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I Can't Do Jack With The Jenner.


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#21 Skexy

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Posted 05 August 2013 - 10:43 PM

One of the most solid pieces of advice you can give a new pilot is 'don't chase the Jenner.'

As a light pilot, one of the best things you can do is get them to chase you, weather you lead half of their team on a wild goose chase while the other seven mechs on your side keep formation and can outnumber the remaining opposition, or lead a hopeful light-hunter face first into a couple of your friendly assaults or simply base cap when the lines are about to meet forcing the enemy to break up and deal with you and weakening their front line.

Be the Jenner; make them chase you.

Skexy

Edited by Skexy, 05 August 2013 - 10:44 PM.


#22 k0sh

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Posted 07 August 2013 - 06:14 AM

Also running between multiple enemies and moving around them help as they are afraid of friendly fire. I've seen many friendly kills thanks to that as well.

#23 NoThreat

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Posted 15 August 2013 - 01:11 AM

Am a new Jenner player since the Sarah mech. All of the above advice is what i use.
Keep moving - Use JJ to avoid - Get behind mech to pull them away from main fight and pick them off.
Cap bases to again pull mechs back. Run away if they are just after you.

I run , 1xLL , 3x ML. XL 280.

Works really well - average end up with over 400 damage and few kills.

6 Light Swarms are always fun :P

#24 Training Instructor

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Posted 19 August 2013 - 07:04 AM

If you want to knife-fight, I've found the 6xSpulse to be deadlier than the medium lasers because of the beam duration, lower heat, and rate of fire. When you're doing drivebys, most of your damage is a lot more focused, making it more effective. Also, while hunting other lights, you'll leg them in very little time as most of your damage is landing, rather than spreading out.

#25 Rovertoo

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Posted 19 August 2013 - 07:37 AM

I love my Jenner, and I play it like the spy from Team fortress 2 mixed with the scout. I stay low, take the long way around, and pick off three or four of their Atlai, or at least strip off their armor and wreak havoc within the team. Then, after I've fled, I come back around to my team and start picking apart their lights with my small pulse lasers. By then I'm normally ignored when the main enemy group arrives, leaving me even more time to blast off that back armor everyone neglects.

But that's just my strategies! Best of luck to you in one of my favorite mechs!

#26 Doctor Proctor

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Posted 19 August 2013 - 08:11 AM

View PostNoThreat, on 15 August 2013 - 01:11 AM, said:

Am a new Jenner player since the Sarah mech. All of the above advice is what i use.
Keep moving - Use JJ to avoid - Get behind mech to pull them away from main fight and pick them off.
Cap bases to again pull mechs back. Run away if they are just after you.

I run , 1xLL , 3x ML. XL 280.

Works really well - average end up with over 400 damage and few kills.

6 Light Swarms are always fun :rolleyes:


I also got the rest of the Jenners and started working on them after getting the Sarah. I've found that one thing which really helped was using an LL build like NoThreat. This is the one I use on my JR7-K, for example. I use something pretty similar on my F as well.

The advantage of the LL build is that you don't have to feel like you need to get right in the enemy's face anymore. You have decent range with the ML's anyway, but with the LL you can snipe a bit from 500 meters or more, which greatly reduces any potential for damage from the enemy. This helped me early on to survive long enough to get some experience with how much damage I could take, how I could hide, torso twist and find other ways to mitigate damage and break engagements.

I think the mistake a lot of light pilots make at first, myself included, is that they equip all short range weapons and just charge into the enemy without really what they're doing yet. They leave themselves open for multiple shots on the way in, and by the time they get off one or two shots they're cored. Keeping your distance will help you stay alive longer, and let you gain piloting experience.

#27 danneskold

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Posted 05 September 2013 - 08:00 PM

The Jenner is one of the finest machines in the game, imo. The key is how you move more than anything. If you insist on getting up close and circling, you are going to get hit - a lot. you will die - a lot. A lot is determined by your load out. The F and D are the best variants, to be sure, whether the 7F© or D(S) or the regular - the hard points are the same.

I used to get up close, and got to a point where I would pretty much take out whatever I was fighting, but consume myself in the fight, and usually be destroyed by the next opponent I ran into. You have to conserve your limited armor. I also stack most of my armor to the front, and have little rear armor - less than 10 pts on each section.

Get to max speed, and dont stop. try not to run at a target when you shoot, if you do - they better not be facing you, or be low on armor. You trade your armor to do maximum damage. If you see a pult with an open CT that is red - that might be the time to run right at it and bury all your ML into that red mass, trading some of your armor from his strike to deliver your damage to kill him.

But in general, dont stick around long. I run in, make a hit, and disappear over a hill or rock. if you are alone, dont come back right away. If other lights, let one of them make a run at him to get his attention and change his orientation before you come back. Most likely, he is then tracking the other light and you can make another run - or vice versa, you distract for each other.

Your best weapon, is your JJ. use them wisely, but I like the power climb. They cannot chase you. You hit the JJ at a steeper hill and do 152kph over it - they cant keep up. Just keep your line to the hill a zig-zag (shouldnt be far to it) and then get up and over as quick as possible - dont jet over it and have to much travel - you are a clay pigeon then! The pulsed jump turn is also a mainstay, you can out turn most anything. However, is in the the escape the the JJ really shine. you can use them for some snipe shots here and there too - but have to be careful to not be a target doing it. Jump shots are a sparing thing, and usually best if you are moving, rather than stationary (just depends on battle condition - stationary jump on a badly hurt target may work).

you can use SPL or ML - I would use MPL or SL. You can mix if you like. In the D, it can be nice to have SPL and 2x SRM4 - the ranges are similar.

However, I really like have ML as the bulk of my lasers - for one reason - you can hit out to 540m, if only doing partical damage. That reach is important, and you need to use it. If you see SPL builds, or heavy SRM builds, you can plink them from beyond their range - same for hitting wounded targets. You can hang back and hit targets that are engaging others. Another advantage is that the ML gives you a range of engagement outside of the current seismic sensor range! In the past, you were pretty much in it, and they knew you were coming, but now, you can be outside and have a good shot at them for high damage, and they wont have detected your foot impacts yet.

Your job is to make the fight unfair. If two heavies are going at it, help your heavy, add your firepower to his, and then try to use his armor to protect you. He wont turn his back on the other heavy very often! Dont solo cap, that is dead now.

You dont want to start fights, you want to finish them. It is usually not worth being the first to the fight, and if you are, dont stay, try to drag them back to your team.

The Jenner is potent for a small fast mech. I have seen 2 JJ, which is a little underpowered, and 4 JJ, which give us a needed HS. 3 is generally best. find a weapon load that works for your style and variant. I have been the last mech standing several times, sometimes I win, sometimes not - usually depends on how many of them are left, but it is an epic feeling to even be in that situation, esp one where you have a chance!

For the record, I PUG nearly all of the time, so I am doing what I do with no voice comms with my team, and not knowing their play style. It is about reading the situation, and using your mech to its best potential.

Edited by danneskold, 05 September 2013 - 08:06 PM.


#28 -Muta-

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Posted 12 September 2013 - 01:28 PM

View PostBront, on 28 July 2013 - 08:14 AM, said:

Tips on not getting hit.

1) Never stand still.
2) Never run in a strait line.
3) Hit and run when you're alone. You can circle the slow assaults, but a good assault pilot only needs 1-2 shots to take out a leg or torso if they hit.
4) Chaos is your shield. Let the other mechs take your shots, and join in and harrass your opponents. If they target you, run and avoid the hits (and let larget mechs take them out with rear shots).
5) Cap stuff. In conquest, it's not unusual for a team to lose to a lone light mech who was wise about capping early and often.. In assault, a base cap can get you a sneaky win, or pull some of their mechs away from the fight.
6) Lights can swam, take advantage of it. Grouping up with 2-3 lights you can give you a huge advantage in tactical flexabilty.
7) There's no shame in the 0 damage game if you helped the team win. Ignore folks who whinge about capping. Without capping, there's no point in mechs under 60 tons most of the time.

Remember, you're in a light mech, not an assault mech. Adjust your expectations accordingly. For me, I find I rarely get kills in my Jenner other than the occasional light, mop up, lucky shot, or Atlas (I'd swear half my kills are Atlasses, it's probably closer to 20-25%), but it's rare I don't have at least 5 assists and 100 points of damage, and if I've done some capping, distracted some bigger mechs or kept the little ones off my team's heavier mechs, I've filled my role, and if our team (PUGS) isn't particularly incompitent or we're not up against a superiorly coordinated team, we tend to win.

Ultimately, have fun. If the Jenner play style doesn't suit you, well, you gave to charity and you gave it a try. Nothing wrong with that.


OMG!!! THIS IS PURE AND SWEET POETRY should name it "The Art Of a Jenner"

#29 Szegedin

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Posted 17 September 2013 - 09:38 AM

View PostArtgathan, on 04 August 2013 - 10:22 AM, said:

I often see light pilots use their JJ as often as possible / to execute fancy maneuvers (such as the 180 turn). THIS IS A MISTAKE.

Your JJ, when used for long flights, make you extremely vulnerable as you travel in a set path at a set speed. Essentially while you're executing a 180, you're a 35-ton clay pigeon. They also decrease your speed on landing, giving you a fraction of a second when you are standing still (and thus an easy target).

Jump Jets should be used to:
  • Clear Obstacles (including enemy mechs) or Escape over Ridges
  • Dodge (by tapping them quickly you can throw off an enemy's aim and cause a miss)
I will repeat: fancy jump jet maneuvers are awful when engaging anything heavier than another light mech. They leave you extremely vulnerable. Before HSR started getting messed up every time I saw a Spider jump jetting into the sky all I could think was "fireworks" as I put an AC/20 into it's CT.


Be careful with your JJs. They can help a lot, but they can also hurt a lot.


Probably good advice, - but the thing about Jump Jet spins is that you can look in some oblique direction mid-air and reorient your legs to torso before you hit the ground. It does slow you down, but it can setup a great escape route while throwing off deflection shots coming your way....just don't hold the jet button too long, cause yeah when you're flying you're moving in a straight line....

#30 Brenden

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Posted 17 September 2013 - 03:27 PM

You must be new here.





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