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Where To Go From Here?


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#1 RiotHero

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Posted 26 September 2013 - 08:04 PM

You guys helped me out a ton, I'd like to hear some opinions.

I started this game with Sarah's mech on the last day it was available. Now I have 3 Jenners all elited and my extra module slot unlocked on my main Jenner JR7-D(s). I have target range now. I will add 360 target and cap accel.

My Jenner F is set up as an amazing light hunter and it hasn't let me down yet so I'm keeping it. Is there any reason to keep the Jenner K?

I want to buy a new mech, I have around 23mill but, every time I switch weight classes I get annihilated. I've had 500-700 dmg games in light and can't get 200 in other classes. Is it possible to go from light and still contribute to your team? I just figured out how to play light fairly well and I'm not sure I would be any help in other classes. I love mostly energy weapons btw.

I wouldn't mind staying light and buying a Commando.

#2 Ingga Raokai

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Posted 26 September 2013 - 08:14 PM

my opinion might not as good because i dont really like piloting lights,

but i think if you like speed, then probably the closest class other than medium is Heavies (60 tonner, DRG or QDK, though not many pilot likes DRG because of the big nose), of course higher class have bigger profile so you might want to play more careful and patience. (or medium KTO, some build it for light hunter if you like to be the hunter)

but really, you need to pick the role first, what are you going to be (do), sniper, heavy hitter, etc.

take example ILYA, i have it semi stock load outs, just switched the SLas to MLas, endo and DHS for more ammo, i play it semi-sniper, keep it low profile.

or the FANG, just escort the assault and hit when no one focus you.

Edited by Ingga Raokai, 26 September 2013 - 08:23 PM.


#3 DEMAX51

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Posted 26 September 2013 - 08:38 PM

The only real value in the Jenner-K is the extra module slot. I still own a -K because the Jenner is my favorite 'Mech, but I don't play the -K very often at all (and when I do, I play it as a jump-sniper as opposed to a traditional light). If you don't play it and/or don't like it very much, sure - go ahead and sell it.

I would certainly recommend not selling any engines or other items, though. At least, not until you've amassed a collection of them and start to have several of each type.

I also would not necessarily recommend a Commando. They are, in my opinion, the most under-powered Light in the game. If you like that style of play, you might want to try the Spider-5D instead. It's more survivable than the Commando and handles more like the Jenners you're used to.

If you're interested in something bigger and you like energy weapons you might want to try the Hunchback-4P as well. This is kind of a love-it-or-hate-it 'Mech, but I like it very much. I have mine set up with 6 medium lasers and 3 small lasers. Fully upgraded with DHS and a large standard engine, it goes about 98KPH. It's pretty maneuverable and packs a pretty big punch, but it's limited by range, and the majority of its weapons are on the Right Torso, so positioning and knowing how to spread damage across your whole 'Mech are both pretty important tactics to learn.

#4 deadlysilenceil

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Posted 26 September 2013 - 08:49 PM

It is certainly hard to try and stick out battles with a light mech, while armament costs are minimal compared to mediums and heavies, the damage and exp earned is also minimal. However, there is some silver lining in this all, if you want to try and stick it out, teams greatly benefit from lights doing asset-target reconnaissance, even if it means only getting two minutes or less of combat before you fall victim to med/heav. mechs. I was able to utilize the Uller (or maybe Flea?) when it was out I dont remember exactly which I used, but I armed it with smallest arms possible, upgraded the engine to highest possible speed, and was able to dodge through enemy lines and track targets for long-range support and cleared the "Fog-of-war" for the CQB mechs that would soon come in toe to toe with enemies. Its all personal preference, will you support your mates and stick it out? or go med/heavy route and stand your ground. These are only strategic extremes and as posted earlier there are certain mechs capable of speed and firepower to overcome and allow you to adapt faster.
Hope this helped,

Happy Gaming!

Edited by deadlysilenceil, 26 September 2013 - 08:55 PM.


#5 Johnny Reb

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Posted 26 September 2013 - 09:34 PM

View PostRiotHero, on 26 September 2013 - 08:04 PM, said:

You guys helped me out a ton, I'd like to hear some opinions.

I started this game with Sarah's mech on the last day it was available. Now I have 3 Jenners all elited and my extra module slot unlocked on my main Jenner JR7-D(s). I have target range now. I will add 360 target and cap accel.

My Jenner F is set up as an amazing light hunter and it hasn't let me down yet so I'm keeping it. Is there any reason to keep the Jenner K?

I want to buy a new mech, I have around 23mill but, every time I switch weight classes I get annihilated. I've had 500-700 dmg games in light and can't get 200 in other classes. Is it possible to go from light and still contribute to your team? I just figured out how to play light fairly well and I'm not sure I would be any help in other classes. I love mostly energy weapons btw.

I wouldn't mind staying light and buying a Commando.

Only reason to keep the Jenner-K is if you value the extra mod slot over the lack of missile slot. That said, you have unlocked lights to master (if all 3 jenners are truly eliteed, i.e got all elite mastered) So, say you want a Raven- 3L or Spider-5D, Once you basic the first 3 can take the the chosen one right up to mastered.

#6 RiotHero

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Posted 26 September 2013 - 09:57 PM

Wow, thanks for all the quick replies and advice.

Yes right now I have 3 Jenners and they are all fully elite but, only my main JR7-D(s) has the master module slot unlocked. I didn't see the need for the other two, especially the K.

I was thinking about a laser Hunch and it's looking better to me. I like unconventional builds. I'll have to play around and see what I can do instead of all mediums. I just don't like missiles and in this game at least I'm much better staying on target than guessing where they will be with an auto-cannon.

I think Ingga made me realize that I wouldn't feel comfortable in anything but, a light. I just thought about all of the other games I play that are more squad based FPS type games and I'm always the pointman. Rush in way ahead of everyone with low armor for speed and some crappy weapon lol. I get some nice back stabs but, I give my team great intel.

#7 Johnny Reb

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Posted 26 September 2013 - 10:16 PM

View PostRiotHero, on 26 September 2013 - 09:57 PM, said:

Wow, thanks for all the quick replies and advice.

Yes right now I have 3 Jenners and they are all fully elite but, only my main JR7-D(s) has the master module slot unlocked. I didn't see the need for the other two, especially the K.

I was thinking about a laser Hunch and it's looking better to me. I like unconventional builds. I'll have to play around and see what I can do instead of all mediums. I just don't like missiles and in this game at least I'm much better staying on target than guessing where they will be with an auto-cannon.

I think Ingga made me realize that I wouldn't feel comfortable in anything but, a light. I just thought about all of the other games I play that are more squad based FPS type games and I'm always the pointman. Rush in way ahead of everyone with low armor for speed and some crappy weapon lol. I get some nice back stabs but, I give my team great intel.

Master wise you don't. In fact even if you sell the others, I understand the bonus remains. Hence, only have to do the terribad gring for 3 spiders or ravens to basic. Then the good ones are unlocked to master!

#8 The Basilisk

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Posted 27 September 2013 - 12:04 AM

I think the main prob with changing wight classes from light to something heavier will be to learn patience and to NEVER EVER go anywhere alone.
I know this goes for lights as well, at least to some degree but for medium it will be imperative because you either dont have the armor to withstand an concentrated assault or you dont have the firepower to chase something of.
And especially you are way larger than a light.
Even if you have the speed of a light you get much more fire. So stay with the mainpack and do potshots and short forrays. Mediums are ideal wingman because they can quickly take some firepower to somewhere were it is needed.
This requires a great deal of battlefield conciousness.
The larger you go the less independent will be your fighting style if you want to survive and to be successfull in the long run.

#9 Mycrus

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Posted 27 September 2013 - 02:24 AM

Lights - commando
Medium - trebuchet, centurion
heavy - dragon

#10 Training Instructor

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Posted 27 September 2013 - 02:35 AM

Eh, I like the blackjack over the hunchback/centurion/trebuchet, especially if you're already used to the Jenner style. You'll find the blackjacks are really good at hit and run with lasers, and the BJ-1 features the flying AC20 build. I've mastered the BJ-1, BJ-3, and BJ-1X, which are the variants most people would recommend for you. If you want to try one out, I'd say give the BJ-3 a try, as it's jumpjets will be familiar since you're used to playing Jenners. The blackjack also benefits from having an appropriate profile and symmetrical weapon hardpoints with high mounted guns. Did I mention you can have a flying AC20?!!! Overall they're great fun.

I've got 3 hunchbacks elited, but I'm struggling to find any desire to master them, given that I don't actually like them very much. That stupid right torso hunch is just so easy to lose, even when you're running around with a 270std and speed tweak, twisting and weaving as much as possible.

#11 Devil Fox

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Posted 27 September 2013 - 02:49 AM

View PostMycrus, on 27 September 2013 - 02:24 AM, said:

Lights - commando
Medium - trebuchet, centurion
heavy - dragon


I would suggest the Quickdraw over the Dragon myself, but that's because I believe that the QDK will have a much more friendly hitbox and weapon loadout that you are accustomed to on the Jenner and also maintain jumpjets (whilst heavier). But alot of good advice is already given, I suggest you think about the playstyle you want and just dive in from there!

#12 Hop per

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Posted 27 September 2013 - 09:25 AM

I started much as you did, loving lights. I enjoy the speed and movement. Fast heavies at range is a good next step I would say. So Dragons or Jagers with ballastics and longer range energy.They still have a good kick of speed and have motion which are as good if not better than some mediums

I went to the dragon for my first heavy. I absolutely love them. However I did not have nearly as many options at that point.

I watch Quickdraws on the field moving as fast as my dragon and I think I might like their load outs better, but have yet to buy any. I think my next purchases of mechs are going to be the Blackjacks. However until I see some real rewards for running a medium, or drop limits that help them have a better presences on the field, I am going to stick to my Heavies for $$ and my lights for fun.

That said, there are some great medium pilots out that that can make the most of them (I am not one of them :) )

Edited by Hop per, 27 September 2013 - 09:26 AM.


#13 eblackthorn

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Posted 27 September 2013 - 09:35 AM

You could always give a cicada a try :)

#14 SnowdogJJJ

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Posted 27 September 2013 - 09:58 AM

I started with a jenner also and Love them but only kept my JR7-F(C)
Hunchback is a good solid mech and can take a beating and keep running at over 90KPH
I am not that happy with the Quickdraw but some people love them
The JaggerMech is also a very tough mech, it is why you see so many of them on the battle field.
The Cataphract is my money maker, few can stand against me on the field with it. But it is a bit slower than some, but few dare to stand in front of me :)

DONT waste any money on the AWESOME it is far from AWESOME no mater what it looks like on paper, I have the pretty baby.. wish I could get my money back

#15 BLUPRNT

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Posted 27 September 2013 - 11:00 AM

Any time you change a class it takes time to learn to play it.

Like going from a car to a truck.

I recommend the Catapults C1, C4, & K2. Thay are quite fun and can do many different things. I own many and they run about 80kph. All can jump as well except the K2.

Might even look at the Cicadas. But they esplode a little easier than the Jenner.

Run what you love is the key, but I fear you may become bored quickly should you not diversify.

Overcoming challenges is what makes gamers such addicts. Trying a new class is a challenge.

Cents are tuff and can move quite well also.

#16 Syllogy

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Posted 27 September 2013 - 11:04 AM

Space; the final frontier.

#17 Vammatar

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Posted 27 September 2013 - 11:35 AM

I would try a Cicada next...then try the BJ-1X its like a big version of the Cicada and then try some of the other BlackJack variants after you feel comfotable with the chassis.

#18 Five by Five

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Posted 27 September 2013 - 11:36 AM

I hate to sell mechs. I prefer to spend a little MC to get extra mech bays (they're pretty cheap). You give away so much C-Bill wise if you sell. I personally like my Jenner K, with it Mastered, wow, that's a lot of modules, it makes it really versatile.

Rather than playing a medium which might tempt you into trying to play like a light in a medium,......you might try jumping up to a Stalker or other assualt and learn a completely different play style.

Edited by Five by Five, 27 September 2013 - 01:54 PM.


#19 Hammerhai

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Posted 27 September 2013 - 11:39 AM

Dragon you want to be careful. Plays a lot like a light mech - including getting its CT cored very easily - but is nowhere near as fast as a Jenner. Ppl see you as an easy kill and WILL focus you. That said you get some amazing Dragon drivers.

As Koniving puts it - you are the hidden knife in the boot. You are the stab in the back. You live for "thanks for the help" - and if you bring any other mentality to playing a dragon you are the pile of smoking metal on the battlefield.

Generally the lightest mechs in any weight class are the hardest to play. Just be aware of that.

Oh, and Flame is rated as better than Fang. Of the hero dragons

#20 Vincian

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Posted 27 September 2013 - 11:43 AM

I quoted the parts I think important.

If it comes to modules, you need Seismic sensor. It is clear, that this is the King of the modules and without that you play with a really big disadvantage. 360 Target Retention isnt that important in comparison to Seismic S. And I am sure, that this is a statement, which is not disputable.

I cant recommend the Commando. Lightest Mech, no JJ, very ammo dependent.
Go with a Spider 5D or with a Raven 3L or try the fun AC20 Raven 4X :)


View PostRiotHero, on 26 September 2013 - 08:04 PM, said:



I have target range now. I will add 360 target and cap accel.



I want to buy a new mech,

I wouldn't mind staying light and buying a Commando.

Edited by Vincian, 27 September 2013 - 12:02 PM.






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