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Advice For My Jenner Build Would Be Greatly Appreciated.


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#1 IR_Quinn

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Posted 03 September 2013 - 11:31 AM

Greetings fellow pilots,

Some of you might have seen my previous build post on my Catapult, the one that had an habit for self destructing. Well I got a little bored saving up the Cbills to buy a new engine and such so I thought I'd get myself a nice little Jenner to enjoy whilst I earn some more Cbills.

This new build I have is already a lot better, I've fired all weapons without overheating once. However I don't seem to do too much damage, or be able to avoid those big shots before doing anything useful. I know I'm only piloting a light mech so I won't be doing the damage I do with duel PPC or my duel AC20's but I feel much weaker than other lights. I've seen light mechs run rings around heavier mechs and with good positioning even taking them down.

Yesterday I saw a Commando take on 3-4 mechs on his own over the last 4 minutes of the game to pull out a win for our team. I guess I'd like to work on my skills/build so I can become that Commando pilot that carries our team to victory.

Here is a link to my current build;
Posted Image

Thanks in advance for any help
RyanUNDEAD

#2 qki

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Posted 03 September 2013 - 11:43 AM

Honestly there's not much you can do to it.

I prefer to run mine with a full set of jump jets (for scaling cliffs as well as turning), with a 295 XL (saves you half a ton), 14 DHS, and a mix of ML and SL (3 med, 3 small) for better heat management. But that's pilot preference really.

As for playing with it, may I point you to a tactic that's almost 100 years old: boom&zoom. Attack, then disappear, regardless of success. Do not stick around thinking you can dodge every shot coming your way. Not getting shot at is a better way to avoid damage, than simply being a hard target.

#3 Redshift2k5

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Posted 03 September 2013 - 12:05 PM

The build is pretty solid, all you need now is to work on your skills and teamwork!

#4 TheCaptainJZ

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Posted 03 September 2013 - 12:19 PM

Do you have all the pilot unlocks? It makes a big difference in any mech.
I also suggest you try a build with 2 or 4 med pulse lasers and 2 or 0 med lasers. Personally, I like the pulse lasers on my Jenner at least sometimes, but it's a trade-off with range and heat.

Also, try playing your Jenner as Lance support. By that I mean, stay with the main group and once the battle commences and the enemy has picked his target (your teammates) jump in and pick at them. You should get some kills or assists but since you are not the original target, you won't get focus-fired.

#5 IR_Quinn

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Posted 03 September 2013 - 12:45 PM

View PostTheCaptainJZ, on 03 September 2013 - 12:19 PM, said:

Do you have all the pilot unlocks? It makes a big difference in any mech.
I also suggest you try a build with 2 or 4 med pulse lasers and 2 or 0 med lasers. Personally, I like the pulse lasers on my Jenner at least sometimes, but it's a trade-off with range and heat.

Also, try playing your Jenner as Lance support. By that I mean, stay with the main group and once the battle commences and the enemy has picked his target (your teammates) jump in and pick at them. You should get some kills or assists but since you are not the original target, you won't get focus-fired.


I'll give the pulse lasers a test run, I only have kinetic burst unlocked at the moment. Do I just need the basic skills or do I need to buy all jenners to unlock the elite skills too?

I'm still really bad at MWO when it comes to knowing what I should be doing, especially with the light mechs. I've been trying to run solo and capture points etc, but that usually gets me in trouble with the enemy heavy mechs.

Edit:
I just did a match and tried hit and run tactics, I was in the fight lots and distracting the enemy by harassing their base. It was my best game yet as a light mech, even though my team score was only something like 35. It's such a rush playing as a light mech hiding from all these heavies looking for my blood [or should I say metal?].

Edited by RyanUNDEAD, 03 September 2013 - 12:58 PM.


#6 Bront

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Posted 03 September 2013 - 02:58 PM

I'm loving 6 SPLs on my Jenner-F. The shortened duration means the damage is applied faster and is easier to focus, so while I don't do more damage, I can leg my opponents much easier. Had to pull out 2 of the 3 JJs I had in though. Also, it has no range, so it's close up or nothing.

Alternitively, I enjoyed my prior build of 4 ML and 2 SL, which helped with heat a bit. 14 HS, 300 XL, and 3 JJs, along with nearly maxed armor. Generally very effective, and can do a little peak and shoot if need be with the added range.

#7 scJazz

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Posted 03 September 2013 - 03:16 PM

There isn't much to do with a Jenner build... even less on the F (C)!?!!?

Wait didn't you put the MC on the wrong account? Are you back to this one? Nevermind... wait whut Jenner Champion F?!!?!?!!
ZOMG L2Patience!!!

*facepalm*

Nevermind... I'll just let the other comments stand.

#8 Unnatural Growth

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Posted 03 September 2013 - 06:01 PM

I love Jenners, they are my favorite light mech. I'm sure I'm biased though, from the old MW, MW2 days that little Jenner was my meat and potatoes mech. It put food on my table, and other mechs in my garage.

The Jenners were the first chassis I elited when I started MWO.

Your build looks good. About the only thing I would change would be to drop a heat sink and add a couple more jump jets. Or trade out one ML instead. You really shouldn't be running super hot with that build unless you are constantly alpha striking, which I would advise against.

Your mobility is more important than your total strike damage, imo. You've got the best possible engine in that Jenner, the XL 300 is perfect. Now just work on unlocking your basic and elite skills. That Jenner will really "come alive" in your hands when all that is unlocked.

Also, just personal opinion, personal choice, I would avoid the pulse lasers in Jenners. The MPL's are way too hot and too heavy, and the SPL's are much too limited in range. I prefer an "all around" weapons build, and it's just hard to beat the good old ML's in the Jenner.

Once you unlock Master, you'll get a second module slot. The two most valuable modules for a scout, in order are:

1. Seismic/Advanced Seismic Sensor

2. Sensor/Advanced Sensor Range

If you play Conquest, maybe swap #2 for Capture Accelerator. I don't play Conquest, strictly Assault mode. Here are some scouting tips I put in another thread earlier, in case they can help you some. Once again, this advice is strictly for Assault Mode:

For Jenners specifically, run them fast, do not directly engage the enemy, learn to "JJ turn" while evading fire. and never, ever run straight at or straight away from the enemy. Put the biggest engine you can (XL300), as speed is your best armor. A slow Jenner is a dead Jenner.

Scouting is one of those (usually) thankless jobs that can either help or hurt a team. Good scouting can give an organized team the win. The best scout cannot help an unorganized team. I've seen both while PUG'ing.

I only play Assault Mode, so this "advice" is only for Assault.

You will have to develop you're own playstyle as a scout. Not all scouts do it the same way, and that isn't really a bad thing.

For instance,

PHASE 1 of scouting:

I do take off at full speed right from the drop. I want to get as far across the map as possible, towards the enemy lines of travel as I can, as quickly as I can. I circumvent the map at it's widest perimeter normally. Your team needs to know which lanes of travel the enemy is taking, and whether they are split, turtled up tight, camping their base, or rushing yours.

You don't need to get target lock for this phase.

Use team chat to tell your team with GRID NUMBERS, none of this "2 at Theta" {Scrap}, because most newer players have no idea where "Theta" is. But, "Three enemy heavies B3", "2 Atlas at F5", "2 Spiders headed to base along the F line", "main force all on G4 sitting in the bowl", is what they need to hear.

PHASE 2

Your team has not yet fully engaged the enemy, but are moving into position.

Now you've laid out the movements of the enemy units, it's time to make yourself useful once again. This will depend on your situation, as each match can be different. If the enemy formation is turtled up tight, and you've done your job of getting around behind them unnoticed, now it's time to start locking targets for your LRM boats. Start with the more important targets first, like the Assault mechs. Targeting an Atlas is better for your team than targeting a Blackjack. If no assault mechs are in target range, then second would be enemy LRM boats. Then down to heavies, then med's, etc.

I do NOT run TAG, and don't recommend it for light scouts. You have to be within 750 meters to "hit" them with it, and you have to hold relatively still. At the same time you are pointing a laser pointer at an enemy mech that really doesn't WANT a laser pointer pointed at him. Sooner or later, you'll get noticed, and they'll visually follow that red light back to it's owner, you. At 750 meters or less, you are in range of a LOT of weapons. Bad things will happen to you pretty quickly after that.

If you have enemy lights headed to your base to cap rush, and you are the only light, it is your job to go intercept. Hopefully you will get some help from fast mediums or (I wish) other lights on your team. If you run into a full on lance or enemy formation when you get to base, break off to call for help BEFORE you engage them. It will take your slower team mates time to get to you, so the SOONER the call for help goes out, the better your chances are.

PHASE 3

The main forces of the 2 teams are now joined in battle and fully committed.

Now is when you change roles to become a "harasser". Your job now is to cause as much disruption as possible within the enemy ranks. Come around to their rear and run full speed towards their rear units. This is usually where the LRM boats and snipers hang out, and your job is to disrupt their concentration by hitting each one quickly as you fly by. Remember, these cowards are shooting at YOUR team mates. Make a big circle pass at full speed. Fly in, hit a few, and fly back out without dropping your speed.

This often creates pandemonium as the enemy team will turn and fire wildly at you, often hitting each other in the process. You will get kill assists for every enemy you hit, that later gets killed by a bigger team mate. Do NOT make the mistake of staying in there and brawling. You are not a brawler. A brawling Jenner is a dead Jenner. Hit and run tactics. You are there to disrupt their "plan". Find cover, turn and line up your next pass through the enemy formation.

If you have big "brass ones", one of the most dangerous tactics you can use, is to launch a UAV. To properly do it, you must chat your team first to make sure your LRM boats are ready, then you literally have to run straight through the middle of the enemy formation. I recommend starting your run from their rear, run full speed through their line, and launch your UAV right as you hit their center point. You will light up every enemy mech in a 250 meter radius, whether they have ECM or not, whether they are powered down or not. Your LRM boats can now "bring the rain", and you will get spotting credits for every one they hit. Once again, this is highly dangerous for you, but it is an absolute joy to behold when done correctly. Most effective if the enemy is tightly formed together.

Your last, but not least responsibility is to help your team drive away enemy lights. If you see, or hear one of your team mates getting attacked by one or more enemy lights, you need to get in there and help drive them away. Get right up on top of them and put as many hits on them as you can. Lights love to swarm heavies and assaults, but lights DON'T like to be attacked by other lights.

If your team is in good shape, no one is calling for aide, you can try and pick off any stragglers that you see. Find an enemy heavy or assault that foolishly wandered off by itself and stay behind them and keep firing at them until you core them out. This takes time, unless they're already stripped of armor, so your time may be better spent elsewhere, unless you're just keeping them occupied until larger help arrives.

Those are my tactics, I hope they help you somewhat.

#9 Ertur

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Posted 03 September 2013 - 06:35 PM

Ok, 1st, welcome to the wonderful world of Jennering.

2nd, the F ( C ) is a good option. Comes preloaded with almost everything you need, it'd cost about 10million cbills to build it with cbills.

Your load is pretty good, but for more damage you have a hard choice. Add another medium laser by removing either your last two jump jets (which I would not recommend) or heat sink (which I have done).
You can get almost the same damage by using 6spulse lasers, though with much less range and the same choice regarding a replacement.
Or you can put in 6 small lasers and go with reduced range and damage, and be able to add a couple additional jump jets.

If you want to go completely crazy, you could put in a XL280, take out a jump jet and a couple of heatsinks and add an erppc (3MLas 1ERPPC), but that runs hotter than the 6MLas Jenner. That would also cost a bunch of cbills it sounds like you want to save, AND it would do less damage than 6MLas (25 v 30).
The only build with as much damage as the 6MLas is a JR7-D with two streaks (think Sarah's Jenner), and that depends on getting a target lock. Unguided SRM's could be even higher on paper in terms of damage, but missiles in general are too scattered, and the unguided ones frequently miss, making the F 'laserboat' the best option, I think.

The trick to maximizing damage is to keep the laser in place. Lasers are damage over time weapons, so hold them as best as you can on the same place on the target. You need to do that while running, and turning, and dodging because Jenners only slow down or stop when they want to die. This is the challenging part.

If you like driving a Jenner, then you'll want to get one of each and get at least the expert qual for them.

#10 Ertur

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Posted 03 September 2013 - 06:49 PM

Since OldOrgandonor didn't talk about Conquest mode, I'll just throw out that your main job in Conquest mode is to cap stuff. If there's four things capped for your team and you have the lead in cap points, then find the main body of your friendlies and help them kill stuff.
If you come to a cap point and there's more than one thing there, run to another cap. You aren't a brawler. One thing you can sometimes play with, more than one and you are going to be spectating for sure. Same thing if you are capping and a gaggle comes along, just leave. Take a few potshots as you go, sure, but don't linger and don't go back. There's 4 other caps, pick one and go there.
If there's a gang of lights, then hunt together once you're ahead on caps, with 3 or more caps under your control. That can change the dynamics a bit, and as a group you may be able to handle more than one target. Focus on one, but harrass and confuse the other. Don't fight if the odds are even, though; you want at least a 1 on 1 for the secondaries and a 2 on 1 or better on the primary target. If there's more, just run away, regroup, and try to get the enemy to separate.
But never lose sight of the caps, and as soon as it looks like the enemy starts to cap for their third cap you want to get one of them back again.
If you are the last one standing and you are ahead on caps, then keep the enemy interested in you and out of a cap. Tease them, flirt a bit, look like you'll be a fun and easy romp, and lead them all over the map. But above all stay alive.

#11 Koniving

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Posted 03 September 2013 - 08:45 PM

View PostRyanUNDEAD, on 03 September 2013 - 11:31 AM, said:

Greetings fellow pilots,

Some of you might have seen my previous build post on my Catapult, the one that had an habit for self destructing. Well I got a little bored saving up the Cbills to buy a new engine and such so I thought I'd get myself a nice little Jenner to enjoy whilst I earn some more Cbills.

This new build I have is already a lot better, I've fired all weapons without overheating once. However I don't seem to do too much damage, or be able to avoid those big shots before doing anything useful. I know I'm only piloting a light mech so I won't be doing the damage I do with duel PPC or my duel AC20's but I feel much weaker than other lights. I've seen light mechs run rings around heavier mechs and with good positioning even taking them down.

Yesterday I saw a Commando take on 3-4 mechs on his own over the last 4 minutes of the game to pull out a win for our team. I guess I'd like to work on my skills/build so I can become that Commando pilot that carries our team to victory.

Here is a link to my current build;
Posted Image

Thanks in advance for any help
RyanUNDEAD


The champion Jenner is the one with 6 lasers, right? Alright. What you have built is ideal for a striker role. You run in, make a shot, and run like heck. Come back later and repeat.

Do you fight like that or do you participate more in dog fights against other lights?

If you do more dog fighting, consider trying a few Small Pulse Lasers. They require half the time on target (0.5 seconds instead of 1 second) and recharge faster (medium lasers fire once every 4 seconds, SPL fires every 2.75 seconds.

If you're really mean, my own Jenner runs 6 SPL (and the same engine) in chainfire. There's almost no time at all without damage going out, so it's like having a machine gun firing red beams of light. Sounds wicked too. Heat's a little cooler than medium lasers, though the weight is the same. The drawback is you have to get closer.

This is using the Death's Knell. Regular small lasers to show it's not suicide. Ignore the beginning, it's making fun of how easy the Kintaro is to kill and the ghost heat system. Contains 2 battles one in the Caustic Valley and one on Frozen City.


#12 Lan

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Posted 04 September 2013 - 06:06 AM

Hey Ryan, welcome to Jenner madness. :(

First off, nothing really wrong with your build. Get those basic skills done and preferably elite aswell, they make the world of difference and is probably part of why you feel outperformed by other Jenner pilots. For example, look at these?

Basic skills
Heat Containment, 10% higher heat threshold
Coolrun, 7,5% better heat dissipation
When you are done with Elite levels on all three chassi, these double for 20% and 15%!!!

Elite skills
Speed tweak, 10% faster top speed
Fast Fire, 5% faster fire rate

All of the basic skills are doubled when elite is finished and none of them are bad, better movement, better twist, hell, it's a different mech entirely. I'll lay money on anyone in a elite mech vs a trial anyday.

The second part why you may feel outperformed, is probably just experience. You have some good tips from others in the thread so I won't go expound further except that speed is life. Always, always be on the move. Erratic movement is best, diagonal and never ever head on.

Here's a link to the Mechspecs Jenner F section with lots of builds and viewpoints: http://www.mechspecs....php?board=41.0

Here's a bit of mech madness with the Jenners (24 of them at once) that a bunch of us did in rememberance of Sarah (Garths Sarah Jenner event): http://www.youtube.c...d&v=_wRBmulyiWw

Edited by Lan, 04 September 2013 - 06:11 AM.


#13 DEMAX51

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Posted 04 September 2013 - 06:17 AM

The Jenner is my baby, and that's exactly the same build I use. Practice with it, get all of the pilot tree unlocks (speed tweak being the most important) and a Seismic Sensor, and you'll be golden.





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