

A Few Questions
#1
Posted 01 June 2013 - 11:55 PM
1) After some time (a few hours) poking around with the trial mechs, I decided to get a Jenner F. Now, after a week, having done some research and testing, I realised that perhaps purchasing a Hunchback might have been better.
My experience with the Jenner F so far has been....tiring. I have only won about 2/5 matches; and my K/D ratio is nothing short of horrendous (1/22), mainly because I go for spotting and kill assists. I've invested quite a bit (nearly all my Cadet C-Bills earnings) into buying and upgrading her.
The question I would like some advice and opinion on is:
Should I stick with the Jenner F and learn to master her or should I start anew with a Hunchback?
2) Does the number of JJs installed affect your mech in any way? Meaning what's the difference between say, having one JJ installed and having five JJs installed? Apart from HP that is.
I tried Googling, but all I got was stuff from last year, and I fear it might be outdated.
3) Related to question 2. On a Jenner F, is it worth replacing four (or some) of your JJ(s) with DHSs?
4) Stupid question, but why the heck does the stock Jagermech S have less armor than some stock lights?
5) Some advice on how to win at Canyon Network. No matter Assault or Conquest, it's always the same situation repeating itself again and again.
i) Everyone heads to where Theta is.
ii) Huge clusterf*ck happens.
iii) Opponent always has Catapults, proceeds to LRM us to death.
iv) We lose.
Oh MWO master pls teach me how to win at this god-forbidden map.
On that note I have a perfect win ratio at River City, 4/0.
It's my favourite map, pity it doesn't come up as often as it should.
My apologies for the huge wall of text, thanks in advance.
#2
Posted 02 June 2013 - 01:19 AM
1) Given the time you posted and assuming you play around the same times, unfortunately it is no wonder your kd is growth-stunted. For some reason during the early Eastern Standard Time AM hours of the day, the pings are so high that everyone including their brothers and their little dogs too have high alpha cheese builds. I actually have sworn off playing at these hours myself. I would ask that you give both the Jenner and the Hunchback a try at a different time of day. There seems to be trends between the time of day, and what sorts of enemies you will face. Also during the daytime in the US, there are more than 7 times the players than at night, which means the matches will be better suited to the various ELO rankings and thus more friendly for yourself as well.
Although, personally I will tell you that the Hunchback is more ideal as a new player mech. Specifically the 4SP. You can't go wrong with it. Whether you want a brawler, an LRM boat, PPC sniper, or anything else the 4SP can do it for you. With a standard 260 engine and the upgraded speed tweak (own 3 different hunchbacks and carry them through basics to reach elites) and you'll be going 92+ kph.
Here's what my Jenner - the D - has. My F Jenner is still in the original trial rig with standard heatsinks.

Without the 6 tons consumed by LRMs (two LRM-5 launchers = 2 tons each = 4 tons + 2 tons ammo = 6 tons) you can easily stuff in additional heatsinks.
Remember to get more tonnage you can slip in endo-steel structure. Only get ferro as a last resort.
2) Yes. They do. If you look at the picture I just gave you it says I have a jump distance of 10 meters. Each light-class jump jet for a 35 ton mech gives me 5 meters of jumping height. I have 2 equipped. The maximum is 25 meters or 5 jump jets. JJ's have nothing to do with your hit points, although it can help 'pad' your critical slots to protect ammunition or vital components (i.e. your heatsinks; but you'll lose the heatsinks before the JJ's anyway). You don't have to worry about crit padding in a Jenner. But check this out in case if you get a Hunchback to protect yourself from an ammo explosion.
3) Depends. Since you're a laser Jenner, it may be worthwhile. If you were a streak or LRM Jenner, it would not be worth it.
4) The stock Jagermech is an anti-air mech that is usually protected by other mechs such as the Atlas AS7-K (with its twin AMS), or providing fire support alongside an Awesome, Cataphract, or Stalker. In truth a customized Jager trades weak armor for an engine that rigs them into a metal coffin (the XL engine). So there isn't much additional strength to customized Jagers in terms of health. Just aim for a side torso and laugh as they die.
5) If it's assault, wait until the team is engaged. Then rush for the enemy base. BAIL long before they arrive; and routinely come back until it's well defended. This lures your enemies away from your team, allowing your buddies to have a 7 or so fight against what didn't rush back to base. Sometimes this leaves your team with a 7 to 2 advantage and it becomes an easy slaughter from there.
If it's conquest, avoid Theta at all costs. LRM boats like to die. Give 'em what they like when possible. "Pugged" LRM boats are super easy to take out; they travel alone, get abandoned, etc. Here's how to tell the difference. If you shoot the LRM boat, pay attention to how many enemy mechs simultaneously turn around to kill you. If it's more than one other mech, you want to run and not come back. If it's one to zero mechs, then take out the LRM boat's legs so it can't run. Legs always have weak armor on LRM boats.
Jenner gameplay examples. I'm sorry I don't have more but Jenners have been low on my priorities.
Below are some hunchback videos.
Edited by Koniving, 02 June 2013 - 08:24 AM.
#3
Posted 02 June 2013 - 01:25 AM
2) Number of JJ's affects time you can fly.
3) I usually leave only 2 JJ's on Jenner-F.
4) Stock Mechs almost all have not max armour
5) Never. Never! Never go with assaults on Jenner. Your job is to hit&run from many unexpected locations. Good Jenner pilot is real "pain in the ..." for LRM-boats.
There are many words i can say. Really good for you will be to go in Comstar TS & find yourself a company of more expirienced players. There are many good people there that sure will help a novice.
#4
Posted 02 June 2013 - 02:07 AM
Ultimatly this should be your aim for your Jenner F (in my opinion):
http://mwo.smurfy-ne...6062b95883b5869
Its pretty expensive but worth every cbill invested.
When you play try not to stop at any given time. Always move, dont make yourself an easy target. Dont take head on other bigger mechs, do it with your team. My tactic at the beggining of the match is to find enemy on map, report it to my team and then when fighting starts i try to give a hand to any of my teammates i see fit. I harras and hit from behind doing maximum speed almost always. On conquest mode your first priority should be caping bases and then helping and fighting the enemy.
As for the trial mechs most of them come without full armour. Trials are based on TT values which i dont know anything about.
Edit: I found this clip, it gives you general idea of how you should play. He made a mistake, one that almost got him destroyed when he ran too far for enemy jenner, try not to do that because most of the decent pilots will lure you that way to his teammates

Good luck and have fun!
Edited by z3a1ot, 02 June 2013 - 02:27 AM.
#5
Posted 02 June 2013 - 04:56 AM

1) You will want to get a Medium mech of some type. The Hunchback is the generally preferred model. I choose Trebuchets because at the time none of the other mediums had JJs. You K/D ratio is perfectly in-line with newb Jenner pilots. You probably do not want to sell the Jenner. You almost certainly want to switch to Conquest only matches where light mechs are invaluable. If you are using the LRMs drop 1 ton of ammo. At this point you don't need two. Further with AMS operating the way it is firing 2 LRM5s at someone is near useless.
2) The number of JJs = flight time or height. While this is an imperfect answer I've generally found the maps being designed for about 20m or 4 of the Jenner's JJs. This puts you at the top of most terrain non-JJ mechs would have to walk around or find the path.
3) DSHS = Good. Not being a Jenner pilot I'll defer the rest of this question but I will make an observation... I've seen repeatedly what happens to Jenner's that overheat

4) All "Basic" builds of these mechs come from the Table Top game BattleTech. The Jager S had the main job of staying behind everyone else, hidden in Heavy Forest, and shooting stuff. Its' main defense the fact that other stuff was closer and obviously more of an immediate threat

5) In any Conquest match... stay out of the fight and go Cap for the first few minutes. Hint: if you can actually see the shooting at Theta you are way too close and or not hidden! In an Assault match... hang back for 2 min or so. This is the amount of time it will take for the Heavies to arrive at Theta and commence bloodshed. Now run for the enemy base it'll take about 30 sec to arrive. The heavies are blasting each other and are well engaged at this point. You stepping on the Enemy base right about now will really screw things up!
Don't apologize for wall of text. You took the time to ask now we will take the time to answer. On that note please be advised that Koniving is the New Player Guide with videos. He is never wrong. A few days ago I thought he was wrong but I was wrong. So anything he says should be considered very worthwhile. Anything anyone says that directly conflicts with his posts should be considered suspect at best. Hmmm come to think of it... I didn't read his post he probably wrote all the same stuff.
GL HF!
#6
Posted 02 June 2013 - 05:02 AM
you may want to check out new Jenner builds or strategies, but I can't help you there (I'm a Heavy pilot)
More jumpjets gives you higher, longer jumps because you have more/longer thrust. Try experimenting with different numbers of JJ.
In the tabletop/lore, the Jagermech is intended to act as an anti-aircraft turret, where it's exceedingly longrange AC2s would allow it to outrange many of it's airborne targets. It didn't need armor because it wasn't a frontline combat unit. Tht's completely irrelevant to MWO, but fear not, it has the exact same maximum armor as any other 65 ton mech so it is only handicapped if you use it in a stock configuration.
If you're in a Jenner on Conquest on Canyon Network, don't go to Theta. Go around. Go behind. Go anywhere the enemy isn't.
As a light, you're actually the mech that LRM boats have the most to fear. Take the long way around, stay low in the canyons to avoid being seen, and get behind the LRM boats and laser their rear armor off.
#7
Posted 02 June 2013 - 05:08 AM
Quote
Sorry Koniving, but I usually do most of the laughing in my XL engine Jagermech, like when I singlehandedly kill half of the enemy team and I'm still standing. The XL is a fickle mistress, but it's a hell of a ride while it lasts

#8
Posted 02 June 2013 - 07:47 AM
Redshift2k5, on 02 June 2013 - 05:08 AM, said:
Sorry Koniving, but I usually do most of the laughing in my XL engine Jagermech, like when I singlehandedly kill half of the enemy team and I'm still standing. The XL is a fickle mistress, but it's a hell of a ride while it lasts

Just be good humored when she abandons you. I had a guy type "HACK!" at me when my 6PPC Stalker cored his pristine Jagermech (which, given the default armor and twin AC/20 load, is exactly what should happen). My teammates' reply of 'No, you were cheesed' probably did not improve his mood.
#9
Posted 02 June 2013 - 08:28 AM
Redshift2k5, on 02 June 2013 - 05:08 AM, said:
Sorry Koniving, but I usually do most of the laughing in my XL engine Jagermech, like when I singlehandedly kill half of the enemy team and I'm still standing. The XL is a fickle mistress, but it's a hell of a ride while it lasts

Oh very much agree.
My latest build is a nod to the trial Jagermech. It developed over time as initially a triple AC/2, LB-10, twin MG rig (which looks awesome btw). Then it became dual AC/2, UAC/5. And now dual AC/5, AC/2. Also using a new Thrustmaster Hotas X joystick. Well the throttle side of it; until lookspring is supported I'm afraid I can't use the flight stick side.
Edited by Koniving, 02 June 2013 - 08:29 AM.
#10
Posted 03 June 2013 - 07:32 PM
It seems that I'll keep the Jenner for now and get the Hunchback later on.
#11
Posted 03 June 2013 - 08:44 PM
From my limited learning so far, I would say run fast. Like max speed as much as possible. Practice JJ turning in training grounds and learn to haul *ss. Also, don't try and be a brawler. Be a fast, hard to hit, pain in the butt. Usually if you slow down, you die. It sucks to get legged or one shot cored in a light, so be as hard to hit as you can.
I prefer the large maps to the small city maps for that reason. Too hard to run fast and dodge in between buildings. Try to flank and scout, that's your mission imo. Once your team is set, and knows where the enemy is, try and get in behind the enemy mechs and give them a fast fly by poke in the butt while you run by. Don't try and slug it out with anyone, just run by, hit one or two and fade away quick. Use cover as much as possible. Keep your speed up.
If enemy team tries to cap, take off back to base and try and stop the cap. If it's 3 Spiders or Ravens capping, you're probably boned. Call for reinforcements, maybe they'll get there in time, maybe not. If it's not going well for team, I'll try and cap base for diversion. Maybe it will take heat off of your teamates. Of course, if it works, that heat is now coming at you, so take off out of there if you can. If team is doing well, I won't cap unless asked to.
Most of the time I'm the only light on my team, so I'm kind of on my own for base defense or base cap.
Sometimes I'm the last mech standing on my team, and I'll just run and cap the base and wait for them to come in and finish me. Maybe I can score a few points of damage before I die.
#12
Posted 03 June 2013 - 08:47 PM
-- Twist your torso away from attackers to force damage onto other components than center torso (CT.) Jenners have an unusually large CT which can be detrimental, but it also means there's almost never a bad time to twist into damage.
-- Stay moving and expose yourself for as short a period as possible. You're probably already doing this, but if you like lights it's really something to build on especially Jenners for the CT issues above. Whenever possible simply run straight through an area from cover to cover.
-- If you like the speed of the Jenner but are having trouble finding weapons you like I've been having a lot of fun, and - with practice - good results using 2 ER Large Lasters on my Jenner. It plays very differently than a close range build. You stay at range and make quick passes out of cover, onto hills, or around flanks to poke at things.
#13
Posted 04 June 2013 - 01:31 AM
Some people advocate conquest mode over assault mode for Light 'Mech CBill generation. I've tended to stick to assault mode - but at least be aware that your CBill reward will change depending on game mode and different behaviours in-game are required to maximise your return on in-game performance. Always look at the 'player stats' tab in the after-mission screen and look at how you earned the most money for guidance.
For example: notice that you can earn significant CBills in assault mode for damage assists and saviour kills. If you want to maximise your rate of CBill production (to eventually allow you to buy a Hunchback - or other heavier chassis), then mounting an ERLL and 'pinging' as many different enemy 'Mechs during the round - even for 1 or 2 damage at extreme range - will help with assists. I aim for a minimum of 5 assists in a Light 'Mech during any round - most of which will be gained in the first minutes of the engagement - allowing me to focus on helping to win the game.
If you can damage a 'Mech that is shooting an ally and then it is killed, you should earn more money for savior assists as well.
Stay moving at range and keep an eye on the enemy armour diagram (this is easier on some maps than others). Use your speed and pinpoint weapons to aim at that body part and try and 'snipe off' arms, legs or torsos that are showing internal damage already.
Buying Premium Time (with real money) will increase the rate of CBill generation - but, as a percentage increase, is most effective when you have already mastered how to generate money in each match. Similarly with using a Hero 'Mech (not a Champion 'Mech).
The other end of the equation is avoiding spending too much in the Mechlab. Use Smurfy's excellent online tool to design your build before using the in-game Mechlab. Re-use expensive engines from chassis to chassis. Take care with upgrades like Ferro Fibrous armour, the return may not be worth the investment and in some cases, may limit the equipment you can mount on the 'Mech itself. Avoid selling weapons unless you are absolutely sure you won't use them again. In short - economise.
#14
Posted 04 June 2013 - 06:54 AM
Edited by Blalok, 04 June 2013 - 06:56 AM.
#15
Posted 04 June 2013 - 07:13 AM
So, I like playing lights and mediums, and my Jenner F is one of my go-to mechs. First of all, it's probably not the best "starter" mech. That being said, it can be a devastating lil booger if played right. Here's a few tips.
1) You generally only want 1 or 2 jump jets on it. For a light, the Jenner has a kinda big Center Torso, and putting yourself too high in the air only turns you into *****. a couple of jump jets is enough to let you take advantage of Jump Jet turning, as well as use some rather interesting maneuvers.
2) Run 6 medium lasers. Yes, you can only fire 2 or 3 times before you overheat, but each on is 30 damage, and you have a respectable 270 meter range.
3) You are not a scout. You can pinch-hit for one some, but you do not have ECM and you have a large CT. Be very, VERY cautious when you are trying to help out scouting.
4) Whenever possible, attack from behind. You can dump 30 points of damage into one spot relatively easy. A lot of heavies, and some assaults, don't even carry 30 armor on their rear CT plate. Also, a lot of times, they will ignore you until their armor is gone. Lasers cause no cockpit shake, so they might not even look until "CRITICAL DAMAGE" flashes on their screen.
5) Use fade-away attacks. Hit, then run behind cover. Repeat. Each time you do this, you are potentially dropping 30 damage onto a target. That is pretty huge.
6) Flank enemies. If your teams Atlas is duking in out with a highlander, and you think you can get away with it, get behind the highlander and start ripping off either his back plate or a weapon arm. Your Atlas will thank you.
It's a great mech, but just requires a different approach. I hope you enjoy it.
Edited by zraven7, 04 June 2013 - 07:14 AM.
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