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Help For A Jenner In Light Vs Light Fights


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#21 Shade4x

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Posted 07 December 2013 - 07:56 AM

View PostA Tin Can, on 11 November 2013 - 03:44 AM, said:

I am a (mostly Jenner) light pilot, running a build like this one.

I don't have a lot of time to play, but I've had some successful matches doing 200-300 damage, first scouting, and then running harassment for my team. I run away from fights I can't take, and come back at a good angle to alpha a few rears of distracted enemies before I run away again.

I've also had some very bad matches, where I do less than 100 damage, and get murdered by another light either while scouting, or by being chased when I'm trying to run away from the fight.

Fighting another light usually degrades to circling round each other at full throttle taking potshots at each other's legs. I usually lose these fights - I assume because the enemy pilots are better shots, and concentrate their damage better.

Any advice, other than practice? Do I just need to work on being a better shot, or should I be trying to avoid circling round each other? How do light vs light fights go for experienced pilots?


I play a Spider exclusivly, with LLAS, 2x MLAS, i routinely get 2-3 kills and 300-900 a match, where the 300 games are when i'm preforming other light mech duty's, such as spotting, and forcing the enemy to give my team their backs before they charge. Hopefully that qualify's me on the subject.

When ever i face another light mech, i first figure out if its what i call a winnable fight. For example a Raven 3L has streaks, and streaks hurt. If i'm being jammed, even though i can probly win that fight, i'm going to take enough damage to render me ineffective. Against a locust, i'm thinking easy kill.

If it is not a winnable fight, i will zig zag tword my team, and try to put as many obsticles between me and the enemy mech (such as mountains and large rocks).

If its a winnable fight, then i have a few manuevers.

Tap the jump jets for a half a second or less and start the turn in mid air. When you land, you will lose a little speed but very quickly take off in the direction your legs are facing. Doing this twice usually out jukes a light and puts you on their back

Jump turn 180 in the air, and hit all stop in the air. This will effectivly stop you where you land. Most mech's will run past you, and then turn to circle back to get you. At this point anticipate their turn, and head them off.

Time their blasts, most people use their weapons whenever they are up, so once you get the rhythm down, preform a quick juke, such as zig zagging or jump turning.

When locked in a circle strafe aim for the XL. Your not going to get all your damage on the shoulder, but it will go down faster then the CT. I have won more light vs light fights because i took out their shoulder before they even stripped my armor.

If you have superior fire power (and you do, your a jenner) hug them. Hug them hard, ram into them and pin them. Your SRM 4 and lasers will do more damage then any of the other realistic builds (note i'm not talking about 40 kph 4 LLAS cicada's)

Run behind cover, stop and turn around. When the light mech comes around to get you, fire everything. then hit forward and jump jet as soo as the SRM'*****.

Practice air fighting. It's perhaps the most devistating thing a Jenner or Spider can do. This is when you are flying in the air, and firing your weapons. There is no aim penalty when you are on the way down. Often you can shoot a laser blast in air fairly accurately, while using your land time to simply dodge and stay alive. Mech's can't really shoot up.

Never, ever, chain fire your weapons on a light mech. There are only two exceptions to this rule, which are if your running muliple SRM's and want to try to screen shake someone to death, or if your at 95% heat and have one more shot to kill a guy. Even so, it's almost always better to simply dodge and wait on the heat. The reason is that you choose your shots, and the shots always go in the same place. Chain firing means it generally takes twice as long to kill someone assuming you hit 75% of your shots. Even with a Large laser and 2 medium's i'll weight till they sink up to fire together.

If you are fireing, you are not dodging.

If you don't have reinforcements coming assume they do. (don't fight a light for more then 30 seconds in an semi open area, chances are some double gauss will line up a shot and kill you)

#22 Victor Morson

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Posted 13 December 2013 - 03:04 PM

Switch up to a Jenner with 6 Small Pulse Lasers.

Seriously. There are other Jenners that can work, but this is the most effective and easy to use dogfighter out there. VERY quick bursts of fire to maximize damage-on-target against lights.

PS: The regular SRMs are going to do you next to no good against lights right now; Streaks or nothing.

#23 Infrasound

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Posted 17 December 2013 - 07:42 PM

View PostKiiyor, on 13 November 2013 - 12:40 AM, said:


Any tactics that are likely to cause an opponent to rage are my bread and butter. Rage is your MASC in a Jenner.

I'd recommend you watch some of PEEF's videos on Jennering. Some good stuff there.


Yeah Peef does has the rage inducing thing pretty much mastered. :>

#24 Vanguard319

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Posted 17 December 2013 - 08:22 PM

I agree with the run back toward your team mates, especially if you're getting ganked, If you don't believe you can get help in time, you could also try throttling down suddenly and very briefly, this will allow you to turn more tightly, and if your opponent is chasing you very closely, (think within optimal MG range) he may overshoot you, might lose missile lock if he's carrying streaks, and most importantly, you will now be behind him, and able to fight back It's not guaranteed to save you, especially if your opponent has a wingman, or is pegging you from a longer distance, but it can turn the tables if your opponent isn't expecting it. The best way to avoid getting into trouble is to be unpredictable. Don't just blindly follow a popular strategy to the letter, if it is popular, it's likely to be known by your opponents, and something they may anticipate. Be unorthodox, be flexible in your tactics, and if you use common strategies, add your own twist to them

#25 needforsleep

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Posted 25 December 2013 - 06:12 PM

A trick i like to use against other lights when im piloting my Jenner, is to get them to chase me, pull a 180 with my jump jets, charge them and then pull another turn with my jump jets to get behind them. It works great for breaking streak lock, and lets you basically joust with other maneuverable light mechs, which you will always win thanks to the Jenner's firepower.

You can combine the same basic tactic with sources of parallel cover to take out heavies and assaults without coming into their torso firing arch, by hoping over one hill and land on the other side of another. If you alternate between flying over and strafing around cover you can keep them guessing where you're gonna be and tear them to shreds.

Edited by needforsleep, 25 December 2013 - 06:13 PM.


#26 ImperialKnight

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Posted 25 December 2013 - 06:30 PM

Take the Jenner D and pack 2 SSRMs and 4 medium lasers. Something like this

The SSRMs are great for killing lights and rocking cockpits. Help out your brawling team mates with the SSRMs and when you see open areas, use the MLs to take it out.





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