

So... Hero Jenner
#101
Posted 05 December 2013 - 02:09 PM
#102
Posted 05 December 2013 - 02:33 PM
Hammerhai, on 05 December 2013 - 01:33 PM, said:
the urge ...
to do evil unto my MC...
Buy... NO
MUST RESIST
Seriously this thread made me curious ...
Davinelulinvega, on 05 December 2013 - 02:09 PM, said:
I bought one because I'd vacillated wildly all afternoon, but Hexenhammer (whose opinion I respect) had positive things to say. I've played 18 games, my average is 312 damage, high of 705, one monstrous derp game (I blame bourbon!). 11/7 w/l 12/13 K/D. I'm not quite through speed tweak.
It's a lot of fun. Best mech ever? No. Fun? Yes. I'm really wondering about pairing it with a JR7-F and working on a buddy to try it. I have already got my $9 entertainment out of it if nothing else.

Edited by Terciel1976, 05 December 2013 - 02:34 PM.
#104
Posted 05 December 2013 - 04:31 PM
#105
Posted 05 December 2013 - 04:47 PM
The deceleration quirk can bring you to a near stand still near sharp elevations and make you really vulnerable and if you run up against anything with ECM you are in serious trouble.
On the bright side non ECM lights are in some serious trouble if you catch one by itself. You can spam streaks all day long and never worry about over heating which is awesome. When you're not fighting light mechs I prefer to go into chain fire mode to stagger the mech I'm fighting against unless it has AMS. Nearly non stop screen shaking will make them miss more and annoy off whoever you are fighting if nothing else.
Over all if the Oxide did have Jump Jets it would be over powered.
#106
Posted 05 December 2013 - 04:57 PM
On the other side of it, heavies tend to ignore it. . i've sat behind more than a few and taken their backs down. Silly pugs

The acceleration quirk doesn't bother me. Lack of jump jets doesn't bother me.
Even mastered out though, it's still a bit bulky in sheer turning. I can't QUTE keep out of LOS while circling heavies, though lights seem to have a bad time of it.
2 lights with ECM eat. me.
I like to run the slightly faster xl300. I've run out of ammo twice, both times at the end when it was crucial. Once it cost us the match.
/observations
Edited by Sen, 05 December 2013 - 04:58 PM.
#107
Posted 05 December 2013 - 05:42 PM
Bront, on 05 December 2013 - 10:44 AM, said:
Hrm...
*runs off into the mech lab*
Edit: Do you put the LB-10 and AC5 on the same fire button?
Yes. I'm sorry for the 'condition' of this video but my Sata drive for recording Fraps literally died trying to produce this video. Which sucks, because of the 3 games I did record it was the first and the worst of them (and my results came out pretty good for a first use).
The first time the visual feed freezes the audio will continue, but if you want to see and not just hear action you can skip to 3:30 where movement starts again. This is what a video looks like when the hard drive is dying. If I had known it was dying and not just a random bug, well let's just say I'd have those vids and still have a fraps drive.
#108
Posted 05 December 2013 - 06:02 PM
makes me laugh seeing people make some wonky builds with double ballistic slots and i mean in a good way. iv basically been doing the same thing on some other mechs playing with ac10 and ac2 and its fun and interesting to play with.
meta builds are strong but its not the only way and seeing post like this really lead the way in changing the meta mind set. well i hope

#109
Posted 05 December 2013 - 07:11 PM
King Arthur IV, on 05 December 2013 - 06:02 PM, said:

That's how I got it started. Then LB-10 + AC/2.
There's also UAC and AC combinations of various sorts. What I was originally trying to do was LB and UAC on a Victor arm. No luck though. UAC/5 + LB-10 works great on an Atlas, though.
#110
Posted 05 December 2013 - 07:12 PM
King Arthur IV, on 05 December 2013 - 06:02 PM, said:

You're making the assumption that the top meta players don't continually evolve their builds as it is. I know many a player still testing and optimising across various variants load setups from multiple sized autocannons to even starting to rotate a 3rd PPC into the mix again. Meta will evolve at the top levels, then trickle down hill. Hell I've changed my VTR-DS with BAP + SSRM's just for ecm light's these days, and thinking of test running a horrid but very fascinating ballistic build on a Victor.
Adapt and overcome is the aim of this game, some are fore-runners, some are followers, but the meta continues to change regardless.
Back to topic I've seen these beasts move in roaming packs and they can decimate any stray light, and their more of a nuisance against heavier targets with their lock-on warning and screen shake. Still can't throw the feeling that even with the fact that it's a great anti-light mech, it's just outdone by other jenners such as the JR7-D which can mount energy based weapons for longer duration on the field of battle (mind you any good alpha on a light either cripples or kills them these days).
#111
Posted 05 December 2013 - 10:20 PM
so back on track.... the hero jenna..... lrmoxide here i come?!?!
Edited by King Arthur IV, 06 December 2013 - 01:40 PM.
#112
Posted 06 December 2013 - 12:19 AM
It's a good with a JR7-F or a RVN-3L wingman.
Hidden upgrade not noted in patch notes, JR7-D and K can have 10 tube launchers in CT now.
#113
Posted 06 December 2013 - 05:57 AM
So I caved and bought the Oxide.
First off - damage numbers you hear quoted here are more than I could get. Which was humbling as I thought there was an improvement in my play after ONE YEAR of bottom feeding. What it did do for me in no small way is generate CBills even off a loss, and I find it easier to drive than the X 5, which is a close ish comparison. Highs in earning about the same, Lows about the same, off about 20 games. say about 45K at a loss and up to 110K for my best win.
Low numbers - sadly below one hundred, and quite a few. High numbers - Close to 200 at my best. Which would be sad if Jenny Splat was not such great fun. But I can tell you more than one leet pilot is gonna look down his nose at you, depending on how your ELO is.
I love the Jenny Splat, though, insanely fun.
Verdict: You might like this little oddball more than you think. Just ONE JJ though would have been soo nice to get revenge for all the Spider nightmares we had to suffer through the last year.
My loadout: Stock armour, XL 280, SRM4+Art and 2*SRM 6+Art to compensate a bit for SRM spread. Nice shotgun effect to rock heavier mechs with tho just when they think they can shoot you.
Edit: Loadout.
Edited by Hammerhai, 06 December 2013 - 06:04 AM.
#114
Posted 06 December 2013 - 09:08 AM

#115
Posted 06 December 2013 - 09:25 AM
Win Ott, on 06 December 2013 - 09:08 AM, said:

I'm guessing this has to confirm that ammo explosions are counted towards damage done?
If we are looking at a typical Oxide build, 4x SSRM-2, XL 300, 3 tons ammo; 2.5 damage per missile, if every missile hits and you empty your bins, 300 missiles x 2.5 damage = 750 total potential damage.
Not a knock on your skillz or anything; just wanting to confirm that some "insane damage rounds" are due to ammo explosions, as I had suspected.
Mecha-Jesus knows none of my builds can realistically pull the rare 1000 damage rounds I see

#116
Posted 06 December 2013 - 09:33 AM
Apostal, on 05 December 2013 - 07:12 PM, said:
You're making the assumption that the top meta players don't continually evolve their builds as it is. I know many a player still testing and optimising across various variants load setups from multiple sized autocannons to even starting to rotate a 3rd PPC into the mix again. Meta will evolve at the top levels, then trickle down hill. Hell I've changed my VTR-DS with BAP + SSRM's just for ecm light's these days, and thinking of test running a horrid but very fascinating ballistic build on a Victor.
There are two types of players in the high Elo's that your going to run into. Those that use the meta game builds and those that create the meta game builds. 95% just use the builds that 5% comes up with. The reason why meta game builds work is because it's the easiest to reproduce for the majority of skilled players and it works on every map. It doesn't mean they are the best, nor do they mean that they work the best for you. Every game goes through this same problem, and there is always a few of the top ten players who have some weird build that doesn't make sense, but they totally own with it due to their play style. Sure great players adapt, but good players, or uncreative players simply adapt off of the great players.
Do to the spawn system change, the meta-game will now be over run by hybrid players that can do ranged and brawling with 75 kph+. Expect builds like the old Thor and Vulture to do the best now, while builds like 2x UAC5/2x PPC builds to take a severe hit. SRM's are back in as well, not streaks, but real SRM's with arty, as it's now not unheard of to get close and personal again. Pure LRM builds are almost dead. Wait a month, reread this post, and then be in utter amazement when every thing i say comes to pass...
#117
Posted 06 December 2013 - 09:53 AM
Kraven Kor, on 06 December 2013 - 09:25 AM, said:
I'm guessing this has to confirm that ammo explosions are counted towards damage done?
If we are looking at a typical Oxide build, 4x SSRM-2, XL 300, 3 tons ammo; 2.5 damage per missile, if every missile hits and you empty your bins, 300 missiles x 2.5 damage = 750 total potential damage.
Not a knock on your skillz or anything; just wanting to confirm that some "insane damage rounds" are due to ammo explosions, as I had suspected.
Mecha-Jesus knows none of my builds can realistically pull the rare 1000 damage rounds I see

I've never broken 1000 (top of 931), but I hit 705 with my Oxide y'day. Due to the complete lack of backup weapons (inevitably), I think an XL295 and the fourth ton of ammo is the way to go. 2kph for the extra ammo is completely worth it, IMO. I've shot "into the fourth ton" several times, but have not shot it dry yet (unlike my 2D with 3 tons, which I've shot dry several times). Four tons of ammo allows you to hunt lights with group fire or situationally spam-chain-fire-annoy bigs while your teammates shred them.
TLDR: XL295, 4 tons ammo, fire at will
#118
Posted 06 December 2013 - 10:01 AM
Koniving, on 05 December 2013 - 05:42 PM, said:
Yes. I'm sorry for the 'condition' of this video but my Sata drive for recording Fraps literally died trying to produce this video. Which sucks, because of the 3 games I did record it was the first and the worst of them (and my results came out pretty good for a first use).
The first time the visual feed freezes the audio will continue, but if you want to see and not just hear action you can skip to 3:30 where movement starts again. This is what a video looks like when the hard drive is dying. If I had known it was dying and not just a random bug, well let's just say I'd have those vids and still have a fraps drive.
I run a similar build with an XL 360 and 3 SRM4's instead of the SSRM's. If you chain fire the SRM's combined with the AC/LBX, the screen shakes so much, most shots won't be aimed, which helps more with the victors poor arm tanky-ness. The SRM4's also are better at utility, You can spray them in a group while jump jetting away or just front load the damage. SSRM's are nice but i found the extra 1.5 tons gives you ALOT more of a damage upgrade. Though i also never had a problem with light mech's when i'm running an LBX and regular SRM's. (usually one shot is enough to kill or leg em). I also am likeing streight SRM 2's more and more, as they don't spread and hit where you want them to, where i found streaks almost always hit EVERYTHING except CT.
#119
Posted 06 December 2013 - 12:22 PM
Shade4x, on 06 December 2013 - 09:33 AM, said:
Well I had already evolved from pure poptart, my videos over the last month+ see my Victor sport ASRM4's or SSRM+BAP for close range work because of the little issue with PPC range and heat. As it is SRM's still have the worst hit detection and those brawlers who play HAVE to accept the fact they might die without a kill but inflict alot of pain because I still see them charge then attempt to back out of the situation.
Does it mean high ELO can't have fun? Nope, I spent the majority of my night just playing around in a dual PPC Jenner (cause the new mesh looks awesome), it rustled some jimmies, particularly whenever I played it on Terra Therma...
#120
Posted 07 December 2013 - 04:35 AM
Seriously, I might want to record some of my matches and post them for critique by the likes of Koniving and so on. So ppl can see what a normal Light Driver is like in the seat. I am no Peefsmash. After hounding the forums for one year, I know the basics of the theory of lights, but situational awareness could definitely use some work
Further: I second that you want 4 tons of ammo. When the game started lagging, my hit percentage dropped to 28% for my SRM's, but I DID manage to pull off a Fang's leg. And then had to break off because I was dry. But "Faeces evinio". One of those things. So I would recommend people seriously looking at the 280/295 XL as a engine for your Jenner. The 280 is more generally useful, IMHO
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