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Oxide Problems


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#21 Red squirrel

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Posted 06 December 2013 - 02:05 PM

I had lots of fun with this loadout: OXIDE
There is enough ammo for about 4 minutes of constant chain fire.

Edit: Yes I know, it looks like a stupid fun build, but with SRMs broken what else is left?
The COM-2D 3SSRM2+ECM is a much better streak build IMHO.
I have been fighting COM-2Ds and SDR-5Ds too often in my Oxide, rendering my SSRMs useless with theri ECM. So I tried a ranged variant and it worked surprisingly well.

Edited by Red squirrel, 06 December 2013 - 02:18 PM.


#22 Darling_In_The_MeXX

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Posted 09 December 2013 - 03:13 PM

I have to agree with the gentleman on the page before that the Oxide seems a lot easier to kill than your average jenner. Anyone else notice this?

#23 Zplayer

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Posted 10 December 2013 - 12:53 AM

View PostOblivion5000, on 09 December 2013 - 03:13 PM, said:

I have to agree with the gentleman on the page before that the Oxide seems a lot easier to kill than your average jenner. Anyone else notice this?

I would agree with this, last night I was switching play between the Oxide and Jenner-F and I blame the lack of jump jets on the Oxide, which means your trajectory is a lot easier to predict with no jumpy jumpy. Even 1 Jump jet on the oxide would make a big difference.

Funnily enough, I still occasionally forget and press the jump jets when piloting the Oxide and I've even done it to jump mech's - I subsequently end up running straight into them with a major Face Palm Grinding Fail lol.

#24 Kyynele

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Posted 10 December 2013 - 01:45 AM

View PostZplayer, on 06 December 2013 - 04:00 AM, said:

Anyway this is what I've been rolling with -> OXIDE It's quite nippy and heat efficiency is 1.63 so still fairs well on the hot maps.


I hope you had that 250 XL lying around in storage, because 255 XL weighs the same. Even if you did, it would be good to make the smurfy build using the better one so that no newbie accidentally buys a 250 instead of a 255.

#25 Zplayer

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Posted 10 December 2013 - 03:33 AM

View PostKyynele, on 10 December 2013 - 01:45 AM, said:

I hope you had that 250 XL lying around in storage, because 255 XL weighs the same. Even if you did, it would be good to make the smurfy build using the better one so that no newbie accidentally buys a 250 instead of a 255.


I did have it in the rack and I hope it came from another mech cos they aren't cheap!! especially when, like you say, the 255 is the same weight.

I've got a few XL's in the bay but I've got most of the Hero's, well, 62 mech's in total so can't wait for UI 2.0. I did try running with an XL 275 but missed the ammo it replaced.

#26 DarkDevilDancer

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Posted 10 December 2013 - 04:48 AM

It's a slow jenner without jj, it's not thin like a commando or a spider or small like a locust it's basically a sitting duck.

#27 CDLord HHGD

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Posted 10 December 2013 - 05:07 AM

I love my Oxide... I consistently put up ~400 damage a round with it. I don't streak boat either. I try not to tangle with other lights unless I have friends and am in a general melee (and have plenty of SSRM ammo). My bread and butter is that heavy or assault brawling with another. I circle and use my 2xSSRM2 and 2xSRM4s to great effect.

#28 TercieI

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Posted 10 December 2013 - 05:55 AM

View PostXFactor777, on 06 December 2013 - 12:48 PM, said:



Drop to XL295, cheat a bit on armor and add a fourth ton of ammo and you have my build. I need the last ton about half the time (mastered it last night).

#29 Monte OG

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Posted 29 December 2013 - 03:54 PM

SO I have a question and have been unable to locat ein the forums elsewhere. I purchased the Oxide and enjoy the streak build. However am looking to free up some mechbay space and want to sell it. I worry though how I can get it back. C-Bills or will they want the MCs again? Thansk for your help.

#30 TercieI

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Posted 29 December 2013 - 07:25 PM

View PostMonterico, on 29 December 2013 - 03:54 PM, said:

SO I have a question and have been unable to locat ein the forums elsewhere. I purchased the Oxide and enjoy the streak build. However am looking to free up some mechbay space and want to sell it. I worry though how I can get it back. C-Bills or will they want the MCs again? Thansk for your help.


MC only. Don't sell for fake money what you can only buy with real, as a rule.

#31 Selfish

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Posted 29 December 2013 - 08:03 PM

View PostTroutmonkey, on 04 December 2013 - 05:43 PM, said:

SRMs have borked hit detection.
Use Streaks for now and wait patiently for a fix ^_^


Russ Bullock on SRM hit registration issues:

Quote

that's an example of something likely just has to be good enough for a while so we can focus completely on CW


Nearest conservative date for CW is September-October of next year.

#32 DrxAbstract

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Posted 30 December 2013 - 01:26 AM

Quote

Had it mastered the day it came out via GXP and played it for several matches in multiple variations in both PUG and competitive drops... So what i have to say on the subject is not mere theory craft.

Let's look at the indisputable facts, shall we:

1. The Jenner is the largest Light Mech by volume.
2. It has the largest CT both front and rear.
3. It has the largest legs.
4. It is the only Mech in the entire game that can be headshot from any direction in a 360 degree circle if your opponent is standing slightly above you in elevation, as well as from any direction in a 130 forward arc at ground level.
5. The missile pod on top of the chassis for the D, K and Oxide counts as Front CT armor damage regardless of what direction it's shot from... that means from behind as well.

Consider this: While the Commando and Raven(Save the 4X) do not have JJs, their slim profiles lend them a level of survivability the Spider exemplifies due to it having JJs. The Jenner does not have a slim profile and in fact possesses the easiest to hit CT and Legs relative to its size of any other mech. Jenners are formidable because they have a large payload and they have JJs. Take away the weapon payload and they become Spiders only much easier to hit... Take away the JJs and they become mini-Awesomes.

Where does this leave the Oxide? Its payload can only be useful (Note: Useful, not Effective) against Lights or Slow targets - not both. It has no JJs to minimize its defensive flaws or escape situations, lending control of engagements to any Light with JJs and otherwise making it easy prey if whatever it attacks decides to focus on it.

Like any Light, they can be entirely useful when ignored or hunting in packs, which essentially also means being ignored. The difference and glaring weakness of the Oxide that separates it from other Jenners and Lights in general becomes apparent, exceedingly so, when it is not ignored.

Getting good results against mediocre opponents is easy to do with most any Mech, however, good opponents will decimate it.The Oxide cannot match the survivability of or provide the precision firepower other Lights can... It is an ineffective chassis.


You're seeing what happens when the JJ factor is removed from a chassis highly dependent on them.

Edited by DrxAbstract, 30 December 2013 - 01:27 AM.


#33 theta123

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Posted 30 December 2013 - 04:01 AM

i have been using SRM's again with 4 of my sabre package mechs (2 wolves and 2 griffins)

And as said above, i notice full damage output on ranges beyond 150 meters
but go below 100 and i see alot of missiles go "derp"

#34 C E Dwyer

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Posted 30 December 2013 - 06:04 AM

Have oxide, 4 streaks bap and easily the highest scoring light..

Scares of lights, kills mediums and heavies and badly hurts assaults, killed a highlander with this build..

Thankfully it doesn't carry ecm of it would be more OP than the triple ultra Ilya build.

As a note srm hit detection isn't that bad if you chain fire them, it gets confused when you use multiple launchers in a mini alpha

#35 OznerpaG

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Posted 30 December 2013 - 06:53 AM

View PostKrazy Kat, on 04 December 2013 - 08:30 PM, said:

Try using chain fire. I get more damage that way on all my srm boats these days. Not sure why.

View PostNRP, on 05 December 2013 - 07:46 AM, said:

It's not the Oxide, it's the SRM hit registration.


from what i am lead to believe, salvos of 8 SRMs or under all hit properly, while salvos of over 8 SRMs have problems registering all the hits. but i never use SRMs so i never tested this out

#36 TercieI

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Posted 30 December 2013 - 07:18 AM

I don't have any problems with streak registration, just dumb fire SRMs.





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