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New Player, What To Do Now?


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#1 Motörhead

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Posted 02 March 2014 - 05:32 AM

I started 10 days ago, my first mech I bought is a Jenner JR7-F after some research on the forums, I run it with XL engine 300, 4JJ and 6MLAS o SPLAS.

But I read I should elite it to make the best out of the speed part, so I have few questions :

1) which jenner should I buy second, that can give me a little difference in playstile?

2)do I actually need to pilot the other jenner to make exp for it, or any jenner will get exp ?

#2 TercieI

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Posted 02 March 2014 - 05:36 AM

Well, you'll need three and you'll need to play them individually through elite. Good news: they're all pretty good, but the F and the D stand out. You can share the engine, too. Kit your D with 4ML and 2SSRM2 (and BAP). Then look at a K (or an Oxide, though it costs real money and really runs better with an XL295, so harder to share engine).

You made a great choice, BTW. It's a great chassis and all the variants are at least ok. On future light mechs, you'll be able to only basic any you don't want keep (Ravens and Spiders notably)

Quick note on your F build: you must be HOT. I run 5ML (5&6 is a debate) and 1-2JJ (don't remember immediately). You really don't need more than 1JJ for most things and with a rack of lasers, every DHS helps.

Edited by Terciel1976, 02 March 2014 - 05:41 AM.


#3 DaddyP1G

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Posted 02 March 2014 - 05:38 AM

The good news is if you don't plan on "Keeping" those mechs, you only need to complete basic to be able to elite the F.

#4 TercieI

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Posted 02 March 2014 - 05:42 AM

View PostKaden Kildares, on 02 March 2014 - 05:38 AM, said:

The good news is if you don't plan on "Keeping" those mechs, you only need to complete basic to be able to elite the F.


But you have to elite all three to get through master (on the first chassis of each class). Well, or on any three variants in the class, but starting on a multi-good-variant chassis and leveling three seems more efficient to me.

Edited by Terciel1976, 02 March 2014 - 05:44 AM.


#5 Unnatural Growth

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Posted 02 March 2014 - 06:22 AM

I agree with Terciel, best to just elite 3 Jenners now, since this is your first light chassis. Even the -K Jenner isn't "bad". Can run that XL 300 in each, trading it back and forth. It is the perfect Jenner engine. I kept the -F and the -D and mastered both. They may no longer be the fastest mech on the field, but they are still very formidable.

Watch your heat with that 6 ML build. An overheated and shutdown Jenner is a dead mech. I run 6 ML's on mine as well, set up left and right sides to chainfire separately, and set up another key to alpha all 6 at once. Use that alpha very sparingly, but sneaking up behind an enemy and punching those 6 ML's into a rear torso is very effective.

The -D with twin streaks is an effective anti-light mech. You'll have to equip BAP to make it worth it. But 4 ML's, 2 streaks and BAP will ruin an ECM Spider or Raven's day. I've also run mine with an SRM 4 or SRM 6. Hit detection sucks on SRMs still, but you don't need BAP since they don't need lock to fire.

I think I ran 4 ML's and an SRM 4 in my -K. I sold it soon after eliting, so it's been a while.

Speed is life in a Jenner. Never stop running fast unless you're hiding behind something BIG. Practice JJ turns in testing grounds. You don't have ECM, so be wary, if you can see them, chances are good that they can see you. Use cover. Never brawl in a Jenner. Run in full speed, hit them in the rear, and run out again. Never take on 2 enemy lights at same time if you can avoid it.

Jenners were my first mechs too. Still love the little buggers. But lights are hard to learn THIS version of mech warrior on.

#6 Koniving

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Posted 02 March 2014 - 06:39 AM

I swear I must be the only one that likes a slow Jenner.
Then again mine does this at night.
Spoiler


Currently it's running 1 ER PPC, 4 ML, and 1 tag and a speed of 92.6 without speed tweak. So about stock speed for a Jenner.

(Forgot, Jenners not elited yet.)

Edited by Koniving, 02 March 2014 - 07:07 AM.


#7 Motörhead

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Posted 02 March 2014 - 07:29 AM

thanks.

so I will buy the D fist, as you say it can run with SMR too, so at least will change a bit play style.
And I think I will elite (on the F in few match I already filled the basic skills, so doesn't seem that hard).

now I hope it won't take too much time to buy the other chassis.

for JJs, I will try to add more heatsinks, hopefully I can still climb things that good, since I only play in random matches it is being real usefull to be able to climb about everything. :)

#8 NRP

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Posted 02 March 2014 - 07:52 AM

IMO, the three Jenners to get are the F, the D, and the Oxide. Of those, I use the Oxide and F the most. If you don't want to keep all of them, you could sell the D because 4 SSRMs > 2 SSRMs.

My D is a Sara's Jenner, so it has a very special place in my heart. I would never sell it.

#9 Koniving

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Posted 02 March 2014 - 07:59 AM

The D has 2 missile ports handy for twin LRM-5s (harass on the move) or twin Streaks (use on fast targets) or twin SRM-4s (use on slow, heavy targets).

The K has one missile port. But otherwise is identical. LRM 10, SRM-6, or a single streak. Honestly I just run mine with 4 ML and extra cooling.

#10 NRP

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Posted 02 March 2014 - 08:04 AM

Get an Oxide Kon, and laugh maniacally as you lay waste to everything in sight. The Oxide was so much fun during the "Firestarter Apocalypse".

Edited by NRP, 02 March 2014 - 08:06 AM.


#11 Bront

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Posted 02 March 2014 - 08:30 AM

The Jenner is a strong chassis with no real weak variants.

Jenner-F can use 5-6 energy points and be deadly, and can out-duel most lights.

The Jenner-D can mount 2 CT Missile spots, allowign for 2 SSRM2s or 2 SRM4s depending on your build. It can be a good light hunter or giant slayer depending on the build.

The Jenner-K has an extra module slot, and can only mount 1 missile. It's great for using consumables or running with things like capture modules. Admittedly less flexible than the D, the extra module space can make a difference if you're only mounting a single SRM4 or 6.

Now, given these are your first mechs, I'd recommend finishing the Elites on all 3. Here's a brief summary why:
Unlocking Elite Skills requires you to finish the basics on 3 different variants (D, F, and K in this case) of the same Chassis (Jenner). Unlocking the Master Skill requires that you complete the Elite skills on 3 different mechs (Jenner-D, Commando-2D, Locust-1V for example) in the same weight class (Lights). Since you already need to buy 3 jenners to finish the basics, why not finish your Elites with them too so you never have to grind Elites again on mechs you may not want to in the Light class?

After you finish the Elites? Feel free to sell one or two of them. I started on jenners, and kept my D and F for a long time. I recently sold my F because I like the Firestarter-K better and it filled a nearly identical role. You might want to space to try a different mech (Firestarters and Ravens are nice in the Light section, or move on to a different weight class for some variety).

#12 Motörhead

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Posted 02 March 2014 - 08:44 AM

ok guys very helpful.

Now, what should I buy first with global exp for jenners?

#13 Redshift2k5

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Posted 02 March 2014 - 08:47 AM

I don't run Lights, but I'd guess that the Target Decay module would be one of the first you'd want.

#14 Bront

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Posted 02 March 2014 - 09:03 AM

View Postfx8320, on 02 March 2014 - 08:44 AM, said:

ok guys very helpful.

Now, what should I buy first with global exp for jenners?

Module wise?

If you don't mind consumables, the UAV or Air/Arty-Strike improvements are good. UAV is a big XP boost when used well. Air/Arty strikes can be deadly, and get you some extra damage, component distructions, and kills.

Capture module is highly useful unless you only play skirmish. the boost applies to all mechs on the space, so it's a good team module.

Target Decay can be useful when you lose LOS of a mech you're scrapping with.

Seismic isn't as useful as it used to be, but can be nice on a forward scout or if you find yourself stopping on occasion to look around.

Advanced Zoom is handy for scouting or for long range mechs (the 2 ERLL Raven can excel with it for example).

Unless it's a consumable, I'd wait on spending the GXP till you plan on buying that module. They're often expensive.

#15 TercieI

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Posted 02 March 2014 - 09:06 AM

View PostBront, on 02 March 2014 - 09:03 AM, said:

Unless it's a consumable, I'd wait on spending the GXP till you plan on buying that module. They're often expensive.


Bront's post is excellent (as per usual). I cut to this only to say: I'm not sure how long you've been playing, but you get a massive influx of c-bills your first 25 matches (8MM that can be 12MM with premium time). You will NEVER see this kind of income again. It's going to take a lot longer to earn new mechs after that first one.

Edited by Terciel1976, 02 March 2014 - 09:07 AM.


#16 Alaskan Nobody

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Posted 02 March 2014 - 09:27 AM

View PostTerciel1976, on 02 March 2014 - 09:06 AM, said:

(8MM that can be 12MM with premium time)

Running the trial Dragon I managed to come out of that with 15M Cbills (14.9 but close enough)

#17 Motörhead

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Posted 02 March 2014 - 09:42 AM

I play since 10 days, but I knew about the money-drop because I read what could be a good mech for me before buying and it was pointed out in that guide(I used to play bladers on Armored Core and I think Jenner is similar playstyle), and I won't use consumables !

infact I'll share the 300XL and the lasers with the other jenners for now, as it take a lot to make money.

after elite I will see what to do !

Next step I'll buy the D, then if I still like the game I will contribute with some money and buy the O :)

I wrote a wrong thing in the last post, I mean what pilot skills I should buy with GEXP, not modules, but I understand now they are linked ? after GEXP I need to pay too? :(

PS: I traded 2JJ for 1 DHS and I'm doing better with this change, I will still leave 2, tried with one and it's ok, but I need to strip armor too and I prefer being a bit more armored now that I just started

Edited by fx8320, 02 March 2014 - 09:50 AM.


#18 Koniving

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Posted 02 March 2014 - 09:55 AM

You can use GXP for mech skills/pilot skills. However, it is best to save it for the modules. (1, GXP is hard to get. 2, your mech will always earn XP faster than you will earn GXP. 3, Modules take a LOT of GXP).

Best to save it. But if you want something random to spend it on, why not artillery improvement mods to make the artillery strikes as good as the artillery strikes?

#19 TercieI

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Posted 02 March 2014 - 10:04 AM

View Postfx8320, on 02 March 2014 - 09:42 AM, said:

PS: I traded 2JJ for 1 DHS and I'm doing better with this change, I will still leave 2, tried with one and it's ok, but I need to strip armor too and I prefer being a bit more armored now that I just started


Glad it helped! Now at PC, checked my build, and I also have 2 (though 5ML).

#20 Motörhead

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Posted 02 March 2014 - 10:05 AM

Thanks for the suggestion.

After I elite the jenner I will think about modules.

I never tried arty to first I will buy one and see how it is !

View PostTerciel1976, on 02 March 2014 - 10:04 AM, said:


Glad it helped! Now at PC, checked my build, and I also have 2 (though 5ML).


Yeah it's a bit hot on 6MLAS but I leave it as it is for faster configuration change, since I like the 6 small pulse laser as well !

Edited by fx8320, 02 March 2014 - 10:07 AM.






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