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.