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So... Hero Jenner


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#121 Cpn Crunch

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Posted 07 December 2013 - 07:05 AM

As to the damage Win Ott I have also posted damage similar to this. To get these numbers I run the mech a little slower XL285 with 5 tons of SSRM ammo. 500 X 2.5 = 1250. Even with 5 tons of ammo I have run dry twice. It's a matter of letting your team-mates engage and then run into the brawl and target the mechs they are fighting while they are otherwise engaged.
I've got to say I'm liking this mech because it offers something different and doing well with it does offer a welcome challenge. If you want to play competitive this is probably not a great mech but I think that most people who play this game are like me. We PUG and sometimes/often play with a few friends and are more concerned with having fun and trying new things than to be uber awesome in one particular play style.

Edited by ShawnR, 07 December 2013 - 07:11 AM.


#122 Darian DelFord

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Posted 08 December 2013 - 06:25 AM

As a pure Jenner Pilot who just returned to this game a few weeks ago I have to admit that I was very skeptical of a Jenner with no JJ's. Its almost as bad as a Jenner with no ECM.. Oh wait we do not get one in any of our variants. This mech is for the experienced Jenner or light pilot to say the least. Not having JJ's is its biggest negative. Running out of Ammo is another one. With that being said this is absolutely a light killer. However you need to have exceptional situational awareness and also understand that you can not engange Heavy and assault mechs unless they have been damaged or overwise busy firing at another mech. The quad SSRM set up is extremely nice for hunting rabbit. The SRM set up is great for taking out heavies and assualts from the rear especially if they are exposed.

The damage on this thing with SSRM is high in regards to end score. Even a novice pilot can rack up points and C-bills. In the hands of an expert pilot this thing can print C-Bills consistently. Even on a Loss I was over 150k. My upper was close to 300k with avg win around 200k.

However it does have a specific niche that it fills and it really can not effectively go out of it, without being severely outgunned. So take it for what you will. If I am in a Wolf Pack I will bring this out or of I know I am going against a lot of lights (Conquest) I will bring it out. Overall I prefer my Jenner F, it is just much more consistent. However I do enjoy taking out ECM mechs now with Streaks :))

EDIT::

Also it is much more effective on some maps vs others. Such as Alpine, Caustic Valley, Desert and Terra, places like River City and Crimson are a bit more difficult because of lock on times.

Edited by Darian DelFord, 08 December 2013 - 06:38 AM.


#123 Zerberus

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Posted 08 December 2013 - 04:07 PM

I caved and bougt one.

Been running it with 4xLRM5, 275XL, and a BAP. I think 900 missiles or something still found room wioth some inventive armor placement....

This just may be THE ultimate LRM troll mech. THe last thing you want to happen is for someone to come looking for you and FIND you.... so you just assume they`re always looking for you and be somewhere else.

Really kind of fun to play, like an A1 on crack... :D

It`s almost like having a license to print money, I think only my hero assaults consistently rake in more dough.....

Edited by Zerberus, 08 December 2013 - 04:11 PM.


#124 RickySpanish

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Posted 08 December 2013 - 04:26 PM

View PostKampfer, on 05 December 2013 - 04:47 PM, said:

I've got a bit of time into my Oxide over the last couple of days. I've tried non streak builds but they just didn't have the damage output so I went back to streaks. Overall it's a great mech but not a newbie friendly hero.

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.


You can stick a BAP on it if you drop the engine size a bit, that way you can kill anything that can outrun you (with the exception of a well piloted medium laser Jenner).

#125 Just wanna play

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Posted 08 December 2013 - 05:38 PM

i got attacked by a 4 streak oxide in my awesome with a minimum range....jenner did 500 damage solely against me XD and never even killed me ran out of ammo while i just ignored him ROFL i was wondering why people were thanking me for making the oxide so easy to kill.........

#126 levitas

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Posted 08 December 2013 - 08:33 PM

Well, I just ran out of my 400 missiles for the first time in a game. It seems that the trick to the oxide really is as simple as keeping an eye on caps to see if you can identify a lone light capper, and only engaging when the enemy is cut off from reinforcements, particularly if you have a buddy.

As an SC2 player, not doing anything for any amount of time feels wrong, but the oxide demands it sometimes. It's really important to identify the times that you can't contribute, and accept that it happens.

Last note, if it's not obvious, always use chain fire on mediums and above. Always use full volleys on lights unless for some reason, they're not running away and are attempting to return fire.

Lights frequently pass me at an extremely close range to force a dropped lock. Is there anything I can do to prevent this? (some sort of movement I haven't thought of, or maybe would 360 retention help?)

#127 zagibu

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Posted 11 December 2013 - 02:22 PM

360° target retention doesn't help with locks, neither does target decay. I don't think there is anything you can do to counter this move.

#128 Ertur

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Posted 12 December 2013 - 12:16 AM

Wouldn't taget decay + 360 retention help with that? Or is that a feature that will come out "soon?"

#129 Johnny Reb

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Posted 12 December 2013 - 11:54 PM

I might buy this when its on sale! I can finally have a proper lrm light!

edit: my 2 builds:

http://mwo.smurfy-ne...46427ecea998a23
http://mwo.smurfy-ne...f17d06bee604552

no jj really kills this mech!

Edited by Johnny Reb, 13 December 2013 - 12:01 AM.


#130 jper4

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Posted 13 December 2013 - 07:38 AM

those would be the only two builds i'd run on the oxide myself. i'm sticking with the streak/BAP version myself. i already have a LRM locust just because- so i don;t need a second lrm light <_<

#131 Johnny Reb

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Posted 14 December 2013 - 11:11 PM

View PostWendigo Garou, on 03 December 2013 - 11:22 AM, said:

Just guessing here.....

The more 'experienced' players are seeing this as a DOA platform that's basically going to be carrying Short Range Missiles of one flavor or another.

I'm betting that the 'new players' *cough*noobs*cough* will see it as yet another opportunity to turn something into an ineffective LRM boat. Now, THAT will be worth seeing. No AMS, no ECM, very little armor...and it's just standing there, tossing LRMs into the sky.

Then they are doing lrms in a fast mech wrong.

#132 Johnny Reb

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Posted 14 December 2013 - 11:17 PM

I am very happy with this mech going 150 kph with 4 streaks is a deadly combo, for lights definitely but also big guys.

View Postsolar levitas, on 04 December 2013 - 08:24 PM, said:

So, I gave this guy a fair shake, and it's time to accept that this variant really is a rust bucket. Maybe I'll come back to it, but I threw a very similar build together on a shadowhawk (+2ML), and it's a LOT better. Didn't even throw in double heat sinks yet, and my survivability, lethality, and effectiveness just shot up.

Don't grab this mech unless you're ready for what you're getting into. If you still want it, seriously consider the hawk 2D2 first, as it's very much better in every relevant way.

I agree! Minus the speed of 4 streaks at 150+

#133 Johnny Reb

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Posted 14 December 2013 - 11:26 PM

View PostIsrael Finklestein, on 04 December 2013 - 11:21 PM, said:



So you get 2 more alpha over the F and it's instant, except it spreads all over the place and has less reliable hit detection. Also SRMs are a joke against light mechs, their hit detection combined with light hit detection in general combined with the general difficulty of hitting light mechs reliably slashes your damage down to pretty much nothing. All that being said, SRM20 is probably the only 'unique' build the Oxide has to its name, and it's really lacking.

As far as the more popular streak builds go, you can't twist your arms laterally which is one of the reasons why Jenners are an inherently poor SSRM mech, it's far harder for a Jenner to keep lock on an enemy light than it is for a Commando, Kintaro, or Shadowhawk (which also all have more flattering hit profiles and many other advantages to their names). Even the Locust can do a 4SSRM build, and since the Oxide has no jumpjets, you can't really even argue that it has anything over the LCT-3S other than more armor, which is mostly negated by a worse hit profile.

The Oxide is the worst Jenner variant now, and is the worst hero mech as well.

Heh, well I feel its the best hero I own. To each there own!

View PostKraven Kor, on 05 December 2013 - 10:54 AM, said:

I will say this:

RIP, Locust, you will (not?) be missed.

If you don't have ECM, are in a light, and get an oxide on your tail, just say goodbye.

Worthless against anything else it seems, but by Mecha-Jesus do they do a number on my SDR-5K ;)

With bap even ecm lights are toast!

View Postsolar levitas, on 05 December 2013 - 02:43 PM, said:

Count me among them. If you're considering one, I would firmly advise against it.

If you like missle mechs I would recommend this guy, never gonna have a better 4 lrm5 or 4 streak at light speed in the near future!

#134 Johnny Reb

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Posted 14 December 2013 - 11:33 PM

View PostTerciel1976, on 06 December 2013 - 09:53 AM, said:


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

Yeah, 4 streaks 4 tons xl295 and bap is the way to go!

#135 TercieI

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Posted 15 December 2013 - 05:22 AM

View PostJohnny Reb, on 14 December 2013 - 11:33 PM, said:

Yeah, 4 streaks 4 tons xl295 and bap is the way to go!


Yep. Some argue for 5 tons and XL280, but I think the 4/295 combo is the right balance. 3/300 is simply not enough ammo.

#136 Johnny Two Legs

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Posted 15 December 2013 - 07:45 PM

I have had good results from the Oxide.
It is only a light mech and damaged mech hunter, i.e. better at the end game rather than at the beginning.

There are some matches where I totally stink with it however on average I would say I do well in it, and many times I exceed 400+ damage, sometimes around 700 damage.

It surprises Ravens and Spiders, who are used to being apex Light Mechs. After a few volleys Spiders run away.

The tactic of keeping close and continually being out of my LOS is the best way for a Light to combat a SSRM Oxide.

I leave undamaged Heavys and Assaults alone as well as mechs that are Streaked up. I've seen more than a few mechs with Streaks that I thought normally wouldn't have them equipped. Likely this is a general response to Lights/Fast mechs rather than hordes of Oxides running around.

The build i use is:
XL285
Max Armour - FF
ES structure
BAP
4x SSRM2
4 tons ammo

Runs at 145 with tweak.

1.09 W/L ration, 1.52 Kills/Deaths ratio, 300 damage/match average.
Not too bad for a light mech that wasn't a Spider with dodgy hit detection :-)

J2L

Edited by Johnny Two Legs, 15 December 2013 - 07:48 PM.


#137 NRP

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Posted 15 December 2013 - 08:23 PM

I just picked up an Oxide tonight because I got sick of unkillable Spiders. Running an XL280, 4 streaks, BAP, and 5T ammo. I can't wait for Fast Fire and Speed Tweak.

5T of ammo is too much.

The mech is ok. It still takes a long time to kill anything other than a Locust. I'm almost finished with the Basics.

#138 SaltBeef

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Posted 15 December 2013 - 08:41 PM

I not the best mechwarrior pilot but I managed to get 2 Kills this morning , A Victor, and a HighLander they were unscathed mechs at the start of a crimson city Map in and just out side the side tunnel. I had no leg or center torso armor when done though and was legged to 1 leg shortly after but survived the match. Definately felt good about that match. Got 100,000 sum odd c-bills !!

Edited by SaltBeef, 15 December 2013 - 08:43 PM.


#139 NRP

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Posted 16 December 2013 - 07:17 AM

I either do really good in this mech, or really terrible. I guess I'm still trying to figure out the correct play style. I certainly can't play it as boldly as my Streaktaros, that's for sure.

#140 TercieI

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Posted 16 December 2013 - 07:24 AM

View PostNRP, on 16 December 2013 - 07:17 AM, said:

I either do really good in this mech, or really terrible. I guess I'm still trying to figure out the correct play style. I certainly can't play it as boldly as my Streaktaros, that's for sure.


Yep. Main tip I have is: 2 firing groups, alpha to kill lights, chain to annoy/shake bigs while your teammates pound them (check oppo's readout for AMS first).

I've topped out at 881 damage/4 kills.





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