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.