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A Little Help For The Jenner?


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#21 Darian DelFord

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Posted 07 May 2015 - 03:04 PM

View PostOne Medic Army, on 07 May 2015 - 02:59 PM, said:

In the competitive game maybe, because good luck sneaking up on anyone there, even with ECM.

In the PUG queue, you can still run a hit-n-run attack type build where a pair of SRM4s add a nice punch with low facetime required.

I'd actually like it if the Jenner was quirked for skirmish tactics (and tougher CT), rather than the firestarter's brawling quirks. Stuff like beam duration, acceleration, deceleration; rather than heat or cooldown. It even happens to be the tabletop role of the mech.



You turn ECM once your in range if your going to sneak up. Lights job in competition really is not to sneak up, its a plus but we are more the striker role on the outskirts of the battle depending on your chassis.

The Jenner D I have found personally to be more effective with 4 MPL's over the SRM and ML Builds myself but I have played with the SRM build for a long time to. Just the hit and Run your talking about I have found to be better with the MPL's but both work.

I agree with the quirks I really only want to start with a CT armor and structure buff for all Jenners and then adjust from there.

#22 Romeo Deluxe

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Posted 07 May 2015 - 03:29 PM

Just wanted to throw in (because I'm on a mission) that the War Points for lights needs to be buffed. Seem to do OK with c-bills and xp, but WP's don't seem to show the lights contribution. Some lights maybe not all lights need buffed for:
Scouting
Spotting
UAV
TAG
Narc
Hit and Run
Flanking

I wouldn't mind seeing a Jenner or two getting the Narc quirks of the the RVN-3L

#23 Darian DelFord

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Posted 07 May 2015 - 08:21 PM

View PostRomeo Deluxe, on 07 May 2015 - 03:29 PM, said:

Just wanted to throw in (because I'm on a mission) that the War Points for lights needs to be buffed. Seem to do OK with c-bills and xp, but WP's don't seem to show the lights contribution. Some lights maybe not all lights need buffed for:
Scouting
Spotting
UAV
TAG
Narc
Hit and Run
Flanking

I wouldn't mind seeing a Jenner or two getting the Narc quirks of the the RVN-3L



I just wish there were a reward for ALL lights

"Distraction"

Can not tell you how many times I have gotten in the back field made myself a pest just to have 2 to 5 mechs chase me, me die with hardly any damage to my name but yet because I peeled off a lance my team was able to blow through the enemy. I play that role well and wish I could get paid for it. But I have no idea how to implement that.

#24 Past

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Posted 07 May 2015 - 08:43 PM

Yes please CT Armor quirks for my Jenners USS Enterprise shaped face.

#25 Alienized

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Posted 08 May 2015 - 08:17 AM

View PostOne Medic Army, on 07 May 2015 - 02:59 PM, said:

In the competitive game maybe, because good luck sneaking up on anyone there, even with ECM.

In the PUG queue, you can still run a hit-n-run attack type build where a pair of SRM4s add a nice punch with low facetime required.

I'd actually like it if the Jenner was quirked for skirmish tactics (and tougher CT), rather than the firestarter's brawling quirks. Stuff like beam duration, acceleration, deceleration; rather than heat or cooldown. It even happens to be the tabletop role of the mech.


and TT is what this game is based on as per PGI.
sadly, someone needs to twitter things to russ directly to make them see such things =(

#26 Blaze32

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Posted 03 July 2015 - 10:35 AM

View PostDarian DelFord, on 07 May 2015 - 01:26 PM, said:

All Jenners need a CT Structure and Armor Buff period

Most Jenner builds especially competitive (F Oxide and D) all use 300 XL for the extra heat sink slot in the engine combined with FF and endo. If you are equipping anything else besides ML's and JJ's to the Jenner you are really doing it a disservice.


In my opinion SPL>ML especially for the Jenner, mainly because of my playstyle; I like to get in close (20m-120m). Although you have smaller alpha with small pulse lasers (24 vs 30) and less range (236m max vs 580 max no modules) you have greater sustain (less heat per alpha 12 vs 24, so you don't reach 46% heat from an alpha :/) and have less face-time (.5 second beam duration vs the medium laser 0.9).

I guess it is just personal preference but I prefer small pulse lasers over mediums on most light mechs. I feel Jenners benefit from small pulse the most because with less facetime there is are less chances for the enemy to hit your CT, and while you have less range this can be also be a bonus because you will not be in the average engagement range for guass mechs and ERLL mechs. While seismics do pick you up because of your close range, it just means you need to time your movements better against the enemy or force them to move through arty or uav; This also works great for baiting.

#27 Light-Speed

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Posted 03 July 2015 - 12:52 PM

View PostBlaze32, on 03 July 2015 - 10:35 AM, said:


In my opinion SPL>ML especially for the Jenner, mainly because of my playstyle; I like to get in close (20m-120m). Although you have smaller alpha with small pulse lasers (24 vs 30) and less range (236m max vs 580 max no modules) you have greater sustain (less heat per alpha 12 vs 24, so you don't reach 46% heat from an alpha :/) and have less face-time (.5 second beam duration vs the medium laser 0.9).

I guess it is just personal preference but I prefer small pulse lasers over mediums on most light mechs. I feel Jenners benefit from small pulse the most because with less facetime there is are less chances for the enemy to hit your CT, and while you have less range this can be also be a bonus because you will not be in the average engagement range for guass mechs and ERLL mechs. While seismics do pick you up because of your close range, it just means you need to time your movements better against the enemy or force them to move through arty or uav; This also works great for baiting.

SPL Lights Banzai.

Edited by Nightingale27, 03 July 2015 - 01:02 PM.


#28 Darian DelFord

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Posted 03 July 2015 - 02:19 PM

I like SPL's on my Jenner D, it has 4 SPL's and 2 SRM 4's. It eats legs. I honestly love this build better than the 4 MPL build or the 4 ML and SRM build. It can take any chassis and is great for light on light action. I named it the "Nom Nom" for the sound it makes when its chewing through the legs.

The F well, I agree that the SPL build is is a contender in PUG life and I use it as well. The 6 ML build just gives you more advantages the main one being range and keeping out of the range of Seismic. That is the true disadvantage to the SPL build. If your target has seismic your screwed. Especially with the twist speed of some of the heavies and assaults.

#29 Lyoto Machida

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Posted 03 July 2015 - 02:41 PM

View PostTimuroslav, on 07 May 2015 - 01:38 PM, said:

Let's be fair here. When the Jenner finally, got its hitboxes to work. People started dumping it. When firestarters got crazy good quirks. (too much, too good quirks in my opinion). People started playing Firestarters like mad.

Light mechs have the problem of being ultra sensitive to the meta.
The Meta will always exploit game mechanics, because gamers are that competitive.
It's sad but it's true.
Fortunately, PGI has been diligent in addressing Metas and because of that Metas usually die in 3 months.
However since PGI has been fixing bugs, making tutorials, making other things.
Mech Balance is on Hiatus right now.

Which is why we see the Abused Thunderbolts, Timberwolves, Stormcrows, and Firestarters.

The Jenner and the Catapults are still not bad mechs. But, the people who complain the most are trying to force the mechs to do roles they aren't designed for.
Catapults weren't meant to be SRM brawlers, and Jenners weren't meant to be brawlers either.

TL;DR:
PGI is busy debugging. Enjoy your broken meta before the Nerfbat comes home. Jenners' aren't bad; but the lag-shield crutches are gone now.


PPC meta was longer than 3 months...

#30 Light-Speed

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Posted 03 July 2015 - 06:14 PM

View PostDarian DelFord, on 03 July 2015 - 02:19 PM, said:

I like SPL's on my Jenner D, it has 4 SPL's and 2 SRM 4's. It eats legs. I honestly love this build better than the 4 MPL build or the 4 ML and SRM build. It can take any chassis and is great for light on light action. I named it the "Nom Nom" for the sound it makes when its chewing through the legs.

The F well, I agree that the SPL build is is a contender in PUG life and I use it as well. The 6 ML build just gives you more advantages the main one being range and keeping out of the range of Seismic. That is the true disadvantage to the SPL build. If your target has seismic your screwed. Especially with the twist speed of some of the heavies and assaults.

I feel like the potential reward for bringing down a heavy mech close up is greater than playing safe.
And no one told you to attack while they are standing still. :D
Nothing compares to the satisfaction of a David and Goliath scenario.
Plus with hitting at range, your job becomes extremely difficult once your presence is realized.
Got another build for snipe and run, so ML is unnecessary.
But then I never really got into the ML build so I am not exactly in a position to judge.
I do like the SPL build for its JJs compared to the Oxide, though, even if it comes with more heat, beam time, and TTK. Which makes it more challenging and more likely to fail, but interesting.





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