

#26 LordBraxton

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Posted 23 May 2013 - 09:33 AM

The best started mech is the cataphract in my opinion.

It has enough speed to be forgiving

enough armor to prevent you from getting crippled in one shot

and can carry a good amount of direct fire weaponry

LRMs are crazy OP right now but I wldnt advise getting attached to a weapon thats getting nerfed ASAP

#27 zraven7

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Posted 23 May 2013 - 09:34 AM

View PostJC Daxion, on 23 May 2013 - 09:28 AM, said:



interesting tip on the JJ's..

though it has me wondering why a jenner is faster and has more weapons than the spider.. Is the spider advantage EMC?

The Jenner beats the Spider in speed by about 1 KPH. not exactly a nitro boost, there.

However, the Spider has MUCH harder to hit hotboxes than the Jenner, and yes, one has ECM.

Really good Spider pilots are scary. They are where I learned a lot of my Jenner piloting tricks. They are just modified Spider maneuvers.

#28 LordBraxton

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Posted 23 May 2013 - 09:34 AM

View PostJC Daxion, on 23 May 2013 - 09:28 AM, said:



interesting tip on the JJ's..

though it has me wondering why a jenner is faster and has more weapons than the spider.. Is the spider advantage EMC?


there is no spider advantage

if you get a kill or decent damage you can feel like a boss?

but this is usually only because everyone ignored you for real threats

#29 DEMAX51

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Posted 23 May 2013 - 09:46 AM

View PostJC Daxion, on 23 May 2013 - 09:28 AM, said:



interesting tip on the JJ's..

though it has me wondering why a jenner is faster and has more weapons than the spider.. Is the spider advantage EMC?


First off, Spiders don't really go any slower than Jenners. The Spider is the single most maneuverable mech in the game, at this point.

The ECM is one advantage. It also has a much smaller frame, and it isn't quite as easy to land hits on the CT like the Jenner (though the legs remain pretty vulnerable).

Also, keep in mind, this game doesn't yet take into account drop-weight. When drop-weighted matches roll out, I know the 5-ton difference between the Jenner and the Spider doesn't seem huge, but it's 5 tons your team will be able to use elsewhere.

Edit* - Didn't realize I was basically reiterating what zraven7 just said - gave a "like" to his post, accordingly.

Edited by DEMAX51, 23 May 2013 - 09:53 AM.


#30 DEMAX51

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Posted 23 May 2013 - 09:53 AM

View PostLordBraxton, on 23 May 2013 - 09:34 AM, said:

there is no spider advantage

if you get a kill or decent damage you can feel like a boss?

but this is usually only because everyone ignored you for real threats


Kind of true - in the hands of equally skilled pilots, a Jenner will come out on top over a Spider just about every time. That said, there are some damn good Spider pilots out there, and again - once weight-limited drops come into play mechs like the Spider will have a roll to fill.

#31 mailin

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Posted 23 May 2013 - 04:18 PM

Between the Jenner and the Spider, I find the Jenner is a lot more forgiving. Streaks + BAP means that the Jenner could easily be the top light once again. It certainly can be one on one versus any light. I completely agree with the drop weight comment, and frankly I am really looking forward to when this gets implemented.

#32 Unnatural Growth

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Posted 23 May 2013 - 07:52 PM

Koniving and Verrick were very kind in playing a few matches with this noob earlier today. I managed to not die in one or two of them. Got torn apart by another light in one, and I got pinned and trapped against a building and cored by a heavy in another. It was fun though! I was able to score a few hits for some minor damage, and maybe a couple of assists.

I can also say that Koniving has MAD skills as a Jenner pilot! I learned more and had more entertainment watching him play as a spectator after I was killed each time. I think if I was in an Atlas and saw him coming for me in his Jenner I would just know I was dead. Lol.

The "funny story" was after the one match, I believe the one with 6 Jenners on our team, was the "all chat". The other team said, "What, we lost?" and "How did we lose?" I got a chuckle out of that one.

I'm running a standard default loadout in my Jenner, XL 300 engine, 3 ML's, 3 SL's, endo steel, ferro fibrous armor, 2/5 JJ's and 15 DHS's. I'm running with full armor 34.7 tons, and full slots. I've thought about mods, and wondering about swapping to pulse lasers instead of standard ML's, as I was having a hard time hitting the enemy mechs, especially the other lights long enough with the standard ML's to do any real damage. I can't seem to change anyting on my mech while in mechlab. Don't know what I'm missing, but everything seems "locked". I've got 10 mill C-bills and 5k in MC's, but can't "buy" anything?

As far as running the Jenner with Koniving goes, I was lucky to even keep up with him! I got separated several times, as I would stop and look around for a sec, and woosh, he's gone again. Lol. That's how I got cored the one time. My fault entirely, not his. I did get trapped in place a couple of times, have to work on not sticking my nose into places that are too small, like under the base superstructures.

For conquest, I guessed between the lines that once you "enter" the base, the capture will happen whether you stay there or not? Not sure about that one, and was too busy trying to keep up to stop and type the "ask" in game? I was surprised how fast we departed from one base to the next? I have previously just been playing assault matches.

So, all in all, a BIG thank you to Koniving and Verrick for playing a few rounds with me today! I hope to be in game again tomorrow night and through the weekend.

Edited by OldOrgandonor, 23 May 2013 - 07:55 PM.


#33 Koniving

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Posted 23 May 2013 - 08:12 PM

Voice would definitely help. I'd try to relay the info in text, but some of it's hard to convey while maneuvering. The more mechs you have in the "lines" on conquest, the faster they capture. Most of the time only one mech captures a base, so it's slower for them. Also, it is not necessary to completely capture something. We also kept trying to hunt down the enemy lights, and while I'd give some info, Verrick would update me and there wouldn't be time to type it.

OldOrganDonor, question: When you look at your mechs does it say "Owned Mechs" or "Trial Mechs"? You won't be able to change the trial one. Sometimes it defaults to trial mechs when you go to look at them. If it persists, let me know when you see me on and I'll try and walk you through it as sooner or later we'll figure it out.

#34 BoPop

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Posted 23 May 2013 - 08:23 PM

go VOIP.

just do it. you will learn more in a two hour voip game than sifting through the forums for advice. not that there isn't excellent advice in the forums, i come here all the time for tips, but since you seem to want more team work and have valid questions, i just suggest you get a nice headset and go voip.

GO VOIP! there are TS3 servers all over, everyone's recruiting like mad anyways in preparation for clan warfare.

#35 scJazz

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Posted 24 May 2013 - 07:02 AM

View PostBoPop, on 23 May 2013 - 08:23 PM, said:

go VOIP.

just do it. you will learn more in a two hour voip game than sifting through the forums for advice. not that there isn't excellent advice in the forums, i come here all the time for tips, but since you seem to want more team work and have valid questions, i just suggest you get a nice headset and go voip.

GO VOIP! there are TS3 servers all over, everyone's recruiting like mad anyways in preparation for clan warfare.


Even if you don't have a decent headset go VOIP! Being able to listen to TS is a wonderful thing!

NoVoip<VOIP no Mic<FullVoip

#36 Unnatural Growth

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Posted 24 May 2013 - 03:03 PM

Koniving,

Yeah, I'm in the "owned mech" section, and can only see the purchased Jenner in one bay, click on and highlight it. It's stats come up and I can tell it's the right mech, but I can't change anything. I'm probably overlooking something obvious (noob), but I can't see what it is? Do I have to hit a certain GXP threshold first to "unlock" mods? I don't want to totally rebuild my mech, but wouldn't mind playing with pulse lasers or maybe srm's? I guess I can't get BAP or similar modules until I raise my pilot skill level?

#37 mailin

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Posted 24 May 2013 - 05:39 PM

To change it you need to first click mechlab then click the various buttons titled, loadout, modules, camo spec or cockpit. Then click on the either the paper doll of the mech or the image to see what's in the various sections. Double click to remove or add things.

#38 Koniving

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Posted 24 May 2013 - 06:07 PM

View PostOldOrgandonor, on 24 May 2013 - 03:03 PM, said:

Koniving,

Yeah, I'm in the "owned mech" section, and can only see the purchased Jenner in one bay, click on and highlight it. It's stats come up and I can tell it's the right mech, but I can't change anything. I'm probably overlooking something obvious (noob), but I can't see what it is? Do I have to hit a certain GXP threshold first to "unlock" mods? I don't want to totally rebuild my mech, but wouldn't mind playing with pulse lasers or maybe srm's? I guess I can't get BAP or similar modules until I raise my pilot skill level?


Ironic, before seeing this I just explained something very similar here. Your Jenner is 35 tons, with all 35 tons fully consumed. This is your limiting factor. If you want to change it, you have to swap things. Trade weight for weight. A double heatsink weighs 1 ton. Jumpjet weighs 0.5 tons. 12 points of armor weigh 1 ton. The engine weighs quite a bit. You go back and forth, trading this for that, that for the other thing, and sooner or later you come up with what you want.

For example an ER Particle Projection Cannon (PPC) is 7 tons. This means you'd need to trade all 3 Medium Lasers, all 3 Small Lasers.. and that'd give you 4.5 tons free, as well as two heatsinks and half a ton of armor to get your 7 tons necessary. Or, you could trade 1 medium laser and 6 tons of armor to get 7 tons free without trading the other weapons. Most trade engines. Reduce weapon counts. The list goes on.

#39 FallenSeraphim

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Posted 24 May 2013 - 06:34 PM

View PostOldOrgandonor, on 24 May 2013 - 03:03 PM, said:

Koniving,

Yeah, I'm in the "owned mech" section, and can only see the purchased Jenner in one bay, click on and highlight it. It's stats come up and I can tell it's the right mech, but I can't change anything. I'm probably overlooking something obvious (noob), but I can't see what it is? Do I have to hit a certain GXP threshold first to "unlock" mods? I don't want to totally rebuild my mech, but wouldn't mind playing with pulse lasers or maybe srm's? I guess I can't get BAP or similar modules until I raise my pilot skill level?


If you want to unlock modules you need to spend GXP (Under Pilot Lab - Pilot Trees). GXP takes longer to grind out so if you want to you can exchange your earned XP for GXP, but it'll cost you MC (I would wait until there is a sale on GXP conversion). Once unlocked you can install the module on any of your mechs - but you still need to buy them with C-Bills (Mechlab - Modules) and they are fairly expensive. Also keep in mind when you buy them you only buy one so if you have multiple mechs you want to use it with you'll have to swap it in and out unless you buy another one. The Jenner-F has only one module slot, and modules take up no weight. Mastering your Jenner (or any mech variant in fact) will give you an additional module slot.

The Beagle Active Probe (BAP) isn't a module so you can buy it outright! :D It will allow you to counter ECM equipped mechs when close enough and allow for you to get weapon locks. Unfortunately in this case the F only has laser hardpoints so you won't be able to benefit as much from the lock on bit, but you can relay info to the rest of your team about the target. If you want to use missiles you'll need to use a mech with missile hardpoints like the Jenner-D

Occasionally I'll run med pulse lasers in my Jenner, they do more damage over a shorter time and have a faster cycle time. But they have a shorter range, weigh twice as much, and generate more heat over time (increased heat per shot and increased rate of fire). So there's a trade off. Give them a shot, just be a little more aware of your heat management.

I pilot exculsively lights (except for Ravens because the 3L is dumb :blink:) One of the difficult things that it took me a while to learn was when to fight and when to run, good battlefield awareness will keep you alive! Stick with your jenner, once you start getting the hang of it it'll get more fun (and on a practical note you can strip the parts from your F and put them all into your next Jenner too when you're leveling them up). I've been seeing more and more of them lately so there must be a resurgence of their popularity.

Jump Jet tips - if you jump while running up a hill your vertical momentum carries with you, giving you more vertical height. And I've noticed that if you flutter your jumpjets on dusty maps like Tourmaline Desert while running it creates a little smokescreen, usefull when running away!

Edited by FallenSeraphim, 24 May 2013 - 06:39 PM.


#40 Unnatural Growth

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Posted 24 May 2013 - 07:13 PM

It seems to be working now, thanks. I played around with weapons a bit, swapping ML's and SL's for pulse lasers. I ended up with less firepower though. I couldn't get 2 med pulse lasers and 2 small pulse lasers like I wanted, but I didn't unload any armor or drop engine size either. Some say the XL engine is a bad idea, and some say it's good to have?

And yes, you're right, I was trying to add equip that was putting me over max weight. Not sure I want to drop a bunch of armor off my mech, I'm already too easy to kill, lol.

I also just bought the hero X-5, gonna play with that in training grounds too.





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