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Jenners Are Broken. Please Fix.


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#1 gamingogre

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Posted 15 March 2015 - 02:04 PM

I just basic leveled 3 jenners and I must say, this is the worst mech in the game. Even with max engine I get hit all the time and ALWAYS in the CT or legs. I can't believe a mech that's been around so long is so [redacted]. I am giving up until they are fixed. What were they thinking allowing this mech to be out and so broken? Sometimes I wonder who/what is really coding this game. Drunk monkeys? I am so angry; all that time and c-bills wasted on a totally crappy mech. [redacted] Is this so hard or esoteric? How the hell does this go for so long without a fix? [redacted] This mech has been around for way to long to not be working.

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


#2 sycocys

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Posted 15 March 2015 - 02:08 PM

Jenners aren't really much more than ct and legs, where else do you expect them to get hit?

#3 Bulletsponge0

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Posted 15 March 2015 - 02:09 PM

nothing wrong with jenners

firestarters are the broken ones...tanking more damage than an atlas because of broken hit boxes/hit reg

#4 Duncan1dah0

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Posted 15 March 2015 - 02:11 PM

Jenners are good mechs. Yes the ct is heavily targeted, but the only way to kill one is ct or legs, so of course that's where people shoot. I love my Jenner but I have moved on to Firestarters. I am working on my Ravens now. Higgins is a lot of fun. But back to Jenner, they were meta, but quirks elevated the Firestarter above. They are a great weapons platform and in the hands of a skilled pilot just as good as they have ever been. I don't know if fixes are in order.

#5 Nightmare1

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Posted 15 March 2015 - 02:12 PM

Jenners are tough little squirts once you get to know them. I saw two (one was crippled) take out five Mechs to win a doomed match once. It was impressive. I've also got a Jenner pilot in my Unit that is downright scary.

#6 Bloodweaver

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Posted 15 March 2015 - 02:26 PM

The CT vulnerability is by design. Or, at least it was, until the Firestarter came along. The Jenner was THE premier light - Ravens and Spiders just could not compare in terms of mobile firepower. Spiders were more mobile, but had very little firepower. Ravens could, sometimes, take more firepower, and were tougher to kill, but their mobility was low. Jenners were king. But they paid for this with an easy-to-hit CT. Even that, though, was something of an advantage, since it meant you could drastically lower the armor on your STs even with an XL engine, a trait it benefited from all the more due to being a light.

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 DelphiAuriga

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Posted 15 March 2015 - 02:30 PM

View PostNightmare1, on 15 March 2015 - 02:12 PM, said:

Jenners are tough little squirts once you get to know them. I saw two (one was crippled) take out five Mechs to win a doomed match once. It was impressive. I've also got a Jenner pilot in my Unit that is downright scary.


THIS. Skilled light pilots are just scary, man.............. :wacko:

#8 Nightmare1

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Posted 15 March 2015 - 02:37 PM

View PostDelphiAuriga, on 15 March 2015 - 02:30 PM, said:


THIS. Skilled light pilots are just scary, man.............. :wacko:


You should see me in a Locust, lol.

#9 Rogue Jedi

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Posted 15 March 2015 - 02:47 PM

I remember when people were complaining that Jenners were broken because no other Mech could hit them, how times change.

the Jenner is the second best combat light, behind the Firestarter, they are far from bad Mechs.

#10 Spheroid

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Posted 15 March 2015 - 02:55 PM

Sorry to hear that, my Jenners print money and are my go to mechs for challenges.

#11 Tarogato

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Posted 15 March 2015 - 02:56 PM

Jenners are still good. They're not overpowered due to dodgy hitboxes like the Firestarters are, but they're still very strong and capable light mechs.

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 Havyek

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Posted 15 March 2015 - 03:03 PM

The problem isn't Jenners, the problem is (are?) Firestarters.

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 Bloodweaver

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Posted 15 March 2015 - 03:04 PM

View PostTarogato, on 15 March 2015 - 02:56 PM, said:

Jenners are still good. They're not overpowered due to dodgy hitboxes like the Firestarters are, but they're still very strong and capable light mechs.

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 Tarogato

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Posted 15 March 2015 - 03:10 PM

View PostBloodweaver, on 15 March 2015 - 03:04 PM, said:

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...)

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 Tim East

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Posted 15 March 2015 - 07:55 PM

The Jenner is a fine machine, though to be fair I compare literally every light to the Locust, even those that aren't really proper speedsters.

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 Duncan1dah0

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Posted 16 March 2015 - 03:58 PM

I do love my PB.

#17 Tustle

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Posted 16 March 2015 - 04:51 PM

View PostDelphiAuriga, on 15 March 2015 - 02:30 PM, said:

Skilled light pilots are just scary, man.............. :wacko:

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 had could mount jump jets? Letting me get in on this 'control your own laser-spitting roller coaster' action? Sold.

...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 DemonicDonut

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Posted 17 March 2015 - 11:00 AM

We all agree that the Jenner hitboxes are screwy. In a negative way. Ravens have better hitboxes imo, but lack JJ's. I agree that they need a hitbox pass. Some refinement really. The problem I have with PGI's fixes is that they tend to be too extreme. They usually lack subtlety. Jenners were hard to hit, now they are giant CTs on legs.

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.


#19 3xnihilo

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Posted 17 March 2015 - 11:32 AM

View PostTim East, on 15 March 2015 - 07:55 PM, said:

but I'd say it's still one of the top three, if not top two light mechs in the game at this time.


The other 1 or 2 being Locusts and Commandos right?

#20 SuperBoard

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Posted 17 March 2015 - 12:18 PM

Sadly they already have fixed the jenner, its called the firestarter lol :P



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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