

So What Is It With The Wave Of People Forgoing The Missiles On Jenner K And D Variants?
#1
Posted 13 September 2013 - 07:27 AM
#3
Posted 13 September 2013 - 07:56 AM
That or switching some ML's for SPL's(slightly lower DPS for a much more manageable level of heat).
#4
Posted 13 September 2013 - 08:01 AM
I either use streaks with BAP to make those annoying Cicadas and Spiders visible to the rest of the team or 1 ERLL/PPC and a few medium lasers.
If I could actually use the 2x SRM4s against other lights I'd bring them, but you can't. Direct hits on screen usually deal no damage.
#5
Posted 13 September 2013 - 08:26 AM
#6
Posted 13 September 2013 - 08:34 AM
SRM's against lights are a wash right now.. that much is true but I reserve my ammo for the heavies and occasional 'light is legged/shutsdown/runs into something' moment where I can hit a stationary or almost stationary light.
#7
Posted 13 September 2013 - 08:44 AM
627, on 13 September 2013 - 07:45 AM, said:
Too much heat? Problem solved
Tbh, the problem is the ammo shortage but you can endlessly spam the mediums and save up some shots only on mediums/heavies/assaults when you can get the chance, without employing them unless for a sure hit. Using SRMs vs other lights is pointless, from a pov of heat management and oh well, you barely hit them with 30% of the salvo unless you can do a point-blank pass.
Otherwise drop a DHS and to a similar JR7-D, ammo in the side torso are rather safe, Jenner's all CT and those DHSs (yes none in the engine) and the single JJ cover the ammo with some crit-buffering techinque.
Edited by John MatriX82, 13 September 2013 - 08:45 AM.
#8
Posted 13 September 2013 - 09:19 AM
JR7-D
I like having the extra JJ's for the level of mobility that I can get with them, though I do occasionally switch two out to upgrade the SRM2 to a second SRM4. I wish there were dynamic missile slots on the Jenner so that I could slap a SRM6 on it.
It still has a great level of damage and the heat level is very manageable by creating weapon groups of 2 laser, 2 laser, and then a group with both missile and then one for each missile weapon as individuals.
Edited by Foxfire, 13 September 2013 - 09:19 AM.
#9
Posted 13 September 2013 - 10:13 AM
I still run 2x SSRM2 on my D though to deal with lights with holes in their side torsos since I have trouble keeping my beams on a side torso section on Jenners and Spiders.
#10
Posted 13 September 2013 - 11:16 AM
#11
Posted 13 September 2013 - 11:41 PM
#12
Posted 14 September 2013 - 12:48 AM
#13
Posted 14 September 2013 - 11:01 AM
The Jenner-D is the better SRM/SSRM Jenner.
#14
Posted 14 September 2013 - 02:02 PM
#15
Posted 14 September 2013 - 06:57 PM
Deathlike, on 14 September 2013 - 11:01 AM, said:
The Jenner-D is the better SRM/SSRM Jenner.
I wouldn't recommend SSRM2's for anyone, honestly. Even if you could boat them they are just TOO completely random(more weighting needs to be placed on the core of the mech than currently done).
I hope that one day they add dynamic missile slots to the older mechs so that you can optimize with an SRM 6 for the single slot that a K has.
Edited by Foxfire, 15 September 2013 - 07:15 AM.
#16
Posted 14 September 2013 - 07:10 PM
Arctourus, on 13 September 2013 - 11:16 AM, said:
This is pretty fun. (Although I put 4xMLas on mine.) Surprisingly good at harassment and killing, and absolutely glorious at assist farming.
#17
Posted 15 September 2013 - 08:36 AM
Foxfire, on 14 September 2013 - 06:57 PM, said:
I wouldn't recommend SSRM2's for anyone, honestly. Even if you could boat them they are just TOO completely random(more weighting needs to be placed on the core of the mech than currently done).
I hope that one day they add dynamic missile slots to the older mechs so that you can optimize with an SRM 6 for the single slot that a K has.
Since the damage buff and despite it spreading the damage so often, it's still useful. Considering that Jenners are still the dominant light meta, this version of the Streaks are still useful if you're not relying it for a straight kill. I look at it as "guaranteed damage" when you're considering the overall low health of lights in the first place.
Edited by Deathlike, 15 September 2013 - 08:38 AM.
#18
Posted 15 September 2013 - 08:37 AM
Gotta play to your strengths!

#19
Posted 15 September 2013 - 09:49 PM
Foxfire, on 13 September 2013 - 07:27 AM, said:
One word....HEAT.
By the time you drop a 300XL in, max the armor and add 4 MLs, you don't have much in the way left for DHS lets alone missiles. I mean sometimes your better off being able to fire without worrying too much about heat even it you lose a bit of alpha and damage potential because lets face it, I shutdown and immobile Jenner is a dead Jenner.
Personally I just dial back the engine to a 280XL or something to make room for at least 1 SRM launcher but that is just me.
#20
Posted 15 September 2013 - 09:54 PM
Foxfire, on 14 September 2013 - 06:57 PM, said:
I wouldn't recommend SSRM2's for anyone, honestly. Even if you could boat them they are just TOO completely random(more weighting needs to be placed on the core of the mech than currently done).
I hope that one day they add dynamic missile slots to the older mechs so that you can optimize with an SRM 6 for the single slot that a K has.
Steaks aren't a bad decision if you look at them as just a damage addition rather than something you can rely on. They are also good at shaking up enemy lights that you engage. The key about Steaks is that all you have to do is lock the target and fire. When your running around at 140+ kph, ducking, dodging and jumping around, that is very useful. Additionally you only have to worry about lining up one crosshair, not two which is a tad easier and you can fire up and down with streaks since they are locked to the CT.
However as I said in my first sentence, you can't rely on them at all. They are just "extra" damage, no more no less.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users