

Jenner : The Way To Elite
#1
Posted 12 April 2014 - 09:44 AM
I started grinding the Jenner (I know, I know, lights are not beginner friendly). I bought the F and the D so far, and I am wondering which one should be my next purchase.
I am actually thinking of getting a Oxide, but before spending precious $, I would like to know what you guys think about it.
No JJ and mostly Streak right ? So it's mostly hunting any lights and protecting the big boys ?
If you have one I am interested to know what you think about it, how you play it, and if you use it on a regular basis.
Thx for any info / advice
Cheers
Tereva
#2
Posted 12 April 2014 - 10:43 AM
Only thing you can mount in the Oxide is missiles though - so unless you want to put LRM in it, (S)SRM are your only options.
#3
Posted 12 April 2014 - 11:05 AM
#4
Posted 12 April 2014 - 11:24 AM
luxebo, on 12 April 2014 - 11:05 AM, said:
The XL300 actually doesn't work very well in the Oxide. With the rather ridiculous amount of stuff you have to jam into that mech to make it work (4 streaks, BAP and ammo), an XL295 is a much better answer, as it allows you a fourth ton of ammo to use. There's even a case to be made for an XL280 and a fifth ton of streak ammo.
I think either is an OK "third Jenner" depending on what you want. I have all the Jenners and the F&D still outclass the others. The K has a niche with the extra module slot, but that usually means consumables and thus it becomes a c-bill sink. The Oxide, while it's not the best killing mech, is a c-bill printer because you'll rack up tons of damage and assists. I have 11 heroes and it is easily the most consistent earner (though I drive it very little because of the lack of a finishing punch).
#6
Posted 12 April 2014 - 11:38 AM
#7
Posted 12 April 2014 - 12:41 PM
Roughneck45, on 12 April 2014 - 11:38 AM, said:
Hmmm... now that I think of it, that was exactly my question. So ok taking a pass on the Oxide (have my eye on the Protector right now)
#8
Posted 12 April 2014 - 01:45 PM
Tereva, on 12 April 2014 - 12:41 PM, said:
The Protector is a good Orion, but make sure you like Orions first. They play like a mini atlas. Good firepower and armor, but all low mounted and no jump jets.
The Dragonslayer, Ilya, Firebrand, and Misery are my favorites.
Deaths knell, Golden Boy, and Pretty Baby are flat out bad. That new raven looks pretty awful too.
Everything else is solid if you enjoy the mech type and like the hardpoints.
Edited by Roughneck45, 12 April 2014 - 01:46 PM.
#9
Posted 12 April 2014 - 03:02 PM

Roughneck45, on 12 April 2014 - 01:45 PM, said:
Deaths knell, Golden Boy, and Pretty Baby are flat out bad. That new raven looks pretty awful too.
Thx for the info, very helpful for me. Too bad about the Hugin because I really like its look and camo paint.
#10
Posted 12 April 2014 - 03:28 PM
Cool-Kilo
Wait, TDK is bad? No. Nonononono. Fast, decent punch, no ammo, and in skilled hands quite effective.
#11
Posted 12 April 2014 - 03:32 PM

#12
Posted 12 April 2014 - 04:19 PM
#13
Posted 12 April 2014 - 04:58 PM
Roughneck45, on 12 April 2014 - 01:45 PM, said:
The Dragonslayer, Ilya, Firebrand, and Misery are my favorites.
Deaths knell, Golden Boy, and Pretty Baby are flat out bad. That new raven looks pretty awful too.
Everything else is solid if you enjoy the mech type and like the hardpoints.
The new Raven is not bad, but it really is only if you absolutely hate the other chassis to grind the Raven (which I don't think I'm getting myself the RVN-H instead of RVN-4X for JJ AC20 mech, only camo and arm differences there.) Death's Knell isn't bad, but you have to get Commandos, which is the problem (too light). Golden Boy, well KTO-18 is just sadly one step ahead of it. Pretty Baby has some redeeming qualities, but there is better (well moving at 89 kph in an Assault, why not?)
#14
Posted 14 April 2014 - 06:23 PM
Tereva, on 12 April 2014 - 03:02 PM, said:

Thx for the info, very helpful for me. Too bad about the Hugin because I really like its look and camo paint.
The Huginn is ammo dependant, but if you contemplated the Oxide, the Huginn is not a stretch from that, and it is actually effective at killing other mechs because of the MGs, they make it a very lethal crit hunter. If you survive to late game, the enemy might as well power down and surrender, because unless their CTs still have lots of armor there, you will drop them down fast.
As far as the Death's Knell is concerned, you need to know how to pilot commandos to make it work. It is a great hero mech and very lethal. (Again, provided you know how to pilot commandos).
The Ilya, Dragon Slayer, Heavy Metal, and Protector are some of the best heroes out there. I personally recommend the Protector if you know what you're doing with Orions.
#15
Posted 14 April 2014 - 09:24 PM
LRM-40. AC/5s.
I will say this. A Huginn can be absolutely deadly against larger mechs. But when it comes to an Oxide versus a Huginn, the Huginn's only defense is to leap to high ground and run. In the fights I've had (mind you not many) and the ones I've seen on regular servers, the Oxide always beats the Huginn.
The Oxide's streaks will wipe out the Huginn's arms and legs before any real effectual damage can be dealt against the Oxide in any straight up fight. Once the Huginn's arms are gone, it's literally a fight of 2 streaks against 4 streaks with the Oxide having the advantage.
Edited by Koniving, 14 April 2014 - 09:28 PM.
#16
Posted 15 April 2014 - 12:24 AM


#17
Posted 15 April 2014 - 12:59 AM
I also have the F(C) - got it when it was on sale, and the D. I run 6 SPLs in my F and just mow through legs. Group 3 and 3 and chain fire while spinning. 152kph (XL300) is too fast for really any mech to track and shoot at, and it is a near constant stream of damage. Plus it keeps those boats from shooting at your friends.
The D I run with an XL250 mostly because I don't have another big XL I am not using and I hate switching back and forth. But I run it with 4 MPLs, NARC, and AMS. Use it mainly as a spotting mech since it is slower at 127.3kph. Chain fire the MPLS or you get hot fast. Can still chew through legs or is decent at what I like to call the running of the bulls (run through the enemy from behind blasting away).
I have never tried the K, and I usually only grab the 3 best of a chassis, but since all the other Jenners are fun, I might pick that up soon too.
I think mainly it is up to you. If you don't mind spending the MC on a mech (best to grab when it is on sale!), and you like to go fast, the Oxide is great. In my personal opinion, I have more fun in my Oxide than I do in my Dragonslayer or my Ilya. Just remember you should not run right in as soon as the match starts. Stay with friends or behind and look for that lonely enemy off by himself and then start salivating.
#18
Posted 15 April 2014 - 01:23 AM
you can try out every build you can imagine and it even gives you the cost so you can save up before you buy it
when building any mech, decide what you want to do with it first
i came up with this for a Harasser jenner
it sits on the edges of battles sending info for larger mechs and being .... helpful
initial idea was great, then final build turn out awesome and became my fav jenner
JR7-D Harasser
#19
Posted 15 April 2014 - 05:48 AM
http://mwo.smurfy-ne...2cea386a24ee973
The important part here is the modules:
- Improved Zoom
- UAV
- Airstrike
- Improved Med. Laser Range
Using that extra module slot turns this into a nasty early game sniper, and sacrifices nothing on the alpha - and it's got a very manageable heat.
My favorite Jenner, though, is /this/ thing:
JR7-K: http://mwo.smurfy-ne...92912526c65609d
I've pulled well over 800 damage in several games - it's not consistent, but if I pull under 350, I'm terribly disappointed. Modules are:
- Sensor Decay
- UAV
- Airstrike
- Artillery
... and I often forget to refill the last three between matches.
Why does this work? I have /no/ idea - but the ability to engage an opponent literally at all ranges, often behind mountains, coming and going, with the very tight spread of the LRM-5 and a great deal of precision on the medium lasers? It's brutal. I usually get an LRM kill every other game or so - sometimes lucky, just sniping some shots into a fight across the map - but it's surprisingly fun and very useful.
This works best on the K - the extra module slots give you more options. Airstrikes, UAVs, whatever's needed - and the decay module ensures that you can get a parting shot or two as you're leaving a fight.
Keep in mind, LRMs engage at 170m - the optimum range to alpha with this build (25) seems to be ~200.
#20
Posted 15 April 2014 - 06:14 AM
OXIDE
I built it during Lurmagheddon 2, just to see what it was like (plus originally I had it built with SRM4s but my high ping made it pointless) and it turned into a monster. I had a 3.0 KDR in it for a while there.
This is not a long range shootout mech. I have the LRMs on chain fire. You want to follow the deathball, lock whichever poor fool wanders into it and fire as fast as you can until they're dead. With the DHS, you can literally keep firing until you run out of ammo, even on the hottest maps. Also useful for scouts, lock them up and fire, they don't know it's only 5 missiles coming their way, they just get the INCOMING message and run.
Down-sides: if the other team uses ECM or AMS effectively, you're just a target. You'll probably be the last to die and you'll probably go down with all your ammo still on board. You can point-and-shoot LRMs but if you can point, so can they

Edited by cleghorn6, 15 April 2014 - 06:15 AM.
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