Making Your Jenner Useful In Conquest Post Cap Time Increase
#1
Posted 14 August 2013 - 02:31 PM
Now there is an alternative.
I present, Tinypult.
With 2x LRM5, now you can fire at enemies while you sit in the box instead of drinking (or in addition to drinking). More importantly you can supress enemies and cause them to run and hide like Ombrophobes during an April shower.
But what about enemy lights you might say. Well, with 4x SPL you can quickly get damage on those pesky spiders and if they're out of your SPL range, well it's time to make it rain. Plus with the SSRM fix and terrible SRM hit reg carrying SRMs is frankly useless anyways.
#2
Posted 15 August 2013 - 04:55 PM
Its basically a deaths knell with more armor jumpjets and lrms, and I have seen people do some crazy things with just a 4ML DK so in the right hands this all range jenner build can do wonders.
#3
Posted 16 August 2013 - 07:11 PM
Anyways, seriousness engaged- I just wanted to say that I love this build. I am also using the ML version for some more range, good times it was. I got Sarah's mech and was trying to figure a effective/fun build, this one hit the nail on the head, nice!
#4
Posted 16 August 2013 - 07:35 PM
Linkin, on 16 August 2013 - 07:11 PM, said:
Anyways, seriousness engaged- I just wanted to say that I love this build. I am also using the ML version for some more range, good times it was. I got Sarah's mech and was trying to figure a effective/fun build, this one hit the nail on the head, nice!
Drinking is extremely serious business.
Anyways, the 4xML version is probably more practical in general, but I find I don't engage enemies outside of SPL range terribly often.
#5
Posted 17 August 2013 - 01:12 AM
Narcissistic Martyr, on 16 August 2013 - 07:35 PM, said:
Anyways, the 4xML version is probably more practical in general, but I find I don't engage enemies outside of SPL range terribly often.
Its better to stay out of close range when you are a fast long range missile platform yes, but its also nice when your target is in that sweet spot where the lrms and medium lasers overlap between 180m and 540m.
That is where I believe this build works the best.
I will also be crazy and try this with the locust when it comes out as the newly announced 3S locust will have 2 missile hardpoints.
#6
Posted 19 August 2013 - 12:56 PM
MonkeyCheese, on 17 August 2013 - 01:12 AM, said:
That is where I believe this build works the best.
I will also be crazy and try this with the locust when it comes out as the newly announced 3S locust will have 2 missile hardpoints.
Agreed, that overlap range works very well if you can stay in. Especially when chasing something, just let it get a little ahead and you've got maximum firepower to their back.
Narcissistic Martyr, on 16 August 2013 - 07:35 PM, said:
Indeed.
#7
Posted 19 August 2013 - 01:00 PM
#8
Posted 12 September 2013 - 12:57 PM
Narcissistic Martyr, on 14 August 2013 - 02:31 PM, said:
Now there is an alternative.
I present, Tinypult.
With 2x LRM5, now you can fire at enemies while you sit in the box instead of drinking (or in addition to drinking). More importantly you can supress enemies and cause them to run and hide like Ombrophobes during an April shower.
But what about enemy lights you might say. Well, with 4x SPL you can quickly get damage on those pesky spiders and if they're out of your SPL range, well it's time to make it rain. Plus with the SSRM fix and terrible SRM hit reg carrying SRMs is frankly useless anyways.
I LOVE THE NAME!!!!
tinyPULT
#9
Posted 15 September 2013 - 08:57 AM
Except the small pulses should be without a doubt switched to MLs.
#10
Posted 18 September 2013 - 08:03 AM
#11
Posted 18 September 2013 - 02:23 PM
Bront, on 18 September 2013 - 08:03 AM, said:
...15% is not almost like having a second person....it's like having 15% of a second person...or...if 6 people with capture modules are on a capture point, it is almost like having a 7th.
Also, I like this build better:
LRM + TAG
3 ML + TAG instead of the 4 SPL's...also added a heatsink by trading out some armor: you really don't need it in the arms, side torsos and head.
Edited by ohtochooseaname, 18 September 2013 - 03:32 PM.
#12
Posted 19 September 2013 - 06:57 AM
ohtochooseaname, on 18 September 2013 - 02:23 PM, said:
...15% is not almost like having a second person....it's like having 15% of a second person...or...if 6 people with capture modules are on a capture point, it is almost like having a 7th.
Also, it feels like it stacks, so the 15% when you have 2 people standing on a spot is a bonus for both of them.
#13
Posted 19 September 2013 - 09:46 AM
Bront, on 19 September 2013 - 06:57 AM, said:
Also, it feels like it stacks, so the 15% when you have 2 people standing on a spot is a bonus for both of them.
I could see them making the rate be static, and since they nerfed the capture rate by a factor of 2, the module might really be a 30% boost. However...anecdotal evidence is...anecdotal.
#14
Posted 19 September 2013 - 09:51 AM
ohtochooseaname, on 19 September 2013 - 09:46 AM, said:
I could see them making the rate be static, and since they nerfed the capture rate by a factor of 2, the module might really be a 30% boost. However...anecdotal evidence is...anecdotal.
True. Problem is it's a pain to really test.
Regardless, I highly recommend the cap module for lights.
#15
Posted 19 September 2013 - 12:59 PM
Bront, on 18 September 2013 - 08:03 AM, said:
Jenner-F's cannot afford a module slot for cap assist.
Also, it isn't like a second person, it is like an extra sixth of a person. If you think it "feels much faster" then you are being placeboed!
Edited by PEEFsmash, 19 September 2013 - 01:01 PM.
#16
Posted 19 September 2013 - 01:24 PM
PEEFsmash, on 19 September 2013 - 12:59 PM, said:
You've got 3! What other 3 are better?
Also, I'm basing it off of anecotal evidence. Try it yourself and see. It's possible it didn't get nerfed when they changed the cap timer.
Edited by Bront, 19 September 2013 - 01:25 PM.
#17
Posted 19 September 2013 - 01:56 PM
Bront, on 19 September 2013 - 01:24 PM, said:
Also, I'm basing it off of anecotal evidence. Try it yourself and see. It's possible it didn't get nerfed when they changed the cap timer.
You've got 2.
Seismic Sensor, and Cool Shot 9x9.
#18
Posted 19 September 2013 - 01:56 PM
Bront, on 19 September 2013 - 01:24 PM, said:
Also, I'm basing it off of anecotal evidence. Try it yourself and see. It's possible it didn't get nerfed when they changed the cap timer.
JR7-F has 1 module the JR7-D has 2 and the JR7-K is the one with 3. you can always Master them and get an extra.
#19
Posted 19 September 2013 - 02:06 PM
John Buford, on 19 September 2013 - 01:56 PM, said:
JR7-F has 1 module the JR7-D has 2 and the JR7-K is the one with 3. you can always Master them and get an extra.
I was counting the master slot, but true, forgot about that.
Still, I'd take Cap Accelerator over most other modules in a light.
PEEFsmash, on 19 September 2013 - 01:56 PM, said:
You've got 2.
Seismic Sensor, and Cool Shot 9x9.
Bah, don't care for consumables. Well managed, you don't need them.
Edited by Bront, 19 September 2013 - 02:07 PM.
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