Dear, New Jenner Pilots
#21
Posted 21 June 2013 - 11:44 PM
make sure all of the enemy team get some of your sweet sweet Jenner love and kill assists will fill your wallet . go for component destruction whenever you can. this one wasn't my highest number blown off, but turned out to be the most cash.
http://cloud-2.steam...7AB2FEA40B573F/
i guess i just find managing my screenies on steam lol.
and that way anyone i know on steam sees me on and then i can get some more people playing!
#22
Posted 23 June 2013 - 11:20 AM
#23
Posted 23 June 2013 - 12:00 PM
#24
Posted 29 June 2013 - 01:48 PM
#25
Posted 29 June 2013 - 02:00 PM
DEMAX51, on 16 June 2013 - 07:14 PM, said:
I run my F with 6 mediums and no cool shot (I'm just kind of generally opposed to consumables). I do have half the lasers on my second fire group though and switch to using half when I need to.
The only time I get caught is when the ''heat critical'' warning fails to be delivered. Have you ever noticed that sometimes the warning is not played when it should be? I should report that bug to support actually.
#26
Posted 29 June 2013 - 06:02 PM
#27
Posted 29 June 2013 - 06:09 PM
They are difficult to master and pilot well.
Hence only really good pilots use them - to great effect.
I've learned to have a very healthy respect for them in whatever mech I'm piloting.
#28
Posted 30 June 2013 - 04:53 PM
#29
Posted 03 July 2013 - 09:02 AM
DEMAX51, on 30 June 2013 - 04:53 PM, said:
I've thought about switching to 5ml myself. Ill probably do that tonight.
Did you drop in another heatsink or put it toward something else?
#30
Posted 03 July 2013 - 10:57 AM
Edited by DEMAX51, 03 July 2013 - 11:18 AM.
#31
Posted 03 July 2013 - 06:35 PM
I generally run my JR7-F with 6 medium lasers. It sure is hot, but if you dash in, fire two or three times, then dash off, you can give yourself the time to cool off that you need. if you absolutely must fight and can't disengage to cool, then grouping your lasers into two groups of 3 and then firing only one group works. I don't like chain firing because it dilutes your damage over time way too much, and you need to be getting back into cover too often for that.
I've currently got two large lasers on my JR7-F. It allows you to harass from much farther away, which is really nice. Runs pretty cool, too. MWO mechlab shows 1.6 heat efficiency. I haven't tried it with ER larges yet but MWO mechlab shows that as 1.3 heat efficiency which is fine for such a long range build.
#32
Posted 04 July 2013 - 10:58 PM
#33
Posted 05 July 2013 - 06:21 AM
#34
Posted 08 July 2013 - 06:51 PM
For the JR-7F, two medium lasers to the first trigger and four to the second suit me the best. You can alpha with both (or set your alpha to your third trigger), trim down to 2 or 4 when the situation and heat curve warrant.
#35
Posted 08 July 2013 - 08:30 PM
#36
Posted 11 July 2013 - 09:39 PM
EDIT: on the D build, I like firing all my lasers, then putting my SRMs on chain fire so I can time out an even delay between 2 accurate missile volleys and then immediately fire my lasers again. But if the enemy is straight in front of you its best to just smack em with all missiles at once.
Edited by Scrotacus 42, 11 July 2013 - 09:42 PM.
#37
Posted 15 July 2013 - 01:18 PM
#38
Posted 16 July 2013 - 08:51 AM
#39
Posted 19 July 2013 - 06:51 AM
JR7-D
With an alpha of 36 hit and run is pretty easy, only problem are the missing JJs, but I learned to play without them.
Sometimes I start sniping withe the MLs from 400+m to get my kills which works pretty well too.. the only thing I don't understand is, that no Viktor was able to face me up to now... every other mech kills me from time to time, but none of them O_o
The F with 6 ML seems to be the easiest build for Jenner starters... but the D is the real fun for me
#40
Posted 24 July 2013 - 11:14 AM
Scrotacus 42, on 11 July 2013 - 09:39 PM, said:
My D with 4-ML, 2-SSRM2 had been getting the most damage per match of my Jenners. And with my current accuracy stats on the SRM6 (or lack thereof), a single SSRM2 puts out a half point more damage per 10 seconds (at a lower weight); two beat a single SRM6 hands down.
On the other hand, I've run into ECM trouble with that build, which is why I returned to a 6-ML layout with groups 1 & 2 consisting of left-right group fire & group 6 all MLs on chain. This way it's a quick flip of the arrow key to make my LMB switch from group to chain, since those keys are easier to find than my backspace. I tried the TAG on group 2 and as an always-on, and while the spotting bonuses were nice, they weren't as satisfying as the extra damage of another ML.
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