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The Oxide


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#1 Burning2nd

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Posted 17 October 2014 - 05:34 AM

why does the oxide suck so bad,

whats the deal.. what is the best setup...

its mastered and it still sucks

#2 NextGame

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Posted 17 October 2014 - 05:54 AM

your choices are basically a bunch of streaks or a bunch of srms. I suppose you could slot a narc if you wanted to be fancy.

Lrms are a waste.

tbh, I hated oxide as well.

#3 Cyborne Elemental

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Posted 17 October 2014 - 05:55 AM

Streaks got hit with the nerfhammer, and it tricked to any mech that relied on them.
Oxide's role as a light slayer got hit pretty hard.

Being the only Jenner without JJ's also hurts it alot.

Also, so long Kintaro.

SRM4's are still deadly on it though.
http://mwo.smurfy-ne...b7c9380601f03c0
http://mwo.smurfy-ne...645c266b603f0e7

Edited by Mister D, 17 October 2014 - 06:02 AM.


#4 Burning2nd

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Posted 17 October 2014 - 05:56 AM

i bought it cause i had left over, from the last as7 bh sale,

but it turned out to be a waste i think some color or cammo would have been a better choice

:( wish you could sell back hero's for % of mc

#5 Burning2nd

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Posted 17 October 2014 - 06:00 AM

i did play with that setup, i just hate that there not even one energy point, you are completely reliant on ammo

#6 Clownwarlord

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Posted 17 October 2014 - 06:04 AM

I watched an Oxide with 2 SRM 2s and 2 SRM 4s take out multiple enemy clan mechs just because it is great at one thing. Boom and Zoom ...

You run up at max speed blast the enemy in the face or where ever and run away before they can shoot back. Works will when enemy parts are open as well.

Outside of that there isn't much, a jenner D can do the job as well.

#7 dwwolf

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Posted 17 October 2014 - 06:21 AM

Neutered light mech ( no jj ) with movement penalties......why oh why PGI.


#8 Revis Volek

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Posted 17 October 2014 - 06:28 AM

I have no issues in my Oxide, great little mech IMO.

JJ's would of course help its survivability and increase your chances of escape if you get caught. Outside that i love it!

I run...

2x SRM 6 w/ ARTEMIS
XL 300

Does a great job at being a pain in the ass....I actually killed a Catapracht in it the other night in a little 1v1 face brawl. Felt like a super hero for a few mins! lol

#9 Belorion

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Posted 17 October 2014 - 06:30 AM

Quirks...

It should be getting three. Besides I kind of like it, and tend to do pretty decent in it.

#10 C E Dwyer

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Posted 17 October 2014 - 06:31 AM

I loved the oxide, it does streaks well

#11 Belorion

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Posted 17 October 2014 - 07:11 AM

Reduced fall damage quirk would be nice, then you aren't quite as restricted with movement as you would be normally compared with the other Jenners.

#12 Nothing Whatsoever

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Posted 17 October 2014 - 07:14 AM

I'd add jump jets for sure, if I was quirking it.

#13 Mcgral18

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Posted 17 October 2014 - 07:26 AM

It was supposed to get 6 M hardpoints, but apparently someone thought that would be OP.

A JJless light.

#14 Elizander

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Posted 17 October 2014 - 07:28 AM

Gonna buy one and run 4x srm4 :)

#15 -Natural Selection-

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Posted 17 October 2014 - 07:37 AM

Oxide is my top damage light so far with 1398.

Load it up with SRMs and enjoy. Best to run with an ECM light, and don't over extend.

Assault back punisher, drive by on mechs with open armor. Just don't jump in to early on fresh mechs and watch out for streakers.

#16 Ronan

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Posted 17 October 2014 - 07:45 AM

It was advertised as a missile only mech, so you got what you paid for. JJ would be nice, but not having them means putting more engine in...not like anyone would leave unused tonnage.

When SRM hitreg was at its worst, oxide was great SSRM boat for hitting lights. Now that SRM hitreg is good (at least better, seems actually good to me), you can get more tubes with SRMs. I can't actually AIM, and hitreg always works when you shoot the ground (ugh), but a fast, low profile SRM boat can do horrible things to mech legs. Harrass their mechs, or guard your slow mech teammates.

Even when ammo is gone, you're a small, low profile spotter, capper, etc.


#17 TercieI

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Posted 17 October 2014 - 07:54 AM

SRM16 at IS light speed doesn't suck. I've seen it with SRM20 in high level comp matches. Plus quirks, it's going to be good. And it's already alright.

#18 Lily from animove

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Posted 18 October 2014 - 02:05 PM

View PostTerciel1976, on 17 October 2014 - 07:54 AM, said:

SRM16 at IS light speed doesn't suck. I've seen it with SRM20 in high level comp matches. Plus quirks, it's going to be good. And it's already alright.


this adders are kinda the same i mounted with srm''s and adders still somehow work proper with them.

so basically you can make a kind of an adder out of it

http://mwo.smurfy-ne...628a50a01268399

but of course 4xsrm4 with 150+ kph is what I would sonsider even better than what a adder with srm 24 is.

#19 TercieI

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Posted 18 October 2014 - 02:25 PM

View PostLily from animove, on 18 October 2014 - 02:05 PM, said:


this adders are kinda the same i mounted with srm''s and adders still somehow work proper with them.

so basically you can make a kind of an adder out of it

http://mwo.smurfy-ne...628a50a01268399

but of course 4xsrm4 with 150+ kph is what I would sonsider even better than what a adder with srm 24 is.


Inspired by this I ran mine some yesterday with SRM16 and an XL280, 4.5 tons of ammo. It does OK, but that's the least engine I'd go. If using I a comp drop, more tubes (20), more engine, less ammo I think. You have to get close, the lack of Artemis hurts.

#20 Hoffenstein

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Posted 18 October 2014 - 02:39 PM

The Oxide is an amazing striker, it has the hard points and weight for the equivalent of an SRM 20. That's enough to kill most Mech's with 2 salvos to the rear 0_o. The trick is picking and choosing your targets, and not staying to fight. Shoot, run, cool down, repeat.





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