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Jester . . . Well What Did I Expect?


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#21 Bunkmaster

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Posted 09 November 2013 - 06:39 PM

Why can't they be fair and give us K2 pilots JJ's as well?

#22 NRP

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Posted 09 November 2013 - 08:00 PM

View PostWintersdark, on 09 November 2013 - 04:22 PM, said:

You know, it can actually look pretty badass with the right colours. I thought it was horrendously ugly as well, but since then I've seen a few that actually look pretty dangerous and awesome. You just need to make it not look like a clown; it's not so hard, really, as the pattern is actually pretty snake-like.

Yeah, I swapped the purple for Hot Rod Black (from my Phoenix package) and it already looks a lot better. Looks kind of like a tiger now (well, except for the green outlines, which I'll replace with yellow soon).

This mech can't brawl. If you try, you'll be dead quickly. However, if you play it as a mid range striker/fire support mech with PPCs or ERLLs in the arms with the Zoom module, the mech really comes into its own. At 96 kph, you can easily reposition yourself or outrun anything that can kill you. You can also chase lights long enough to seriously mess up their day, if not kill them outright.

I just had a 2 kill, 923 damage match on Tourmaline - my best ever in this mech. Running an XL350, 2 ERLLs, and 4 MLs with 19 DHS. I'm a bit surprised that some people can't make this mech work.

#23 Praehotec8

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Posted 09 November 2013 - 11:45 PM

I played a few matches using 6 mpl, using it as a flanker/back striker, and it's actually fairly entertaining, if not spectacular. You can fit enough HS in with a fast engine to get behind, alpha once or twice, and get out if you're lucky. Six mpl will make short work of rear armor (6 ML might be more heat efficient, but 6 mpl are faster).

My real complaint is that I would like to have seen a more "catapulting" catapult. They should've stuck closer to the missile-boat origins of the mech for a hero.

#24 xRatas

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Posted 10 November 2013 - 02:33 AM

I put in the true & nerfed 4ppc build. I've had a blast with it after that. Not the most efficient mech around, but I can do the same medicority and few rare top games, like I do in most of my mechs. Just need to keep head cool in it, as single alpha will shut it down.

Anyway, I love my K2 catapults, and Jester is good enough to drive around. It just suffers from ghost heat more than your average hero, so trick to drive it is to either keep cool head or write a few decent macros.

#25 SgtMagor

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Posted 10 November 2013 - 05:53 AM

my first Cat, I seem to have a difficult time in it due to its soft head, med and light mech pilots will take the chance and rush you with a few shots in the ct your toast. hit and run tactics seems to work best, you cannot brawl and you have to be careful with sniping, a pilot with advanced zoom and er large lasers can easily score a head shot. I really like my Jester, just hope I can find my niche in the game with it.

#26 Lil Cthulhu

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Posted 10 November 2013 - 07:09 AM

XL 355, 2 X ERLL, 4 X ML. 97.3 KP/H with Speed Tweak .
Plays like a big Jenner. Useless? Do you know what a 'striker' is?

#27 Macbrea

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Posted 10 November 2013 - 08:29 AM

I have mastered it and like this mech. But, then I am probably one of the only users of Pulse Lasers out there. 350XL, 2 AMS, 2 LPL, 2 SPL, 2 Flamers, 2 tons ammo.

#28 Moonreign

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Posted 10 November 2013 - 09:34 AM

View PostKyynele, on 09 November 2013 - 05:32 PM, said:


I'm sure it's not for everyone, but I'll have to disagree with that statement.

For me it has so far outperformed my Ilya Muromets, Flame, Death's Knell, Pretty Baby, X-5, Dragon Slayer, Golden Boy, Protector and Boar's Head.

It hasn't exceeded my Misery, Heavy Metal, Wang or Firebrand, but I do expect it to catch up some - now that I'm not trying to make it work in a brawl anymore. It's pretty hard to fail with high mounted PPCs and JJs.


+1000

If you're in a catapult you can't spend much time looking at your enemy so regular lasers are sub-optimal. This is the only heavy+ mech (I think the BJ can do it too, not sure if the tonnage allows dual PPCs) with top mounted weapons and JJ's. Keep moving 95+ KPH and only face your enemy when your jumping over a hill/building. IMO if they put a ballistic slot on this mech it would be too good.

#29 Azieru

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Posted 10 November 2013 - 11:23 AM

I have mastered my Jester and I could honestly say I'm enjoying it very much. Not exactly as effective as my k2, but has out performed him in damage from time to time. I see a lot of Jester lack in damage. This build really works for me. I'm constantly harassing people, chain fire 2x 2x ER LL toping heat at 80%+ to maximize my damage.

http://mwo.smurfy-ne...43780c4a4753cdb

#30 DaddyP1G

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Posted 10 November 2013 - 07:43 PM

I just don't get people. I love this thing. I'm at least 3 to 1 K/D, i average 450-650 a match, I'm convinced its because people just don't know how to move.

2 ppc, 4 med running 90+ with JJs? I'll take that anyday.

#31 Damia Savon

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Posted 10 November 2013 - 11:27 PM

View PostRoughneck45, on 09 November 2013 - 12:32 PM, said:

5 builds that I think work the best IMO.

4 LL

2 ERLL 4Mlas

2PPC 4Mlas

2Lpulse 4Mlas

6 Mpulse.

None of them are that outstanding, I feel bad for people that purchased this mech.


So I am guessing you did not purchase or use it at all but manage to feel bad for us that did? How nice of you.

I did purchase this mech and I love piloting it. It has its disadvantages, heat being the foremost. That is the game design that really favors ballistics over energy rather than making them equal.

For me, this is a game to have fun playing. I don't care about stats or the best builds.

#32 Damia Savon

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Posted 11 November 2013 - 12:01 AM

View PostPraehotec8, on 09 November 2013 - 11:45 PM, said:

I played a few matches using 6 mpl, using it as a flanker/back striker, and it's actually fairly entertaining, if not spectacular. You can fit enough HS in with a fast engine to get behind, alpha once or twice, and get out if you're lucky. Six mpl will make short work of rear armor (6 ML might be more heat efficient, but 6 mpl are faster).

My real complaint is that I would like to have seen a more "catapulting" catapult. They should've stuck closer to the missile-boat origins of the mech for a hero.


While that would have been nice, I fail to see a build that would keep the lines of a cat but not make the current line obsolete. The C1 has one missile hard point in each arm. The C4 has 2 and the A1 has 3. 4 missile hard points in each arm is just silly.
You could add another missile hard point to to the torsos but then why buy an A1? If you made all the energy hard points of a C1 into ballistics then why use a C1? Ballistics are better than energy weapons which is why you see tons of K2s with ballistics as their primary weapons.


IF you make the center torso slots of the C1 and C4 into ballistics then what do you mount there but 1 AC2 or two machine guns. Whoopie. If I could stick an ultra 5 there then I would be tempted just cause it would look cool.

Given how much better ballistics are over energy at this point any C1 or C4 variant with torso ballistic hardpoints would have a massive advantage over those mechs, especially if you keep the 4 JJ.

If you go with the Butterbee, which combines the missile arms of the C4 with the energy hardpoints of the C1 then you have killed off both of those mechs.

Sorry I don't see a missile build that sticks with the look of a cat and keeps the symmetrical layout of its weapon hardpoints.

#33 Damia Savon

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Posted 11 November 2013 - 12:10 AM

View PostSephlock, on 09 November 2013 - 02:35 PM, said:

We were hoping for some ballistic hardpoints in the torso.

@ TC: Just make it a fast harasser, with a bunch of ML to melt face in emergencies (or when you are chasing down a lighter mech).


Then why buy a K2?

#34 Damia Savon

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Posted 11 November 2013 - 12:24 AM

View PostBunkmaster, on 09 November 2013 - 06:39 PM, said:

Why can't they be fair and give us K2 pilots JJ's as well?


Then why would anyone buy this new mech unless you love the all energy layout?

What K2s should get is two module slots at the start. There is no reason at all for it to start with just one. No other heavy mech has that disadvantage.

#35 Sephlock

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Posted 11 November 2013 - 10:47 AM

View PostDamia Savon, on 11 November 2013 - 12:10 AM, said:


Then why buy a K2?
I was thinking ct ballistic hard points.

#36 RandomLurker

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Posted 11 November 2013 - 12:52 PM

Don't feel too bad. You could've bought a Pretty Baby.

#37 DrSlamastika

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Posted 12 November 2013 - 06:04 AM

I really dont know why ppl swearing about Jester. I am just played 10 matches, but I get good results with this mech.

Posted Image
16 kills / 4 death
7 wins / 3 losses

#38 CygnusX7

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Posted 12 November 2013 - 07:56 AM

Have to play it very hard, very smart.
Fire your ERLL's as much as possible for the first half of the match. Every chance you get fire the ERLL's. Fire THE ERLL's! Many say just run LL's but I've found a good chunk of damage can be dealt i in the first half of the match without getting in too close.
Once some damage has been laid out you flank and dive bomb, using 1 of the 2 ERLL and all 4 mL.
Pew Pew.. Boom! Flank and dive! Chasing down lights with its speed and the once they are off in the distance with the ERLL's works great.

Any time I have a bad match I didn't try hard enough.


View PostBunkmaster, on 09 November 2013 - 06:39 PM, said:

Why can't they be fair and give us K2 pilots JJ's as well?


Because you can run 2 AC10's in place of 2 LL/ERLL.

Edited by CygnusX7, 12 November 2013 - 07:59 AM.


#39 Mawai

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Posted 12 November 2013 - 08:30 AM

View PostPraehotec8, on 09 November 2013 - 11:45 PM, said:

I played a few matches using 6 mpl, using it as a flanker/back striker, and it's actually fairly entertaining, if not spectacular. You can fit enough HS in with a fast engine to get behind, alpha once or twice, and get out if you're lucky. Six mpl will make short work of rear armor (6 ML might be more heat efficient, but 6 mpl are faster).

My real complaint is that I would like to have seen a more "catapulting" catapult. They should've stuck closer to the missile-boat origins of the mech for a hero.


The only problem with this is that there are no catapult missile loadouts left. You have 2, 4 and 6 missile hard points already covered. You also have 2 and 4 energy hard points and 2 ballistic hard point variants. The only way to differentiate it without making another mech useless would be 6 or 8 energy hard points or possibly 4 ballistic hard points. They went with 6 energy hard points ... though 2 of those are still CT.

#40 MeiSooHaityu

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Posted 12 November 2013 - 08:44 AM

As a Cat pilot I want one, but in reality I can't justify it at full price (no matter how quickly it can move 6 lasers).

I will wait and maybe I will get it if there is a sale :)





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