Yup, Another Old, Yet "total" Noob
#1
Posted 23 May 2013 - 05:23 AM
I just "found" this game yesterday. I haven't played MW since MW2. I admit I still have a lot of confusion over the game as it's currently played (as in game play and tactics), but I'm learning fast. The mech movement part isn't that hard for me, so no real input sought there.
Here's my biggest problem, and I guess it's directly due to ECM issues. I can't seen to target lock just about anytime. I'm currently piloting a Jenner JR7-F(C), that I just bought. I guess I had "hoped" that the purchased mech would be "better" than the trial mech, but in game play, it hasn't worked out that way. If I manage to do any damage at all before I'm killed, it's been because I've just shot ML's at an enemy mech without lock.
I'm sure most matches it looks like I'm "farming" (which I'm NOT), as I end most with 0/0/0. There is NO team communications, ever. The only team chat I've ever seen has come at the end of the match, usually just "(expetitive) Noobs", or my favorite was "Worst Team Ever". Yeah, thanks for that, like I need to be reminded that I'm a noob.
What can I do to my current Jenner, to be able to target enemy mechs? I've tried to get into my mech in the mechlab and modify it with modules, but I can't seem to change anything, like it's "locked" or something.
I usually end up getting "one shotted" by some mech I don't even see before I can target and hit anything. To say that this is frustrating is putting it mildly. I'm not trying to be a brawler in a Jenner, but I can't avoid what I can't see (around corners, over hills, etc). And I would avoid them if I could "see" them.
I guess I picked the Jenner first because (I know you'll all laugh at this), back in the "old" MW2, the Jenner was a great "starter" platform, good speed, JJ's, and mildly decent firepower if you can get in behind the heavies and stay there. I was able to build up a decent lance of mech's off of the income I generated with that first Jenner. I would like to stay in the Jenner for a while and earn some xp and have fun in it.
As for game play style, I was looking to play a scout. Maybe run ahead or to the flanks and "spot" enemy mechs. Only I can't spot any. So that, so far has been kind of pointless. Also I originally thought I would be able to run ahead to enemy base and initiate base capture, which is the true "purpose" of the mission, right? Wrong, nobody is interested in actually capturing the base it seems. Everyone just wants to kill mechs.
Ok, I get it now on the mission part, maybe the "base capture" part should just be stricken from the mission? I guess I'm having a hard time seeing a "place" for my play style in the current free for all matches? I'm a light scout in a brawlers/snipers world. I'm also more than happy to support heavies when they get swarmed by lights if I could live long enough and actually target one.
Sorry for the ramble, and I hope it doesn't sound like "just another Noob complaining", etc. But back to the original point/problem. Is there anything I can do to my current Jenner to upgrade ECM countermeasures, targeting, spotting? I don't want to be a "blind" scout, that would really be pointless.
Thanks in advance for any constructive help.
#2
Posted 23 May 2013 - 05:35 AM
(btw, what i am saying i'm saying to you, because when i started i was just like you, only i wanted to play in a Raven..) I started in a trail mech, and was saving.. and instead i took this route under advice of others on these boards.
Get yourself a HBK, and stick with the assault lance.. If you get 3, you can level them into master piloting unlocks, which really help the mechs and give it all sorts of bonuses.. You can learn the gambit of weapons as there are laser versions, missile versions, and Ballistics. They move pretty well with a 250 STD engine in them so you can learn to pilot in combat and understand the mechanics. they are not to pricey either, 15-20m to buy all 4 and completely outfit them while you are gaining the pilot xp.
After that just save your C-bills, and purchase what you like, or get the hero/champion stuff with MC money. Those have unique hardpoints for weapons, and get XP or C-bill bonuses. They are not really any better or worse though.
On the first 5 pages of the new player forums, their are many threads out HBK's, lights and combat strats, check um out.
As for lights.. perhaps someone will say give the light a shot, but right now, with the way LRM's are.. I'd say pick something else cause the learning curve on lights is a bit higher i think. Besides you can learn all the maps, learn what you really need to be doing, by playing with the others.. then when you go back to lights, you will be an old pro... Or at least, just know what is up.. which really is a decent amount to learn.
Edited by JC Daxion, 23 May 2013 - 05:41 AM.
#3
Posted 23 May 2013 - 05:41 AM
OldOrgandonor, on 23 May 2013 - 05:23 AM, said:
Welcome. I'd be the said someone that JC referred to. At least one of them.
Anyway, with the Jenner you purchased you will be gaining an experience bonus that you won't have with the cbill (earned) version of the JR7-F. However, in terms of everything else it is identical with the exception of having to spend a fortune of earned income to make it competitive.
Normally I'd post a wall of helpful text however I just woke up. I will tell you that after the most recent patch they made a mistake associated with LRMs which makes them all go directly for your center torso and cockpit (making them super deadly) when fired indirectly through the reference of a spotter. What this actually means is that it's safer to charge your enemy missile boats than it is to find cover (since their deadliness increases two-fold if you hide).
Rather than going for the usual wall of helpful text I can help you quite a bit further by bringing you into some matches with me. Do you A) have teamspeak and B ) have some time to go into the field with me?
On your other questions. One of the Jenners was supposed to get ECM, but it didn't in fear of it becoming overpowered. The result? The Raven 3-L became the most overpowered thing for the longest time due to lag issues that have been resolved. Since those issues are gone, I think the Jenner is deserving of having an ECM variant. I'm thinking the single launcher variant should earn this title, as there's nothing setting it apart from the twin launcher variant or the 6 energy variant.
"R" allows you to target things. However if you see "Low Signal" on your minimap, the issue is related to a device called ECM or electronic counter measures. You can get lock, but only within a certain minimum/maximum range. The device called BAP found under the engines panel at the bottom can help combat this within 0 to 150 meters, allowing you to target said ECM mech. If there are two ECM mechs, it is better to run away. Remember that Jenners have superior speed to Commandos, and superior turning to Ravens. Use that to your advantage. Ravens have easy to hit legs. Jenners have easy to hit torsos. Remember this during combat.
You're playing an ELO (match scoring system) bracket of new players and poor players. You are bound to experience this. Occasionally a higher ranking player will be thrown into the match to settle a disgustingly gross offset in ELO average on one team. This has happened to me many times. It's where my best scores come from, but it can be annoying when it's not expected. Some players get bitter over this. It happens. Don't fret about it, most of your team is 'new' too.
The forums are much more receptive to new players, and you will frequently see myself helping them. There's also Redshift2k2, TruePoindexter, and numerous others. Many newer players that gain some experience also hang around to help other new players.
In two months there will be a much better "Training" that will help with much of the new player experience. It is coming with an improved user interface.
Edited by Koniving, 23 May 2013 - 05:52 AM.
#5
Posted 23 May 2013 - 06:01 AM
Jenners are great mechs in the hands of a skilled pilot. You aren't a skilled pilot yet Neither am I, this is day 18 for me. Get a Medium or Heavy mech to start out in. The Hunchback has been suggested. Personally, I chose the Trebuchet 7M and 5J variants (both have jump jets). Both can be configured for LRM spamming or direct fire energy weapons.
Read the forums notably this Sub-Forum... seriously! Just sit down and read for an hour.
#6
Posted 23 May 2013 - 06:17 AM
Thanks for the offer, I really do appreciate it. I sadly don't have teamspeak. I do have some time to play this AM, and mostly this weekend. Very kind of you to offer to help me.
JC,
I hear you on the tactics change. I'm thinking it over about changing play style, as it's really starting to look like there's no place for a scout in current match play. Maybe that will change when game goes live? Who knows. I guess that's what I get for jumping in right away and buying a mech.
Neo,
Lol, I know, I've been in 25-30 matches, and can count the ones I've lived through on one hand, with fingers left over. Most of the time I die in less than 2 min.
#7
Posted 23 May 2013 - 06:17 AM
For the best results with the Champion/Community built Jenner that you have, use the medium lasers for ranged targets. Switch to the small lasers when the enemy is either close, your heat is too high, or when battling light mechs (their shorter beam life allows you to concentrate the damage much better. Unlike MW2 where lasers were essentially bullets, lasers work like magnifying glasses against ants. You have to focus the beam and hold it to do real damage).
Light mechs in general appeal to players with higher skills due to their fragile nature but great potential. Since you have not played Mechwarrior 3 and thank god you didn't play 4 (it was awful; the MekTek expansion turned it into gundam), you may not be aware of many important tricks. Good news is neither are most players.
Some tricks to be aware of: Submerging in water doubles your cooling efficiency. Since your Jenner comes with double heatsinks by default, you have to submerge more than half of your torso to feel this effect. This is actually a good idea. Missiles do Zero damage when they hit the water. Lasers and ballistics do half damage. This puts you at an advantage so long as you can pop your arms above water when you shoot.
An old but enjoyable video. Features the original (abandoned) Betty (computer voice).
Ballistic mechs usually store their ammunition in their legs. Armor is usually weakest on the legs if their weapons are particularly heavy. Especially with the new missile exploit that aims for the CT and cockpit, there's no other places that are safe to 'downgrade' armor in exchange for weight. Use this to your advantage. If you cause an ammo explosion that's a lot of damage you'll deal for free.
Fast is good. But it's not the best thing in the world. Many lights never take a moment to slow down. If you're behind an enemy that has no support, slow down. Stay behind him. It's okay to tip-toe once in awhile. Why run in front of the enemy so he can shoot you?
I can bring you along even without teamspeak (though it's free to download and it makes coordination easier. Most players in the game are running through their own voice programs which is why coordination in matches are minimal at best). Jumping on the game now. Will add you soon as I find the phone for the wifey.
Edited by Koniving, 23 May 2013 - 06:21 AM.
#8
Posted 23 May 2013 - 06:35 AM
When it comes to gameplay in general Koniving seems like the current thread Jenner expert. I both maxed out and pretty much started in a commando so while I've been through the light school of flaming debris it does fill a largely different role. They are the chassis which can get into trouble faster than any other mech type. I mean that in the good and bad way. However they can also get out of it faster too but that is the tricky part.
Conquest is where lights really come into their own at the moment, since their are five bases to take and hold. Most games you will find three of them to be completely unguarded at any one time. If you want to focus on objectives and outmanuvering, it could be a way forward for you.
I suppose my final word of advice would be that while targetting is arguably one of the scouts key points (Yay, spotting bonus!) there is something to be said for doing it the old fashioned way. Even Mechs under ECM can be visually 'seen' and you never know who's rear armor you might save by telling the team where they are. Type into team chat the grid location (E6 for example) and at least they will have some warning.
The battle grid (B key by default) can help alot too. It takes time to learn the maps and you are going to be all about the terrain. I've stopped myself from taking damage by using a truck of all things on River city. Your small profile means that with practice you can get away with murder. It is pretty crucial in my opinion to playing a light. Learning the maps can be time consuming but I believe it's very important if you play the scout. Luckily, in my opinion lights are also the best at learning every ridge and back alley the maps have to offer.
Good luck and welcome to the party.
Edited by Ninthshadow, 23 May 2013 - 06:36 AM.
#9
Posted 23 May 2013 - 06:36 AM
OldOrgandonor, on 23 May 2013 - 06:17 AM, said:
Thanks for the offer, I really do appreciate it. I sadly don't have teamspeak. I do have some time to play this AM, and mostly this weekend. Very kind of you to offer to help me.
Add request sent. Click on Social in the bottom right, then invites. Accept. Then go to friends, double click my name and say something so I know when you have. I'll send another request, this will go to a group. If my name is yellow then I'm in a match, wait briefly and I'll be back out once its green.
Me and Verrick of this video fame (made by 7NationArmy who had 4th place overall in mediums with MWO's first competition) are running Jenners. We kicked rear in 3 trial mechs in the scenes below.
(Edit: OldOrganDonor did very well with us. Hope he runs with us again.)
Edited by Koniving, 23 May 2013 - 08:00 AM.
#10
Posted 23 May 2013 - 06:42 AM
If you can see an enemy 'Mech and it has an empty red triangle over it, none of your team is currently targeting it, and you should be able to (press 'R' unless you remapped the key).
If you can see a 'Mech that does not have a triangle over it - and you can see the little blue triangles over friendlies (sometimes the IFF is bugged and no one has a triangle), that 'Mech is an enemy 'Mech that is either 1) too far away to target or 2) under an ECM blanket. You will not be able to target any enemy 'Mech under an ECM blanket unless you have a Beagle Active Probe and are in close range. Don't try and target it - blaze away if you think it's a good idea.
Targeting a 'Mech is a good idea - as you probably know - because the rest of your team can see it, you can use streaks and LRMs on it, and after a short period of time, you will see their armour diagram and loadout - helping you know what range to best engage at (or whether to run away) and which bit to shoot at. However - don't worry too much if you cannot target the 'Mech. The rear side torso armour is invariably weakest, the legs are also worth a punt.
Scoring points and CBills in a Light 'Mech is not easy. However here are my tips (warning - I'm certainly not as good as I think I am).
1. Play Assault rather than Conquest - Light 'Mechs are great at Conquest - but the rewards don't seem to be as high for me. Your mileage may vary.
2. Go for Kill Assists, rather than kills (hit every enemy 'Mech on the map with at least one damage). The ERLL is your friend here - it has massive range and is easy weapon to hit with. Just mounting one on your 'Mech will allow you to 'ping' enemies from a long way away and then relocate.
3. Hide behind the big guys, stick with them and 'escort' rather than scouting. If you get caught on your own by Light hunters, you will be taken down with few opportunities to escape. Once the big guys engage and are occupied, take pot shots, help out, look for opportunities to get behind the opponent.
4. Keep moving to minimise chances of being one-shotted. Never peek over a ridge if you can belt across at high speed and back again.
Good luck. If you need a team to drop with once Koniving's had his way with you, then let me know.
#11
Posted 23 May 2013 - 06:50 AM
I...remember the graphics being a little better than that.
But anyways, yes - ECM and ECM bubbles are what's throwing you. A smart team will try to keep as many of their numbers under the ECM bubble for exactly the reason you noticed: you can't target them.
There are ways around this: TAG them, use ballistic and laser weapons and shoot by sight, or run your own ECM (provided your mech can carry one) on "counter" mode. Other than that? Yeah - it's a pain.
#12
Posted 23 May 2013 - 07:12 AM
Next week, LRMs may be a lot less powerful.
For now, they might be a good investment for that 25-match Cadet Bonus.
My Catapult C1 is back to stock weapons and dishing out damage like I've never done before!
#13
Posted 23 May 2013 - 07:23 AM
#14
Posted 23 May 2013 - 07:41 AM
I noticed there wasn't much mention of your loadout, so I thought I might give you a few tips.
I pilot the Jenner-F the vast majority of the time, and I've had pretty good success with it as both a light/scout and a skirmisher/brawler. (Two nights ago I was using it as a spotter for a friend with LRMs and I got a bunch of spotting assists, but never much damage - last night I ran it as a skirmisher and averaged 450-600 damage per game, with like 2-4 kills and was consistently the top-scoring player).
The first thing you're going to need to do is make sure you've upgraded your engine - an XL 295 or XL 300 is pretty ideal. I run mine with 6 medium lasers, but you can do pretty well with 3ML and 3SL or 4ML and two SL too. The heat can be a bit much with 6MLs, so until you've got the hang of it you may want to go with the 4 and 2 build.
Also, you're also going to want to make sure you've upgraded to Double Heatsinks, Endo-Steel internal structure, and Ferro-Fibrous armor - all three of which can be found in the "upgrades" tab in the mechlab. It's pretty expensive to get all 3, but it's necessary to do so if you want to get the most out of the Jenner.
Apart from the engine and the weapons, drop in a pair of jump jets (which help you take turns tighter and aid in navigation on maps with lots of verticality), as many double heatsinks as you can fit, and nearly max armor (if you have to take armor off - take it off the head and arms first. The head on a Jenner is tiny and very hard to hit, and few people will aim at the arms)
You're also going to want to get the other two Jenner variants as your next two mechs, because as you earn experience for them, you can unlock skills to make them better. To unlock the more advanced skills, you have to acquire all of the "Basic" tier skills for 3 different variants of a mech (of the more advanced skills, called "Elite," the one which is incredibly important for light mechs is called "Speed Tweak" and it raises your mech's maximum speed by 10% - it's a game-changer for a Jenner and vitally necessary). These skills can be found under the "Pilot Lab" and can be unlocked with mech XP or general XP (though you acquire GXP much slower, so it's wiser to save those).
You can also use your GXP to unlock "pilot modules" which give you some pretty nice bonuses. For a starting Jenner pilot, I would probably recommend "Target Info Gathering" which allows you to access information about an enemy mech faster - such as their loadout and the paper doll which shows their damage - this information can be invaluable, because knowing where an enemy is weak can net you a lot of component destructions and kills, which in turn will give you bigger c-bill rewards after matches.
Otherwise, you seem to have the right idea - try to flank and get behind the bigger enemies, get close to and harass missile boats (even more important right now, because of the bugs affecting LRMs), and if you get outnumbered haul *** back to your teammates as quickly as you can - and if you find yourself up against something with Streak SRMs GET OUT OF THERE AS FAST AS YOU CAN because they will destroy your center torso faster than you can say "oh crap."
I hope this helps - Welcome to the game!
P.S. One last tip - you probably know this, but NEVER STAND STILL OR RUN IN A STRAIGHT LINE! Keep on the move, and serpentine!
Edited by DEMAX51, 23 May 2013 - 08:02 AM.
#15
Posted 23 May 2013 - 07:45 AM
Now, don't get me wrong, Jenners are GREAT little mechs. I run my two Jenners more than anything else. They are just a very skill-intensive mech, and require more than a little acrobatics to get the most out of. They are guns on caffeine-powered legs.
Now, you said you can't lock-on. I can't remember entirely, but I believe that in older Mechwarrior titles, a lot more weapons were fired from a lock-on, weren't they? Like, you chose desired target, and the targeting computer placed the shots, right? well, a lot of the weapons are essentially "dumb fire" now. Lasers, Autocannons, machine guns, SRMs and others all fire where your crosshair is currently pointing, so acquiring lock-on with those weapons isn't entirely needed. However, getting a lock is what provides you with target info, so still go for it.
Keep your Jenner, but you may want to get something a little bigger to learn on. recommendations here run longer than soap opera plots, but some relatively safe bets are Hunchbacks, Centurions, and Cataphracts. Still, if something else tickles ya, try it out. My first mech was a Cicada. I eventually sold it, but I ran the tar out of it for a long while, and enjoyed every minute.
Do listen to Koniving. The guy really knows his stuff, and is really good at helping people out. He's extensively tested darn close to everything in the game, and frequently helps the community test new weapons systems. He'll steer you right without making you feel like you're being indoctrinated.
Feel free to message me also, if you want. And the link in my sig, all good people who will help you out.
Welcome to the game. See ya dirtside.
#17
Posted 23 May 2013 - 08:07 AM
OldOrgandonor, on 23 May 2013 - 06:17 AM, said:
JC,
I hear you on the tactics change. I'm thinking it over about changing play style, as it's really starting to look like there's no place for a scout in current match play. Maybe that will change when game goes live? Who knows. I guess that's what I get for jumping in right away and buying a mech.
Neo,
Lol, I know, I've been in 25-30 matches, and can count the ones I've lived through on one hand, with fingers left over. Most of the time I die in less than 2 min.
Scouts are actually hugely helpful in matches. A well played scout can be the difference between winning and loosing. The thing is, you need to know the maps very well, to be able to scout effectively. This just takes time. Playing 50+ matches on each map, you will get to know them. Once you do, scouting becomes a ton easier. Besides that jenner is nice.. Just park it in your mech bay for a bit.. Once you unlock modules later to boost sensor range, and other goodies to help you scout, that mech will come alive. I know that is where my raven is parked till then.. the modules cost a lot of GXP to unlock, so save that, and just use mech XP to unlock pilot stuff. Once unlocked those sensor modules can be added to your mech, but they cost a ton.. Buy a light mech, then pay 3x as much as ya paid for the mech to add sensors, and a big engine.. But it is worth it.
Driving is the key to survival in them, and learning how to stay out of direct line of fire is a big part. Playing a medium, or fast heavy is similar because you are going to use the same skills to avoid being hit, the main difference is you have more armor to help you live longer when you make that mistake.
As for your dieing in less than 2 mins.. Sadly i have done that many times, though it does happen less and less now.. that is another reason to play something that you stick with the main lance while you learn. When more targets are around, the less of a chance you are going to be picked to be hit.
An HBK_4G with a gauss rifle, will hit hard, and have nice long range. You can also put an ER laser in some of them, which is another longer range weapon. Even a PPC can work on these. the longer range can help you stay hidden, peak your head out, fire... get back to cover.. move a bit more.. pop your head out in a different spot, and fire again.
another thing with this mech, you can buy the STD 250 engine for a few mill, and swap it around to your other mechs.. Over all the HBK is in the cheaper realm to outift.. so you wont be dying for credits just to upgrade it.. Your noobie credit bonus, should let you earn around 10-15m, which you can use to modify your mediums no problem.. Lights typically cost more to outfit believe it or not cause of the XL engines are like 5-6m each..
I don't have any experiance with the other mediums, outside of knowing, that when i do come up against them, and it is 1v1, in the HBK i win more often than i loose. the same can not be said for any other class.. Lights give me fits, assaults or heavies i hope they have damage before i start in.. The trebuchet, and champion do look like fun mechs.. and i will try both one day.. to me the look like they play like a little quicker, but a tad less fire power than the HBK. A dragon is a heavy, But plays very much like an HBK, with more armor, and a tad more fire power. It is a very enjoyable mech.. Just so happend one was a trail mech when i started last month. Lucky me, cause it is a really fun mech!
One big mistake people can make is not moving, or firing to many shots from the same spot. they can home in on you seeing where the lasers are coming from, then next thing you know you just got a gauss rifle to the head, and your match is all over..
But seriously at this point in time... trust me when i say, all those matches you die in the first 2 mins.. use it to your advantage.. stay in that match, and hop around and watch people. You will find good players on your team, and learn from them. You can learn a ton by dying.. at least i have.. II can count on one hand the number of times i disconnected durring the match, almost always watch it till the end..
FYI, i am not saying don't play a jenner,, I am just saying i'm glad i was learning on something else.. My advice is learn the ropes in a heavy, or medium.. the lights and assaults really are for experts. that is not to say an expert can't use med/heavy, But neither are as forgiving.. A noobie in a light is unsure of where to go, what to do,, and the assault noobie is going to have all the heat on them from the start. In a heavy/med, you can kinda stay in the shadows so to speak, which can help move your dying in 2 mins, to 4 mins. Which really is a first nice step..
also, yes, listen to koniving.. he has a ton of great info.. has yet to lead me in a wrong direction..
Edited by JC Daxion, 23 May 2013 - 08:22 AM.
#18
Posted 23 May 2013 - 08:08 AM
zraven7, on 23 May 2013 - 07:45 AM, said:
He's in the all laser variant. That's part of it.
We did really well in a 3 Jenner lance. One of the matches had 6 Jenners in it. The other side had 4 spiders, 1 Raven 3-L, and a heavy and twin assaults. We had casualties but we pulled through it despite their quad ER PPC Highlander and vicious Stalker. The enemy Streak Cat didn't help matters either.
#19
Posted 23 May 2013 - 08:15 AM
Koniving, on 23 May 2013 - 08:08 AM, said:
He's in the all laser variant. That's part of it.
We did really well in a 3 Jenner lance. One of the matches had 6 Jenners in it. The other side had 4 spiders, 1 Raven 3-L, and a heavy and twin assaults. We had casualties but we pulled through it despite their quad ER PPC Highlander and vicious Stalker. The enemy Streak Cat didn't help matters either.
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.
#20
Posted 23 May 2013 - 08:26 AM
Edit: always build before you buy.
Ok, F is the all laser boat. A lock on doesn't do anything for your damage.
Lasers are really tricky though because it does damage continually over a full second. Against fast mechs, in a fast mech, it's really really challenging to hild an ml ontarget, let alone one location.
In the forums you can click on profile and stats. Then click on weapons. If you're like me, your mls hit 90 percent of the time but average 1-2 damage per hit. Part of this is shooting at 270 to 540 meters (damage decreases linearly to zero) and part of it is not keeping beams on target for full duration.
As an aside, double heat sinks are mandatory.
I think the standard jenner f is max armor (like all mechs), endo steel, ferro fibrous, 300 or 295 xl, and 6mls (or 4 mls, 2 sls, and and use weigh savings for another heat sink).
Hit R of course, but don't worry if you can't get a lock. You can't even get a targe lock (with the missile lock chime and such) without equipping lrms or streaks.
You could also try 2 mpls, 2 mls. Pulses have shorter beam duration, so your aim can be worse.
Jenners are food mechs, but they take a lot of skill to use well. More than most mechs. Heck, I find ppc spiders easier to drive. Lasers are tough weapons at high speeds to do full damage with (but easy weapons to do a little damage with, so trade off).
Everyone recommends a hunchback. I recommend a centurian AL. It's faster and harder to kill. 4 mls 2 srm 6s, zombie!
Can't jump though. Treb 5j can jump at least :-). Faster than a cent. Might be better if you want to be kind of quick and still jump, but have a little morre time to aim.
Edited by DanNashe, 23 May 2013 - 08:31 AM.
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