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So... Hero Jenner


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#141 MungFuSensei

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Posted 27 December 2013 - 12:11 AM

OXIDE

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 FEK315

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Posted 02 February 2014 - 08:13 PM

I took this load out, XL265 (122kph) BAP 4SSRMs 500ammo and added the rest to armor the head.

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 TercieI

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Posted 02 February 2014 - 08:27 PM

View PostFEK315, on 02 February 2014 - 08:13 PM, said:

I took this load out, XL265 (122kph) BAP 4SSRMs 500ammo and added the rest to armor the head.

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 FEK315

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Posted 02 February 2014 - 09:21 PM

I didn't have enough Cbills to buy FF. I'll get it, Thank you.

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 Hammerhai

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Posted 03 February 2014 - 07:43 AM

Good luck. If you are new(ish) then enjoy the heck out of this game. The Oxide is really fun. Now it just needs 2 Jump Jets, or 3 ...

#146 Koniving

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Posted 03 February 2014 - 08:28 AM

View PostErtur, on 12 December 2013 - 12:16 AM, said:

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


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 FEK315

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Posted 03 February 2014 - 08:54 PM

I can't seem to break 200 damage with my 4streak Oxide?
I know I am new but do I suck that bad?

#148 levitas

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Posted 03 February 2014 - 09:35 PM

Are you using a good build? (nearly max armor + XL295/300 + BAP + 4 tons ammo)

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 Hammerhai

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Posted 04 February 2014 - 04:18 AM

Well, by my standards a play time of about 6 to 7 minutes and 200-ish damage is what I do in the Oxide, so I personally think you are doing ok if you are quite new. I noted that sometimes you actually get more component destructions on less damage these days than in Closed Beta. And the XP awards for some stuff is a lot more. Disclaimer: My skills are probably average-ish or less, but I would not think of that kind of score as sucky necessarily. Having fun making evil Ravens run from the running shotgun, or shaking an assault pilots nerve so badly he misses is great stuff is what is good about the mech. You may go the way I did and use srm's rather than streaks, as the lock on cone is so tight these days it is actually more difficult to use streaks than shoot an ac - at least if you use a joystick. An absolute must is the full kit and kaboodle: BAP, the GXP module that reduces lock on time (I forget the name of it now ...) and Artemis. There is a "feature" (Coff Coff) that artemis reduces the lock on for streaks, although it shouldn't. That should help if you have problems tracking a target to lock. To me it feels like cheating so I don't use Artemis.

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.


#150 -Muta-

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Posted 05 February 2014 - 05:56 AM

View PostFEK315, on 03 February 2014 - 08:54 PM, said:

I can't seem to break 200 damage with my 4streak Oxide?
I know I am new but do I suck that bad?


It is actually easy to go over 700+

#151 Hammerhai

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Posted 08 February 2014 - 03:23 AM

Ah yes, on closer inspection: You want minimum XL 280 or a 295/300 in that Oxide FEK. Also you can usually skim armour off the head. (about 4 pts seems safe) and armour up other parts. Centre Torso MUST be full armour.
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 Dragomir Zelenka

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Posted 15 February 2014 - 07:49 PM

View PostFEK315, on 03 February 2014 - 08:54 PM, said:

I can't seem to break 200 damage with my 4streak Oxide?
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 Blitzace

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Posted 19 February 2014 - 04:20 PM

The Oxide put light mechs back on the map for me. I originally played with my founders Jenner, but I didn't have the greatest luck. Light mechs come with a steep learning curve, and figuring out their role on the battlefield is filled with trial and error. But the Oxide is my go to light mech hunter. 300XL, SSRM, and BAP makes it great vs lights, even those with ECM. While it can still harass larger mechs, the nature of SSRM means that you cant deal pin-point damage. Instead you seem to damage and destroy every component before you bring larger foes down. Still, I'll frequently end games dealing around 800 damage with two or three kills. Not that it doesn't have its bad days, but I have a hard time using other lights like I can use the Oxide. Overall, I highly recommend this mech.

Edited by Blitzace, 19 February 2014 - 04:27 PM.


#154 Zordicron

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Posted 14 March 2014 - 09:11 PM

Bought it on sale tonight. BAP, streaks, 300XL. It s funny, by this point other light pilots will recognize the OXIDE above your target square, and you can see them actually tuen to retreat behind their pals. Even when you arent shooting cheese missles at them, you are keeping them contained through plain fear.

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 Win Ott

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Posted 16 March 2014 - 06:44 AM

If you want to really maximize the effect of an Oxide, pair it with another mech. Oxides are capable of dealing truly awesome damage. I regularly score 500-700 per game and have racked up 900+ on occasion (see my earlier post), but getting the killing blow on a larger mech can be tough. When I run in tandem with a mech that can focus damage, the kills mount up really quickly.

#156 TercieI

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Posted 16 March 2014 - 07:04 AM

Drop the engine to a 295. You can get in a fourth ton of ammo, which you'll need.

#157 Remarius

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Posted 16 March 2014 - 11:02 AM

Can't decide if I like this mech or not. It certainly has potential but only in a pack or when picking out solo targets.

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. :D
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 levitas

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Posted 16 March 2014 - 11:23 AM

I had a really rough time in the oxide until I got it elited, and at that point I couldn't really have fun playing it after struggling so much. I came back to it a couple weeks later, and it's much more fun now that the struggle I had is out of mind.

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 Win Ott

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Posted 17 March 2014 - 03:53 PM

The Hill-Climb module is a nice addition to my Ox Hide. ^_^

#160 Boingth12

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Posted 13 April 2014 - 10:55 AM

View PostHelmstif, on 02 December 2013 - 11:49 PM, said:

Posted Image

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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