Edited by Catalina Steiner, 18 March 2015 - 01:24 PM.


Jenners Are Broken. Please Fix.
#1
Posted 15 March 2015 - 02:04 PM
#2
Posted 15 March 2015 - 02:08 PM
#3
Posted 15 March 2015 - 02:09 PM
firestarters are the broken ones...tanking more damage than an atlas because of broken hit boxes/hit reg
#4
Posted 15 March 2015 - 02:11 PM
#5
Posted 15 March 2015 - 02:12 PM
#6
Posted 15 March 2015 - 02:26 PM
Then Firestarters came. Same weight. More hardpoints. Just as much mobility. And, to top it all of, incredibly tanky hitboxes and an equally-incredibly borked jump animation. Like Bulletsponge said, it's not that Jenners are broken, it's that Firestarters give all of their advantages with none of their drawbacks.
#7
Posted 15 March 2015 - 02:30 PM
Nightmare1, on 15 March 2015 - 02:12 PM, said:
THIS. Skilled light pilots are just scary, man..............

#9
Posted 15 March 2015 - 02:47 PM
the Jenner is the second best combat light, behind the Firestarter, they are far from bad Mechs.
#10
Posted 15 March 2015 - 02:55 PM
#11
Posted 15 March 2015 - 02:56 PM
Front-load your CT armour. In the ideal situation, you can afford to have 100% of your armour on the front and 0 armour on the rear CT ... and your piloting skill will make sure nobody ever shoots your rear, only the front and therefore has to chew through all the armour you put there.
Start with 12 armour in the rear CT. Then the next day, put only 10. Then the next day put only 8. If you ever die from getting hit in the back, all you need to do is work on not getting hit in the back. =]
Edited by Tarogato, 15 March 2015 - 02:56 PM.
#12
Posted 15 March 2015 - 03:03 PM
FS9s can sustain (seemingly) more damage, can carry more weapons (more hardpoints) and have better quirks. Jenners don't need to be fixed, FS9s need to have some of their quirks tuned down a bit and their hit reg looked at more closely.
#13
Posted 15 March 2015 - 03:04 PM
Tarogato, on 15 March 2015 - 02:56 PM, said:
Front-load your CT armour. In the ideal situation, you can afford to have 100% of your armour on the front and 0 armour on the rear CT ... and your piloting skill will make sure nobody ever shoots your rear, only the front and therefore has to chew through all the armour you put there.
Start with 12 armour in the rear CT. Then the next day, put only 10. Then the next day put only 8. If you ever die from getting hit in the back, all you need to do is work on not getting hit in the back. =]
Agree with everything you say, except 12 armor is WAY too high to put on the rear of ANY light, and even more so on a JENNER. Start with SIX armor on the rear CT. You'll probably be able to bring it all the way down to 2 without hardly ever dying due to rear CT shots (unless you stand still...)
#14
Posted 15 March 2015 - 03:10 PM
Bloodweaver, on 15 March 2015 - 03:04 PM, said:
I agree, but the point is to ease yourself into it if you're having trouble. I used to die primarily in my Jenner from rear CT hits because I was a noob and would run away in a straight line from the enemy. I had probably 16 armour in my rear - the stock is 12, and I'd recommend starting at 12 to begin with and taking observations. Over time I lowered mine until I hit about 8, and that was around the time I started getting into other mechs and haven't touched Jenners since because they are no longer meta.
#15
Posted 15 March 2015 - 07:55 PM
It runs at almost as good speed, can jump, carries similar or better armaments, and much more armor than a Locust. Yes, the CT is a big honking target, and yes the Firestarter is made of broken, Spider-esque hitboxes, but I'd say it's still one of the top three, if not top two light mechs in the game at this time.
#16
Posted 16 March 2015 - 03:58 PM
#17
Posted 16 March 2015 - 04:51 PM
DelphiAuriga, on 15 March 2015 - 02:30 PM, said:

Skilled light pilots are actually kinda fun to hitch a ride with post death. Like this one Spider pilot I saw: riding with him/her was like riding in a twisty roller coaster that never slowed down. And spat lasers at everything that moved. Seeing his/her performance kinda sorta was a deciding factor when the Sarah's Jenner got offered: I mean, donation for good causes *and* I'd get a speedy light 'mech that
...of course I'd find out later that Jenners can't jump nearly as high as Spiders, but it was still fun to level them up. Larks I still liked hitching a ride on the Sarah's Jenner now and again long after I mastered Jenners and sold the other two. It did come to a point where the big old CT on the Sarah was a big old target, though. So as a thought to the OP: try and hold off your own assault with your Jenner until your allies are in the thick of it and distracting enemy forces, just scout and relay information until it's time. Then, with your foes completely preoccupied with your friendlies, come in like the paper boy bringing bad news and then get out before they even get a bead on ya. Rinse, wash, lose or fight off any other lights tailing you: then repeat.
#18
Posted 17 March 2015 - 11:00 AM
Firestarter hitboxes are good, actually they are great. Perhaps buggy at times.
Jenner's arms are higher mounted, Firestarter has lower arm actuators (horizontal arm movement) and more hardpoints. For now my Jenners are stripped and gathering dust. I do consistently better in Firestarters, so if I play lights w/o ecm, I take them. I would take the Jenners if I didn't feel like I was made of paper.
Edited by DemonicDonut, 17 March 2015 - 11:01 AM.
#20
Posted 17 March 2015 - 12:18 PM

I'm a Jenner fan and wish the mech would get a little buff to balance its insert fist here cockpit window, but after playing and testing many light variants, I have to say the only thing a Jenner pilot can do is roll out a firestarter and wait for some of the more vomitous of its laser builds to get the nerf hammer, or for the jenner to get buffed .
which will happen first?

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