

So... Hero Jenner
#141
Posted 27 December 2013 - 12:11 AM
This is what I have so far. I'm not normally a light pilot, so I haven't been able to do well with it, but I think the SRM2s are ideal. Faster firing, less heat, better ammo control, and they don't care about ECMs. If you can get on a light's tail and know how to aim, they can shred. It's much easier to get leg hits. Pretty easy to pop open back armor on anything heavier. I tried something similar on the missile locust, but this can pack enough ammo to actually do something, and can survive a stiff breeze.
I just can't use streaks on a light. They just move too fast to keep the reticle on something for that amount of time. With normal SRMs, all you need is a split second on target.
It doesn't necessarily fill a niche that other lights can't, but it works.
#142
Posted 02 February 2014 - 08:13 PM
One thing I noticed is that ECM mechs just get away because there is no lock, so I am going to have to try out SRMs because I missed out on shooting a few spiders harassing me. Chain firing is a BLAST!
Edited by FEK315, 02 February 2014 - 08:21 PM.
#143
Posted 02 February 2014 - 08:27 PM
FEK315, on 02 February 2014 - 08:13 PM, said:
One thing I noticed is that ECM mechs just get away because there is no lock, so I am going to have to try out SRMs because I missed out on shooting a few spiders harassing me. Chain firing is a BLAST!
The BAP should counter ECM, unless there are two. And you should be able to get an XL280 with 5 tons of ammo. Did you not add FF? (You'll need to shave 6 points of armor somewhere)
#144
Posted 02 February 2014 - 09:21 PM
This is such a fun mech!! I keep dieing right now I get so excited to fight I forget to hang back. I have only averaged about 175 damage at this point. ( 3 sorties).
I like that I can Cap and do damage.
#145
Posted 03 February 2014 - 07:43 AM
#146
Posted 03 February 2014 - 08:28 AM
Ertur, on 12 December 2013 - 12:16 AM, said:
It used to work. But Raven 3-Ls would lock, turn, run, and have streaks do full 180s.
This vid made a joke about it.
Thus it got fixed. Which sucks because Kintaros would so benefit from it.
#147
Posted 03 February 2014 - 08:54 PM
I know I am new but do I suck that bad?
#148
Posted 03 February 2014 - 09:35 PM
If yes, are you using good tactics? (not chasing the spider into his friends, engaging in number advantages, chainfiring on heavies w/o ams to maximize rock, moving when not in cover, using friendly targetting info to get locks while not in firing lanes, being behind enemy mechs, etc)
If yes to both, are you playing an appropriate game mode for your build? (Oxide specializes in light combat, so conquest is the way to go)
If yes to all the above, then watch some great jenner pilots to see if there's something really different that they're doing that you're not. Though it's an old one, P33fsmash's light guide for PUGs is great, and there are others out there ( http://www.twitch.tv...diuvo/c/3650907 for example).
If you're seeing something more specific, ask about it and there are a bunch of people here that I'm sure would be more than willing to try to help you figure it out.
#149
Posted 04 February 2014 - 04:18 AM
One thing to like about this game is that it is easy to pick up, but difficult to master. Have fun, and make those lights run.
Check this thread for opinion on modules for lights in the current meta: http://mwomercs.com/...or-light-mechs/
Edited by Hammerhai, 04 February 2014 - 04:27 AM.
#151
Posted 08 February 2014 - 03:23 AM
Good luck FEK315.
With 4 tons ammo and 4 SRM 4 you will rarely run out of ammo. 4 SRM2 will use even less ammo.
Edited by Hammerhai, 08 February 2014 - 03:25 AM.
#152
Posted 15 February 2014 - 07:49 PM
FEK315, on 03 February 2014 - 08:54 PM, said:
I know I am new but do I suck that bad?
It takes a bit of time to get the hang of the Oxide, as it does with any mech. I had a chunk of very bad games until I nailed down how to move and track while maintaining lock. Beagle helps, and I've got Artemis as well (since it's supposed to lower lock time even on streaks, it appears). My biggest problem now is running out of ammo before the battle ends.
I've had two games in a row now with 4 kills each, while coming out with fairly minimal damage to my Oxide. In fact, my last game was my first ever breaking of 1,000 damage, with 1,054.
In addition to learning how to maintain that lock, it's also critically important to learn to duck and weave around the bigger mechs, and when is the optimum time to go balls out against them. Once you get the hang of it, you can shred even an assault with decent confidence.
Using the last match as an example, again, I was able to kill both a Highlander and a Cataphract on Terra Therma by using the terrain, and by waiting until they started running into heat problems. It's all about strategy and timing with the Oxide.
#153
Posted 19 February 2014 - 04:20 PM
Edited by Blitzace, 19 February 2014 - 04:27 PM.
#154
Posted 14 March 2014 - 09:11 PM
As for shooting biggun's, just play it smart and support fire your team, the BANG and minor shake and incoming missles alarms can shake up a enemy concentration, plus you are doing dmg, and nothing wrong with legging a big mech or taking an arm or torso off. No, you cant duel them to easily in the thing, but it adds solid dmg to a focues enemy and keeps them distracted also. If they arent shaken enough, show your face to them a little, and they will take the bait sometimes that way and try to chase. Get them off track, slowed down, turning to try to get you, makes it a lot easier for your team to hit them, and your cheee missiles dont care if you are on target 100% or not, which allows you to keep up fire while still being 95% manueverable.
overall, I like playing it, it is certainly different then pretty well any other light(maybe 2D trollmando is similar, but even then ECm support is 50% of that mechs play) and it does have its drawbacks to keep you on your toes and not go full on cheese zombie.
#155
Posted 16 March 2014 - 06:44 AM
#156
Posted 16 March 2014 - 07:04 AM
#157
Posted 16 March 2014 - 11:02 AM
My first 10 or so matches were awful and then a regiment mate that loves these came on and told me the key was to pick my target... obvious but reality is that it feels like a pure support mech where you have to punish a mistake rather than forcing your target to make a mistake. BTW to those desperate to raise their damage... just find a solo atlas and whittle him down.

OXIDE 22 11 11 1.00 25 14 1.79 8,492 24,099 02:20:48
Almost entirely solo and nothing special but most of those kills came after I started playing very tactical.
Just got it elited so eager to see how the agility etc is affected.
#158
Posted 16 March 2014 - 11:23 AM
If there's any advice to give with the oxide, it's to pick isolated targets, never solo anything heavier than you, never engage a group without superior numbers, and chain fire non-AMS heavies and assaults while your friends take them out.
though this kind of advice may be straight-forward, I feel it's particularly important to repeat for the oxide due to the fact that you really cannot count on winning any engagement by yourself unless it's a solitary enemy light.
#159
Posted 17 March 2014 - 03:53 PM

#160
Posted 13 April 2014 - 10:55 AM
Helmstif, on 02 December 2013 - 11:49 PM, said:

Four, missile, hardpoints.
It's so obvious I can't even look at it. Quad-SSRM. Which means this thing could be the nightmare of Lights but basically useless against anything over 50-ton (and of course when ammo runs out).
Unless, by my calculation, you wanna sacrifice some speed to have a pair of SRM4 or 6 in there. Which is of course still hard to aim.
Stock loadout, which appears to be 2xSRM4 2xLRM5, appears to be utterly useless.
I don't even know....(also where's my Hero Hunchback!)
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