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Finally! Working The Jester...


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#21 Dauphni

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Posted 10 December 2013 - 09:23 AM

View PostVlad Dragu, on 09 December 2013 - 08:46 PM, said:

With the amount of LRM's I've seen lately, and the fact ECM isn't an option, I wouldn't give up the AMS. The "thinking" I've seen around is you wouldn't need AMS while topping out at 97 kph (keep moving & using cover), but I don't agree with it. We're not Ravens or Spiders, we're too big and not quite fast enough to dance that dance - not to mention I think more than a few pilots have a **** on for taking us down. Keep the AMS.
That's been my thinking so far and it really performs very well, but it's still a little tempting.

View PostArius, on 10 December 2013 - 07:47 AM, said:


yeah sure. Use your JJ at ranges from 400 - 1000 metres, good luck with getting shot at by even MORE ppl....

more troll, plz.
I'm thinking you're not familiar with the concept of using your jump jets to help you turn. It's actually quite straightforward: tapping your jump jet key lifts you a little bit off the ground, and Mechs turn quite a bit faster in the air than on the ground. Doing this gives you A LOT of extra manoeuvrability, and it lets you spread the damage over your whole Mech more easily as well.

Use them to your advantage!

#22 Rhialto

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Posted 10 December 2013 - 09:41 AM

With that frame being so large, isn't risky to use XL engines?

With recent purshase of MC (thanks to the 20% extra MC sale I was waiting for so long) I would eventually like to buy a hero Mech and reading this thread helped in considering the Jester.

#23 Dauphni

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Posted 10 December 2013 - 10:06 AM

Quite the contrary, actually. Since the side torsoes are so small, they are almost never taken out before your centre torso, which makes running XLs in them quite safe.

#24 Dark Horse X

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Posted 10 December 2013 - 11:57 AM

View PostLukoi, on 09 December 2013 - 09:05 PM, said:


If I could offer one suggestion to your build. Given that ERPPCs are usually (not always) meant to be used at range and the ML's are more of a back up weapon, and given that the arms are easier to pop off than the torso mounted guns, perhaps consider swapping the ERPPC/ML's from arm/torso. Yes, it puts DHS on the arms BUT, if you lose an arm you lose an ML and a DHS as opposed to losing the much more important ERPPC.


Of all of the matches I've run with the Jester so far (147), I have yet to lose an arm. Maybe dumb luck, but I doubt it......the very large hit box on the CT is the damage soaker on this mech. Twisting to mitigate damage still results in CT hits and I don't really fancy the idea of twisting enough I spread it out on my backside. Also, with the ERPPC's on the arms, they are high enough to handle peeking and minor pop tarting at range. Not to mention, without the ERPPC's in the arms, I lose the ability to quickly pinpoint damages on uneven terrain or elevation differences at close range.

Playstyle though, I do not attempt to stay at range, it seems like it minimizes my help with the battles. I tend to stay back early and help with the long game........as soon as the fighting gets intense at the front line, I'll work my way in and try to create havoc. I seldom choose one mech to focus everything on as spreading the pain relieves my teammates from focused fire (in PUG games at least) while the opponents try to deal with the new threat. Jump jetting around (dancing), picking shots, creating chaos at first - then finally picking an opponent to hit the hardest. Rinse, repeat, smiling and just having fun.

I have cracked 600 pts in a game, and allthough not the 1,000 pt monster of the field - I'm more than happy changing the tide of a battle. I tried my build with just PPC's and the minimum range was stripping the damage I could deal.

Edited by Vlad Dragu, 10 December 2013 - 04:40 PM.


#25 Arius

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Posted 11 December 2013 - 01:17 AM

View PostUite Dauphni, on 10 December 2013 - 09:23 AM, said:

I'm thinking you're not familiar with the concept of using your jump jets to help you turn.


I am, actually. What I fail to see is how this helps me to not being hit in the CT from ~500 m by a PPC, AC or missiles. Since the CT is like 80% of the mech, 80% of loosly aimed shots go there. How does having an increased turn rate at this distance help prevent that (except maybe to get hit in the back)?

cheers,

#26 Dauphni

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Posted 11 December 2013 - 05:04 AM

Well, what really helps is not looking and/or running straight at the enemy. Mix it up, be unpredictable. The CT is not in fact 80% of the mech, but it does feel that way if you're always staring right at your opponents. That's why jump jets help even at long ranges. The trick is to never ever show the same side, unless you're actually firing your weapons. And that goes for all ranges. Like you said, if they can see you, they can hit you, even at 500+ meters.

And yes, you do occasionally want to get hit in the back. Any damage to your back is damage that doesn't go to your front CT. That is exactly what damage spreading means. You don't want to take enough damage to a single component that it gets destroyed. Instead, ideally your armour would get stripped evenly across sections. And that includes the back. Of course, front hits will still happen more often, so set your armour ratios accordingly.

#27 MungFuSensei

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Posted 31 December 2013 - 12:55 AM

JESTER

Your rear CT is tiny. Your front CT is huge. Dump all the armor to the front, and suddenly you can take hits like a champ. I use the 300xl cuz I had one laying around and I don't have enough c-bills for anything bigger. I don't think ERPPCs are worth the heat, and I have enough speed to maintain distance. If something does get in my face, they still regret it due to the 4x Med Pulse Lasers.

Another trick to using Cats is to keep your distance! They aren't brawlers. Keep moving as well. You'll still get hit, but far less often. I know this sounds simple, but staying in enemy line-of-sight for longer than a couple seconds is a death sentence.

Pick your battles as well! You wanna stay away from high alpha enemies, like AC20 Jaegers. Take them on at a distance, and only approach when you know you can kill/pop a side torso. This is very much an attrition mech, even though it can alpha pretty well. It can't continuously alpha, though. Each weapon group is for a specific situation, not really meant to be used in tandem. This is why you don't wanna be up in anyone's face until they're nice and squishy.

Best thing to do is poptart/hug cover and plink away 20 damage at a time with your PPCs. Chill out with your local LRM boat. Stay in the rear lines. Once a couple enemies drop, then move in to skirmish range, between 500-700m. This is when you can start focusing on popping components. If you see an enemy nearby lacking CT armor, then you can get into brawler range (BRIEFLY) to pop them.

This mech is everything I wished the K2 was.

#28 Jelly Roll BeBop

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Posted 04 January 2014 - 01:16 PM

PPC JESTERS

I would like to hear your thoughts

#29 Victor Morson

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Posted 04 January 2014 - 01:27 PM

View Postjuxstapo, on 04 December 2013 - 03:01 AM, said:

TL:DR; When I started using my Jester for what it is, which is a highly modified K2, (get over the ballistics thing, save em for the appropriate chassis), and not as an alternate CTF-3D with lousy hitboxes, it began working very well for me.


So it's a modified K2 in that it has nothing in common with the K2, in particular things like "it's strengths." Gotchya.

#30 Amsro

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Posted 04 January 2014 - 01:43 PM

View PostVictor Morson, on 04 January 2014 - 01:27 PM, said:


So it's a modified K2 in that it has nothing in common with the K2, in particular things like "it's strengths." Gotchya.


Yeah my dual LB10X+4MedLas K2 is VERY different then my 4xLargeLaser+JJ Jester. :P

If your K2 is like your Jester its being underutilized, but then again every build can be viable in the right hands. :ph34r:





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