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New Hero Mech: Oxide - Thoughts?


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#21 Victor Morson

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Posted 03 December 2013 - 09:06 PM

Alex, keep in mind that this Jenner is precisely 1 Streak lighter than the Streaktaro, and the same as a 2D2, minus a whopping 1-2 medlas. On a 35 tonner.

If the pilots are carrying BAP, this thing just blows apart light 'mechs and is likely to be a real top 'mech. Again it's too early to say for sure, but you are way underestimating this thing.

If you want diversity, look elsewhere. This thing is designed to run exactly one thing, and run it well it does.

Edited by Victor Morson, 03 December 2013 - 09:07 PM.


#22 ShinVector

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Posted 03 December 2013 - 09:11 PM

View PostVictor Morson, on 03 December 2013 - 09:06 PM, said:

Alex, keep in mind that this Jenner is precisely 1 Streak lighter than the Streaktaro, and the same as a 2D2, minus a whopping 1-2 medlas. On a 35 tonner.

If the pilots are carrying BAP, this thing just blows apart light 'mechs and is likely to be a real top 'mech. Again it's too early to say for sure, but you are way underestimating this thing.

If you want diversity, look elsewhere. This thing is designed to run exactly one thing, and run it well it does.


Wait until people start running 4 of these things in 4-MAN premade and watch the QQ flow...... ;)

#23 hargneux

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Posted 03 December 2013 - 09:28 PM

The lack of jump jets really gimps this mech alot. Not sure I like it much.

#24 Malcolm Reynolds

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Posted 04 December 2013 - 08:27 AM

It can hunt lights till they jump up mountains or buildings. Its ammo dependency means once it runs out its nor even good enough to ram an enemy. its a Locus 3s with more armor, less speed and less a energy slot. And what if you are the last man left and they have 2 atlas you will run out of missiles before he runs out of armor. The Hero mech's they have been putting out of late are very disappointing. The Boar's Dead, The golden slow 18, the Prostator, the rust, or the jest. None truly separate from the pack, they don't play a final in your face song when you kill some one, they don't stand out from any in their group and they don't instill fear or provoke priority targeting. Lets do a side by side the jester vs the firebrand. 2 ballistics or 2 ams and 2 jump-jets. I'm sorry I thought the game was to remove a threat from in front of you not slowly pick away at him while he mauls you with a/c 20's. If the hero mech cant be a Hero and stand against the odds then its not a hero, its a variant. Here's a idea why not do for the Jenner what you did for the stalker give it a gun. no other Jenner has it. the Misery lacks missiles as its brothers but its gun makes it menacing. Just a thought. Hell the jest was the simplest of all if you just gave the K2 jump-jets the K2 pilots would have ate it up.

Edited by Kitsune Kaji, 04 December 2013 - 08:44 AM.


#25 MountainCopper

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Posted 04 December 2013 - 08:43 AM

They should change this Hero Mech post release and add 1 or 2 energy hardpoints to the 4 missile hardpoints.

1 E, 4 M
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Maybe like the shared hardpoint setup of the Awesome-9M. The CT will have 2 M and 1 E.

2 E, 4 M
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Just add one additional energy hardpoint in each arm.

#26 Mawai

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Posted 04 December 2013 - 09:37 AM

View PostArcturious, on 03 December 2013 - 02:33 PM, said:

If I could justify the expense I would buy it in a heartbeat. This is easily the single most powerful light in the game right now.

I think many people looking down on it don't comprehend the power of SSRM 2's. Any light meeting this one on the field is flat out dead.

This is the fastest mech in the game that can boat SSRM2's. You can single handedly wipe out a lance of any other light mechs.

I really don't think people who are saying this is bad have realised what a game changer this mech will be.

I will run if I see one of these coming for me, however I won't be able to run fast enough and will lose at least an arm or two or legs quickly. I'm serious, in good hands this mech will be a monster.



I will have to break out my Jenner D and see how it goes head to head if I get a chance. Essentially 4ML + 2xSSRM2 +BAP, AMS, JJ (280XL) vs 4xSSRM2 +BAP, slower acceleration, no JJ. Keeping that lock can be a challenge against a good light pilot since there is no horizontal arm movement ... and lasers don't need a lock. The main issue here, in my opinion, it the hit registration of the lasers. If they hit the way they are supposed to then I think the Jenner D has a substantial advantage over the Oxide.

#27 Caswallon

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Posted 04 December 2013 - 10:04 AM

View PostFragger56, on 03 December 2013 - 08:19 PM, said:

All I have to say is the fact that the oxide has 15 tubes in the CT = whoever designed the thing went full potato.

I mean seriously, why put 15 tubes in the CT when it is physically impossible to use them all.

Sometimes I wonder if PGI is just trolling the light mech pilots...

This post made my day!

Not sure what full potato is but having 5 forever useless missile tubes is kinda systematic of the lack of thought that seems to be in this "hero".

Have yet to see one in the wild so will do my utmost to keep my derision down for now. There are some damn good light pilots out there that scare me REGARDLESS of what they drive. So we shall see.

No wait I got it! The 5 extra tubes are the engine radiator that the missile launcher would otherwise block!



#28 ATao

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Posted 04 December 2013 - 01:10 PM

Give this thingy jjs and I'll buy. Useless {Scrap} otherwise. Or add 2 energy or missile slots for 6 weapons total.

Edited by Alexander Malthus, 04 December 2013 - 01:11 PM.


#29 Pataine

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Posted 04 December 2013 - 02:49 PM

This mech sucks. No JJ so no point in getting it. Waste of money.

#30 hargneux

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Posted 04 December 2013 - 11:17 PM

Actually, now that I've elited this thing I have to say it's pretty brutal, getting it through basics was a little unfun, but now that I have 2X it's pretty great as a streak boat. I've done several 700+ damage matches with it and my max kill count with it so far is 5 kills in one round.

You definitely can't play this thing as a pure light hunter though, Oxide does not fare well against multiple light enemies. Stick around your heavies and be an opportunist.

Edited by hargneux, 04 December 2013 - 11:19 PM.


#31 Sen

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Posted 05 December 2013 - 06:15 AM

Yea, the people complaining in here need to follow the old addage "don't knock it until you've tried it"

I've gotten through elite, and the thing is absolutely fun as hell to pilot. I've pulled damage in the low/mid 600s. I've also managed to stay alive when I'd swear the thing is ready to fall apart.

It is not perfect.

As much as I love the thing, the lack of JJs is a serious hindrance. As far as lasers go, I took my Raven 3L out for a break last night after getting the elites on the oxide and IT felt even MORE brutal. I was DEFINITELY more appreciative about being able to place damage where I wanted/needed to with the med lasers.

Slow? 152.7 ish?
Underarmored? Mine's about maxed out.

Secretly though, I'd really LOVE to try turning the thing into a mini LRM boat. Sure, it'd be completely situational. . but it'd be a great troll mech in the right circumstances.

And yes, I want at least 1 ballistic slot! I just want to be able to say "Goose, I'm too close for missiles, switching to guns" over and over in TS :D

Edited by Sen, 05 December 2013 - 06:16 AM.


#32 Shroomalistic

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Posted 06 December 2013 - 09:50 AM

The oxide is by far my favorite mech now. Streak boat with xl300 nap and 4 tons of ammo. It's a beast. I've got mine mastered now with 360 sensor target decay and sensor range. Heavys and under get smashed by it and assaults just get hammered till someone else comes and finishes it while it's still trying to shoot me. I don't mind no jj just means I have to pilot better. Multiple ecms are the only thing that stop it beside good pilots that can aim

#33 Blood78

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Posted 06 December 2013 - 01:04 PM

This is great hero and bit underbalanced by no JJ.

Otherwise it is going to fill a great niche in premade 12 competitive drops by streakboat as counter light and scout role.

In pug match, you'll probably run out of ammo. But please reconsider adding JJ.

Edited by Blood78, 06 December 2013 - 01:04 PM.


#34 DEMAX51

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Posted 06 December 2013 - 01:23 PM

I love how people in this thread are going off on rants about the Oxide and then finish their wall of text with a "I won't buy this." So... you complain that it sucks, but you haven't tried it.... opinion =/= valid.

Is the Oxide the best Jenner? No. Is it a big stompy poop? Also no.

This thing is a pure c-bill grinding machine, and an absolute terror against other lights. My average damage in this 'Mech is about 100 points higher than in my -F. It certainly hasn't dethroned the -F as my favorite 'Mech in the game (and since a good pilot can put his or her lasers on a specific component, the increase in damage for the Oxide is just stat-padding), but it's not nearly as bad as the haters are making it out to be.

There's also quite a bit of misinformation in this thread. It has the same max-armor and max-engine rating as every other Jenner. The 20% slower acceleration is noticeable, but is by no means a huge setback. With 4 Streaks and 4 tons of ammo, I have never run out of missiles at the end of the game. The lack of JJs take some getting used to, but if this 'Mech had JJs these forums would be aflame with p2w threads.

I won't deny that the loadout surprised me, and the tube counts make zero sense, but the Oxide is a completely viable 'Mech.

Edited by DEMAX51, 06 December 2013 - 01:26 PM.


#35 Mad Porthos

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Posted 06 December 2013 - 02:55 PM

Earlier in thisthread or another I voiced my disatisfaction wth Oxide, stating I really thought it had gone astray in design and to my sensibility, didnt make sense. It was like trying to take a mech that is known for certain things and saying ok, lets do something different - but doing it so radically that it lost flavor and character. I didn't say it sucks, and actually was noting that even with the acceleration penalty it still handles like a light mech for slopes. At the time, I saw its streak and srm potential,but was bemoaning its complete abandonment of energy hardpoints.

Now, I've tried it. Got my basics, elites and 2x efficiencies, but still working on the master slot. I have got to say, its impressive for what it is. I am currently running xl300(Tweaked 152kph), endo, ferro, 160 armor, 4srm4, 5 tons srm ammo. Using 360 & target info gathering... or occasionally, Hill Climb Module. Despite what everyone says about srm hit registration, I am finding this to be an effective strike bomber. Against other lights, its a challenge, often requiring chain fire to manage ammo and compensate aim, but against heavies and assaults, bombing runs can literally take a whole new meaning as you drop artillery into the backside of an enemy firing line, then swoop in to kill any mech opened by the barrage. I have seen a fair number of 3-4 kill games, with the same number of assists or more in this mech. I am a decent pilot, but if oxide was a stinker, I wouldnt be able to manage nearly so well.

Throughout the buff and nerf cycle of Open Beta, as jump jets and lag shields fluctuated, there were quite a few jenner pilots who chose to go without jump jets, knowing that they could run up any incline and that in many cases, thier aerial acrobatics made them follow too predictable a course once airborn, making good skeets. Running across rough ground since the terrain began affecting movement by incline angle has made most jenner pilots use at least one jet for skating and avoiding slowdowns/hop rides. Oxide's strike bomber role however is best accomplished by staying in ravines, dips and low contours, out of sight, then rapidly cresting and delivering an alpha as one gives the jenner salute, fleeing and hopefully disrupting enemy plans as they squirrel for a chance to get the jenner woho is now behind another ridge angling to a new target, using the contours of the hills to block fire.

Based on the numbers of Victors and Highlanders I have flushed from pop tart positions, who my team then decimated, I might speculate that a few oxides and jenners might manage to help vs. such if working in a team, especially if aided by ecm cover from a spider, raven or cicada who can keep up. As the pop tarts continually pop, now to get angles to alpha down at the lights in thier midst, flushing them out, the majority of the team has to push in and force the brawl that the poptarders have been denying with thier tactic.

Edited by Mad Porthos, 07 December 2013 - 06:45 PM.


#36 Gangnail

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Posted 14 December 2013 - 02:38 PM

100% agree! I love this mech. 600+ damage in PUG games is beast for a jenner IMHO. Whack em and Stack em. 1 on 1 vs pretty much anything I have done excellent. xl 300, BAP and I use AMS





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