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Jenner: Oxide Only Has 4 Hard Points Because 5X Ssrm2 Was Deemed " Op"


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#21 Johnny Z

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Posted 04 March 2015 - 03:28 PM

All the original mechs need a pass for asthetics and functionality. Seen lots of stuff about the Catapult and the Orion is a giant shoot me sign. Alots changed in the game I hope they make a pass of alot of older mechs and also add more customization options. Either, or. Hard point passes also. The Firestarter should have at least one flamer hard wired in it for character and balance etc.

#22 Mad Porthos

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Posted 04 March 2015 - 04:11 PM

Terciel - Those 6 hard points could make for 6 srm 2, spewing out accurate srm2 shots and a nice not OP 24 alpha. So while two more missile hards might not matter to streaks or bigger srm builds, it makes a hot running srm2 boat more feasible. As for moving arm hard points to side torsos, yeah, might let one drop all armor from arms, up armor oxide side torsos and have all your missiles firing in tighter grouping from CT & LEFT/RIGHT torsos.

Deathlike - As you say, its not always how many, it can be whee you put it. 2 extra hard points of missiles could share the arms, allowing a bit more firing missiles up hill or down hill, especially an issue for the ground bound Oxide - AND likely it improves convegence for this mech, because a missler can choose to run say SRM4s in arms only, meaning left and right groupings of SRMS fired, rather than a few left, few right and a vague cloud of them from the center torso.

Big Bacon - Great point, giving specific SSRM2 quirks to Oxide could work, effectively giving it the 2 extra missile slots by vastly reducing the ssrm cooldown, allowing it to fire as if it did have 6 hard points... for the ssrm2, or even just for SRM2s instead. Either is hardly OP for a 35 ton light... almost medium - mech that otherwise has been gimped not to jump, not to have signature lasers and is so very ammo dependent.

#23 ShinobiHunter

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Posted 04 March 2015 - 04:39 PM

More missile hardpoints wouldn't be much help given the tonnage, IMO. I'd much rather see either JJ's or CT energy hardpoints.

#24 Mad Porthos

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Posted 04 March 2015 - 05:44 PM

To use the math someone else posted earlier, 6x srm2 = 6 tons. 7 tons of ammo. Uses up the 13 tons you have for equipment when you use an xl280. More than enough ammo even for a long fight, even as fast as srm2s can spit out the missile dps. Heck, you can bring the BAP even consider a standard engine. Probably not everybody's taste, but potentially interesting, gives different choices than run 3-4 ssrm2+BAP only, or 4 xsrm4. May not much more in your eyes, but still palpably different.

#25 Ted Wayz

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Posted 04 March 2015 - 05:49 PM

Given the amount of ECM one sees in a match far from OP as you would have to have a beagle to counter it (BTW, beagle breaking ECM is soooo non-canon) which would limit your ammo.

So I agree with the OP.

Edited by Ted Wayz, 04 March 2015 - 05:49 PM.


#26 Alek Ituin

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Posted 04 March 2015 - 05:54 PM

View PostFupDup, on 04 March 2015 - 01:07 PM, said:

It was actually 6 Streaks, not 5.

Anyways, the elephant in the room here isn't the number of Streaks a mech packs, it's just the way Streaks are implemented in the first place. They're currently a binary all-or-nothing weapon that is crazy in some situations and totally horrible in others.

This is due primarily to their targeting mechanism that almost randomly assigns where the missiles hit, so targets with lower durability don't see much of a difference while targets with high durability are basically tickled by it. Also related is the difficulty or lack thereof of getting a missile lock compared to aiming at a specific hitbox (locks can be acquired on any body part and it won't currently make a difference).

They just need to be reprogrammed to home in on where the reticule is being pointed, so that they have consistent performance in more situations. Then we can figure out if they're OP/UP/fine for reals, and adjust things like range/cooldown/damage/heat/lockon/etc. as needed.


This sounds awesome. Give SSRM's a "chase the dot" targeting mechanic instead of the current scrub-lord "Fire and Forget" mechanic.

It'd also make it possible to maneuver SSRM's around obstacles for a skilled operator...

#27 Tarogato

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Posted 04 March 2015 - 05:58 PM

View PostDeathlike, on 04 March 2015 - 02:22 PM, said:


We need 14E hardpoints like the Nova. IT MUST BE DONE!!!!11!

Sometimes what it is and where it is placed makes all the difference in the end...

Psshh, all we need is a 16x Small Laser Firestarter.

Trust me. It's what this game needs. *pew*



But seriously, I kinda agree with the OP. The Oxide kinda needs one of two things:

1. a couple more hardpoints for variety, preferably missile.
2. IS Streak 4's or 6's.

Otherwise... why take it? It's just a sub-par Huginn. Something like 6x SRM2 could be a lot of fun if heatscale on SRM2's was removed (and it really should be... honestly my LCT-3S is a hot coal with only 4x SRM2... )

#28 Levi Porphyrogenitus

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Posted 04 March 2015 - 06:00 PM

The Oxide needs 2 missiles on each arm, and 2 energy in the CT. That's what it should have had originally, and that's what it should be changed to now, if PGI does anything to it at all.

#29 TercieI

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Posted 04 March 2015 - 06:09 PM

View PostLevi Porphyrogenitus, on 04 March 2015 - 06:00 PM, said:

The Oxide needs 2 missiles on each arm, and 2 energy in the CT. That's what it should have had originally, and that's what it should be changed to now, if PGI does anything to it at all.


And what's the build?

#30 Levi Porphyrogenitus

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Posted 04 March 2015 - 06:13 PM

View PostTerciel1976, on 04 March 2015 - 06:09 PM, said:


And what's the build?


Stock is probably quad 2s with a pair of MPLs or something.

The point, on the other hand, is to give players options that are unique and distinct from the other Jenners.

Edited by Levi Porphyrogenitus, 04 March 2015 - 06:14 PM.


#31 TercieI

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Posted 04 March 2015 - 06:22 PM

View PostLevi Porphyrogenitus, on 04 March 2015 - 06:13 PM, said:


Stock is probably quad 2s with a pair of MPLs or something.

The point, on the other hand, is to give players options that are unique and distinct from the other Jenners.


Don't care about stock. It's meaningless.

What's a usable build that's an improvement over the current Oxide? That's the issue I have...we're trying to improve it, what do you put on that that's really an improvement over SRM16 on the current Oxide?

#32 Escef

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Posted 04 March 2015 - 06:30 PM

I think the Oxide, Kintaro, and Catapult (C1, C4, A1) would make nice test beds for missile velocity quirks.

#33 YokiLin

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Posted 04 March 2015 - 06:32 PM

Laughing so hard I am rolling on the floor.

#34 Levi Porphyrogenitus

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Posted 04 March 2015 - 06:35 PM

View PostTerciel1976, on 04 March 2015 - 06:22 PM, said:


Don't care about stock. It's meaningless.

What's a usable build that's an improvement over the current Oxide? That's the issue I have...we're trying to improve it, what do you put on that that's really an improvement over SRM16 on the current Oxide?


XL255, 4x SRM4s, 2x MLs, 4 tons of ammo. Max armor except the head, and it's still plenty fast.

#35 Mcgral18

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Posted 04 March 2015 - 06:42 PM

View PostLevi Porphyrogenitus, on 04 March 2015 - 06:00 PM, said:

The Oxide needs 2 missiles on each arm, and 2 energy in the CT. That's what it should have had originally, and that's what it should be changed to now, if PGI does anything to it at all.


That's pretty similar to this:
Posted Image
The "jr7-o-alt-DO_NOT_USE"

If PGI wanted to save work, they could also just restrict the arm launches to 4 tubes and do this:
Posted Image
Lasers where two tubes would be. A nerf to a couple popular builds, though.

#36 Escef

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Posted 04 March 2015 - 06:53 PM

View PostYokiLin, on 04 March 2015 - 06:32 PM, said:

Laughing so hard I am rolling on the floor.


Yeah, I learned the hard way that if you're in an Oxide that I don't want you ANYWHERE near me... Unless you're on my team.

#37 TercieI

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Posted 04 March 2015 - 07:04 PM

View PostLevi Porphyrogenitus, on 04 March 2015 - 06:35 PM, said:


XL255, 4x SRM4s, 2x MLs, 4 tons of ammo. Max armor except the head, and it's still plenty fast.


I dispute "plenty" fast, but probably workable.

#38 Escef

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Posted 04 March 2015 - 07:13 PM

View PostTerciel1976, on 04 March 2015 - 07:04 PM, said:


I dispute "plenty" fast, but probably workable.


A smidge faster than a Panther. I run a 255XL in my FS9-H (3xML & AC5), and it's one of my best performing lights.

#39 Felicitatem Parco

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Posted 04 March 2015 - 07:52 PM

I originally suggested 6 missile points because SRM2 does not require Artemis to be accurate... They also have a high refire rate.

However, adding a single energy hard point to CT and moving the 4 missile mounts to the arms would be great as a compromise.

All the other Jenners have 5-6 hard points + Jump Jets. The Oxide has only 4 hard points and no jets. It's time to unnerf the Oxide.

#40 Nightshade24

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Posted 04 March 2015 - 08:54 PM

View Post627, on 04 March 2015 - 01:34 PM, said:

compared to the hugginn the oxide is still a joke. the raven even has jumpjets while only one other raven has them. but all jenners have those but not the oxide. and the quirks for the hugginn are insanely good while the oxide is mediocre at best. haven't seen one for ages...

I'm all for an 6xSRM2boat, and unlock JJs.


Funny... I just came out of a discussion claiming the huginn was obselte to the Oxide as the Oxide can do more missiles .-.

I also find it funny that a huginn rarely ever uses it's jumpjets...

View PostDeathlike, on 04 March 2015 - 02:01 PM, said:

My simplest suggestion was to just put CT energy weapons... if at least 1.

It's not even a complicated thing either outside of getting the legomech-dynamic visual hardpoint stuff done.


Well the whole reason the Oxide is the way it is is the fact that you can replicate the "Jenner IIC 1" with it.

Jenner (Oxide) IIC 1

my immitation of the jenner IIC

the jenner IIC has a streak SRM 4 in the CT and 2 SRM 6's, 1 in each arm.

This is what this hero is based off (all heros in this game is normally based of a modifide special version of a mech, a future or other variant, or a clan counterpart)

This is why it has 4 hardpoints. (3 would be to mean).

If you make it 6 there is no real point to it. I kinda feel funny how you guys think the clan counterparts are the ones with problems. I mean people rarely use streaks of clans and when they do it's just to beat the endless hords of firestarters that may occur in CW.





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