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Jenner-D - Need Advice


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#1 Garrond

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Posted 27 October 2013 - 12:39 AM

For ages, I've been piloting my Jenner-D using a XL280. Since lights were capped to 152 KPH max, I always felt that the additional 10 KPH I could get by switching from an XL280 to an XL300 wasn't woth it. So I installed an AMS instead to help my teammates und give myself a little more protection. I know AMS is not that valuable if you can go beyond 130 KPH.

http://mwo.smurfy-ne...22964847586426e

Now that there are lights that can reach up to 177 KPH I feel that having 10 more KPH could be more valuable than before. What do you think? Are the 10 additional KPH worth buyig a new expensive XL? Result would be this:

http://mwo.smurfy-ne...886281d33d018ca

153 instead of 143 KPH but no more AMS. Choose one.

#2 Modo44

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Posted 27 October 2013 - 12:46 AM

You forgot :P BAP and Artemis (it speeds up target lock). I would also move the ammo out of the leg. Try this.

#3 Garrond

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Posted 27 October 2013 - 01:55 AM

Thank you for your answer! I'll gladly listen to your advice and move the ammo.
Regarding BAP: I always thought the 4 MLas to be the main weapons of this build. And those are already heavily limited by heat. So before I would try to cram a BAP in there, I'd rather have another DHS.
Plus light mechs already have very low armor to start with. But your build has even less armor to offer than the builds I use. I really think I'll stay with the +.5 tons of armor on my arms and head.

#4 aniviron

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Posted 27 October 2013 - 02:07 AM

The 300XL is totally worth it. It might not seem like much, but 10kph makes you all that much harder to hit, both because you're on their screen for less time and because the netcode breaks further the faster you go. The AMS isn't going to do much for you- it helps a little against streaks, but not much.

And if you're running into heat trouble, I highly recommend swapping out two jjs for a heatsink. Most of my light builds run hot due to the low heat cap and the inefficiency of damage/heat that the mlas has and the fact that you have few heatsinks means a low heat capacity. Because there aren't many places you can go with 4 jjs that you can't already go with 2, might be worth trying out.

#5 Modo44

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Posted 27 October 2013 - 02:13 AM

Either streaks + BAP, or SRMs. Too many light mechs have ECM to risk taking 4 tons and end up with useless tonnage.

The arms on the Jenner are tiny. I find I get cored or legged much more often than have arms damaged. But if you wish to keep the armor, consider ditching AMS in favor of BAP.

#6 Autobot9000

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Posted 27 October 2013 - 02:34 AM

I think there is a problem with your second setup in general. Your loadout looks very much like a light hunter to me (yes, here you want the fastest XL possible), but you neither have BAP nor ECM, hence an ECM light will make your streaks useless. Also you need AMS to counter their SSRMs on your own (yes, AMS is strong vs SSRMs).

For the light hunter role I would dump all the jump jets and the extra heat sinks for BAP and AMS and 300XL.
http://mwo.smurfy-ne...53494e32283cbd6

Alternatively you could strip half a ton of armor and add a single jump jet just in case, but I am unsure whether that's worth it.

#7 Durant Carlyle

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Posted 27 October 2013 - 01:11 PM

My primary Jenner build. I run it on my Founder Jenner, my Sarah Jenner, and a regular JR7-D. It's been my most successful Jenner build.

300XL, 2 jump jets, AMS, BAP, one SSRM, four MLas, and maximum armor protection for the most important locations. Your head, side torsos, and arms won't be taking as many hits as your center torso and legs.

My JR7-D stats:
Matches played: 869
Wins: 468
Losses: 393
W/L Ratio: 1.19:1
Kills: 785
Deaths: 470
K/D Ratio: 1.67:1
Damage Done: 202,675
XP Earned: 735,881
Time Played: 3 Days, 14:59:07

#8 Bront

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Posted 27 October 2013 - 01:21 PM

The XL300 is the most useful XL engine in the game. Viable for lights and assaults alike.

If you can squeeze 4 MLs and 2 SRM4s on your D, then do it. It's rough though, and might require a little armor sacrifice.

Otherwise, throw an SRM6 on, or just leave it an SRM4. It lets you be a giant killer. Leave the light killing to the F model.

#9 Ertur

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Posted 28 October 2013 - 02:09 PM

JR7-D(S)
I took a Sarah Jenner, dropped a ton of ammo and added half a ton of armor and a jump jet. It's a pretty effective build. It'll work on any D variant.

#10 Bront

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Posted 29 October 2013 - 08:39 AM

View PostErtur, on 28 October 2013 - 02:09 PM, said:

JR7-D(S)
I took a Sarah Jenner, dropped a ton of ammo and added half a ton of armor and a jump jet. It's a pretty effective build. It'll work on any D variant.

Once the JJ error is fixed, you'll want more than 1 JJ. 2-3 is usually recommended. Otherwise it's quite effective.

#11 Durant Carlyle

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Posted 29 October 2013 - 09:54 AM

View PostBront, on 29 October 2013 - 08:39 AM, said:

...JJ error...

Uhhh ... what JJ error would that be? As far as I know, there isn't one.

Edited by Durant Carlyle, 29 October 2013 - 09:54 AM.


#12 Bront

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Posted 29 October 2013 - 10:13 AM

View PostDurant Carlyle, on 29 October 2013 - 09:54 AM, said:

Uhhh ... what JJ error would that be? As far as I know, there isn't one.

JJs fire the same thrust regardless of how many you have in your mech. Give it a try. 1 JJ is as good as a full compliment.

That is, unless they fixed it reciently (like, in this patch).

#13 Durant Carlyle

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Posted 29 October 2013 - 10:17 AM

The initial thrust is the same (to get you off the ground -- and as of a recent patch, moving forward as well), but with more jump jets you gain height faster and can go higher. It's working as intended, as far as I know.

#14 Raging Owlbear

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Posted 02 December 2013 - 02:38 PM

So, I've got a fun, interesting suggestion that may not be for everyone... (smurfy links to follow when I'm not at work).

I had been playing a JR7-DS with 2xLPL with advanced targeting module, but found another interesting variant -- LRM 5 with 4xML

"What?!?" you say, "You must be stupid or crazy...." but hear me out.

I bought a JR7-K so I could finally level up my Sarah and decided to get a little nutty. I put in an LRM 5 with 2 ammo loads. With the K's 3 module slots, I could add cap accel, advance sensor and seismic sensor (or target decay depending).

This has been a lot of fun to play. I tend to play my Jenner in a support role mostly capping, but sniping where I can. The LRM5 works great on smaller maps. I can cap while still offering some air support. While it doesn't have a high amount of damage output, that isn't the main goal. The idea is to keep the other team's heavy hitters behind cover or kill them with a hundred paper cuts. Just launching a small foray of missiles means they duck back and it keeps the heavy guns off my team while missiles fly. The other side effect I noticed is that when I spot and launch toward particular mechs, the other LRM boats on the team pick up my launch signal and also offload on the sorry b@stard. Since I am always in PUG matches, this is a non-chat cue that appears to work very well.

It's not the hardest hitting Jenner, but my win-loss ratio in it has been markedly better than other builds so far (although this may change if it improves my ELO). Large maps defeat its strengths a bit, and it isn't as efficient at hunting other lights, but it holds its own with smart play and as a team support option, it's actually pretty good.

Since the D only has 2 modules, you have to be judicious on which to choose, but it's still a plausible build for a D or K Jenner.

Again, this build will appeal more to the player who is less concerned about straight DPS and more about tactical support of the team. It relies heavily on the psychology of the >>> INCOMING MISSILES <<< warning. It also takes some of the boredom out of a run-and-cap build.

#15 Raging Owlbear

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Posted 02 December 2013 - 02:47 PM

Oh -- one other note:
I don't think they've fixed this bug which was reported in May. Artemis SLOWS DOWN target locks with SSRMs. In another forum, a poster measured the lock times with SSRMs with and without Artemis. The Artemis module slowed the red lock down by as much as a half second IIRC.

So don't upgrade your standard guidance... or at least search the forums for that thread and make your own decision.

Link: http://mwomercs.com/...-ssrms-artemis/

Edit: Whoops. Misread.

Edited by Lt Waldo, 02 December 2013 - 06:54 PM.


#16 warner2

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Posted 02 December 2013 - 03:18 PM

To the OP, solid builds, but consider BAP, it's pretty useful :wub:

View PostLt Waldo, on 02 December 2013 - 02:47 PM, said:

Oh -- one other note:
I don't think they've fixed this bug which was reported in May. Artemis SLOWS DOWN target locks with SSRMs. In another forum, a poster measured the lock times with SSRMs with and without Artemis. The Artemis module slowed the red lock down by as much as a half second IIRC.

So don't upgrade your standard guidance... or at least search the forums for that thread and make your own decision.

Link: http://mwomercs.com/...-ssrms-artemis/


I think you've got that wrong. If you re-read that thread he says that Artemis reduces the lock-on time, which is another way of saying that you get a lock faster. This has been known for ages. You've only got to use streaks for a while without Artemis and then chuck it on, you can feel the difference, it's quite significant. I ran a streak cat without Artemis for a while and then upgraded and it was immediately obvious. It's an unintended feature really, but not harmful. I mean it costs you to upgrade so it's not like you get it for free, although you don't pay any slots or tonnage for it I guess.

Edited by warner2, 02 December 2013 - 03:18 PM.


#17 Raging Owlbear

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Posted 02 December 2013 - 06:34 PM

Quote

Artemis produces an unintended decrease in SSRM lock time. 0.453 seconds according to my data.


Hmm... His wording seems to have caught me in a quick reading. "Unintended decrease" reads as if it were a negative, but in this case it is not.

#18 TercieI

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Posted 02 December 2013 - 06:44 PM

View PostLt Waldo, on 02 December 2013 - 06:34 PM, said:


Hmm... His wording seems to have caught me in a quick reading. "Unintended decrease" reads as if it were a negative, but in this case it is not.


Unintended only because it's intended for LRMs but shared code makes it benefit streaks, too. I have spent 3MM putting it on four mechs that have streaks and no other missiles. And it's totally worth it. Very noticeable change.





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