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Jenner Help


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#1 Ryokens leap

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Posted 09 November 2015 - 08:07 AM

Jump onto YouTube and search MWO Jenner, there are tons of setup and gameplay vids. Also check Mechspecs in the community tab for build lists.

#2 John1352

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Posted 09 November 2015 - 08:19 AM

The JR7-F was my first mech and is still my most played. Here's a few tips:

Jenners are a CT on legs. You'll nearly always die to CT loss, so always use an XL engine. LRMs are especially effective against it, as they mostly hit the CT. As a result, radar deprivation module is a HUGE advantage (if you don't have 6m spare, you'll need to use cover more).

All the hardpoints are high mounted, this makes the Jenner an excellent ridge humping mech. Try to pop out, shoot enemies, then get back into cover before they can return fire.

#3 Stormie

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Posted 09 November 2015 - 08:21 AM

Ok, for best chance at a response use paragraphs!

Sounds like you have too many support items (ams, BAP, jump jets, TAG) all of these take tonnage that a 35 ton mech can't absorb. So after fitting all these you will have little tonnage left for weapons. Maybe refresh yourself on what each of them does and take the two you think suit you best (id go AMS and jets) use he rest of the tonnage on the biggest engineyou can get, then weapons and heatsinks

When using the much never run straight at an enemy, and only fire one or two salvos before running away. As you saw Jenner doesnt handle people shooting back

#4 Rogue Jedi

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Posted 09 November 2015 - 08:44 AM

the Jenner is a great Mech, but it does have weeknesses, like any Light it cannot mount enough armor to take much damage, however the speed and agility make it hard to hit.

you want near max armor on the front Center Torso, I would recomend 1-2 armor on the rear CT
the side torsos rairly take damage so you can afford to reduce armor on the side torsos
as the CT is huge and the side torsos railry take damage the Jenner makes great use of an XL engine

here is my prefered build for the JR7-F
http://mwo.smurfy-ne...6b3908bdb1f1c1b
use it as a scout and a fast striker, you do not want to be fighting other lights in that build, if you do want to go hunting lights swap out the MLs for Small Pulse Lasers.

if you are having trouble with missiles a single AMS will not help much, an AMS will destroy between 3 and 7 missiles from a volley, some Mechs can fire a volley of upto100 missiles (although that is a waste as most will miss).
The Jenner is very fast, use that to pick your targets and engagement range.
If it is Streak SRMs you are having trouble with be more careful what you fight with, lock the target before engaging and check its weapon loadout, if it has Streaks avoid it, if you are taking fire from streeks put some distance between you and the Mech firing them, unless it is another Light you will have no problem outrunning it, put 365m between you and the Mech with streaks and the missiles will not be able to hurt you.
if it is LRMs you are having trouble with then use your speed and put something between you and the LRMs, perhaps an enemy Mech, a hill or a building (that also works with Streaks but as they fire from much shorter range you may not have time to react), also try to break all locks when you get the incoming missiles warning and keep moving. Other LRM protection tactics include looking for and shooting down enemy UAVs, getting under the cover of a friendly ECM and sticking with many AMS as possible (e.g. if your team has a Kit Fox with 3 AMS stay near it).
as someone who pilots Lights more than any other weight class I almost never have problems with LRMs in Light Mechs and when I do it is almost always because I messed up.

#5 Mad Porthos

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Posted 09 November 2015 - 08:55 AM

Hello Source Mystic.

The Jenner is a bit tricky, I will not say it isn't a glass cannon, but believe me IT HAS BEEN WORSE. I recieved my ACE of SPADES on it, long ago. One of the things that I personally did that made it better was I accepted it was a glass cannon and came to the conclusion that maximum armor did not make much of a difference, whereas maximum speed, sufficient jump jets and correct cooling did make the difference. Because the entire center torso of the jenner used to be a huge target, the only thing that ever would be cored out on a jenner would be that center torso, so I found I could run maximum armor on the CT, 40/4 and only about 18/4 on the side torsos. Maximum legs armor and actually very little arm armor, like 10-12. Amazingly, I fared very well. I still died when I was legged, if I hung around fighting too much someone would core me with an alpha strike which would only hit the Center Torso. But the trade off was running a max engine, two jump jets (all you need) and 4-5 heat sinks along with 6 medium lasers or even 6 small pulse lasers.

After hit box changes, they made the side torsos extend up the sides of the center torso, but everyone still hits the tip of the mech by the cockpit, still coring the Center Torso. It is only accidental hits that now catch the side torsos which are larger now so randomly are hit more often, warranting a bit more armor.

The jump jets are an odd situation. Not to be meta minded, but you really do not want too many jump jets on a jenner. This is because the more jets you have, the higher in the air you go and the LESS manuverable you are while you are there. If you hit the jets and hold a little too long, you are caught in a high parabolic flight path that you cannot dodge or deviate from at all until you hit ground, which then will "freeze" you for a split second as you stabilize after touching ground. Having only two jump jets lets you do a quick burn popping up enough to dodge a little, or clear a ridge which you then drop immediately behind. This lets you avoid missiles better because rather than being slowed trying to run over a ridge and such, you can run right at it, jump and then fall out of sight with the missiles hitting rock as they continue to track on you. Further, jump jets can work when you are running from missiles but hit patches of rough ground and stuff that if running would slow you down. A little burst of the jump jet and you skim over that, but do not slow down as much as running would. This might let you get behind a wall faster or under an arch, protecting from incoming missiles.

By and large, AMS is not so useful on a jenner. You likely are alone, so will not have additional AMS helping over lap your own and one AMS, even if you run ams overdrive and range modules won't make a great difference solo. 1.5 tons is better spent on the beagle active probe, if you must have some anti-ecm ability. A tag may be useful to help your team, if you want to run 5 medium laser and one tag, but it requires continued exposure to paint your target, when you really should be constantly moving and peeking. If anything, the Jenner K might be best running a NARC build, using its solo missle slot. Peek out, fire. Run away. But no, not tag.

Last suggestions are about weapon groups and heat management. Since you were really talking about the JR-7F which is 6 energy hard points, very often that is run as 6 medium, or small lasers, possibly small pulse. Small lasers can be interesting and give much weight savings but simply are a rarity. Short range and relatively low damage compared to small pulse or medium laser. It can be worth it though because of quick cooldown and relatively brief burn time. If you are doing small pulse or medium pulse, it can be best to run them grouped as left and right arms, so you can peek out one side or another around a rock or boulder and not fire wasted shots from the other side. In this way you get all the left side lasers in one group, right side in the other button group. I sometimes also have an alpha key on a multibutton mouse so that when there is a critical component, you can do a mass burn to finish it off. I also recommend a group on chain fire, so that you do not get caught at near maximum heat, UNABLE to fire because you would overheat and shutdown, only to be killed but if you could fire ONE laser, you could finish off your enemy without going over that shutdown heat threshold.

#6 Durant Carlyle

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Posted 09 November 2015 - 01:18 PM

How do I run my Jenners? Not quite max speed, almost max armor (12 on Head), and max jets (5).

JR7-D/K: 4x ML, 1x SRM4, 1x SRM Ammo, 3x DHS, 280XL
JR7-F: 6x ML, 3x DHS, 290XL

I have a combined 1.43 K/D ratio (archived and current) with my Jenners (2,034 matches total). My best was the archived JR7-K at 1.89 K/D ratio and worse is the current JR7-K at 0.89 K/D ratio. Not the greatest Jenner pilot, but far from the worst.

I generally tend to run and jump around like my hair's on fire, shooting at any and all targets that present themselves. I take on all classes, including other lights.

#7 Audacious Aubergine

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Posted 09 November 2015 - 05:15 PM

Thanks for all the hints. As someone that's got the top tier Origins IIc pack preordered, I'm taking notes for when I get my b astard child Jenner in just over a month

Edited by FreebirthToad18999, 09 November 2015 - 05:17 PM.


#8 Spike Brave

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Posted 09 November 2015 - 06:01 PM

Here are my builds for all Jenner with gameplay examples. Hope they help!


#9 mailin

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Posted 11 November 2015 - 07:44 PM

Because Jenners don't have the radar invisibility that results from ECM, you want to make sure you are being selective with who and how you engage the enemy. To that end, press R to lock a target and wait until you get info on them. Generally you want to engage short range mechs from the longest range possible (like that streak boat mentioned earlier) and you want to engage long range mechs like snipers and lrm boats from short range. Where it gets tricky is when the have a mix of weapons. Then you only want to attack from their rear and preferably when they're isolated.

If you hit them in the rear and then run away they may decide to run after you, which is what you want.

#10 ShinVector

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Posted 11 November 2015 - 09:59 PM

Jenner in Rebalance PTS3..
Some pretty horrid hit reg.. LOL



#11 InspectorG

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Posted 11 November 2015 - 10:02 PM

View PostSource Mystic, on 09 November 2015 - 07:50 AM, said:

How do I become a successful jenner pilot . I bought the JR7-F and found it very hard to play I like the speed bui could use some tips. I have everything upgraded to the max on this both armors double heat sinks i have a tag if i ever choose to use it a begal active probe ams have even most builds restrict weight so i eather sacrifice jj or heat sink i have 4 or five double depending on the build. my bigets problem is missels ams is nice but i rather have my jump jets back are they a counter to missels . If not how do i deal with missels in this glass cannon ? with out ams or when ams runs out.just got back into mwo and I am still very green.


Jenner got flat out IGNORED during the quirkening. It had terribad hitboxes(were recently fixed a little) and requires very sneaky style of play.

You peek better than a FireStarter but cant brawl like one.

DO NOT USE AMS, its a waste of tonnage, lights shouldnt fear LRMs. Best defense vs Streaks is radar Deprivation/Friendly ECM/ a CORNER to turn around.

Basically most lights require a very ghetto chicken-sh*t style of play. You dont roll light out of pride....

Jenner is all about the Poke, and like a boxer, you need to get angles on enemies. Remember, enemy radar has a 90degree arc. you basically should not be in it unless they are in the middle of firing at someone else.

Ill keep this very basic, as you get better, better pilots can give you better advice.

So:
1. If they see you, you did it wrong. You should be felt, never seen.
2. If is it 1 vs 1 and early or mid-match, you did it wrong, safety in numbers.
3. Dont fight their lights. Arctics and FS will chew you up, as will SRM Ravens. ERLL Raven you can solo.
4. Easiest way to spend the 1st half of the match is escorting the assaults. Dont be a scrub that runs off to die alone. Escort the friendly assaults, poke at whatever they are firing at. they tend to attract the fire leaving you less vulnerable, per se.
5. Know when to run off on a flank and get an angle on the enemy. THIS REQUIRES experience and map knowledge...it will come in time and there is no fast way to learn it.
6. Spec good light players.
7. DO NOT OVERHEAT...run away if getting hot. You overheat you eat a Dual Gauss and die.
8.Do Not Run in straight lines...zig zag as you run, defends vs Dual Gauss.
9. Do Not Sit Still, when waiting, rock back and forth a little...this WILL save your life from those Gauss snipers.
10. if you MUST fight an enemy light in a Circle of Death, tap your JJ to turn faster and SWEEP THE LEG.
As you get more experienced, look at the map, judge the brawl/firing line, then look for any lone assaults. You could go solo them if you can back-core them. Even if you dont kill them, they wont be firing at friendlies, saving friendlies a bit.

You WANT these 2 modules: Radar Deprivation(breaks lrm/streak locks) and Seismic (wall hack), later get the ML Modules.

And, Spend the 20$ on the Jenner llc...it looks better than the AC in theory and may justify the wrongly ignored Jenner series.

Good Luck

#12 hopfavogl

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Posted 12 November 2015 - 04:24 AM

@ InspectorG: Very good summary, of Jenner-playstyle.

I´d like to add:

- When rocking back an forth or peeking over a ridge or around a corner always keep your legs direction parallel to the enemy line. If you heading straight to enemy mechs, you get your CT chewed up real fast.

- Use you JJ to gain the high ground when possible. Most of you weapon are located in the arm wich are pretty high on you mech and have a good vertical firing angle. Especially in Canyon Networks and Mining Collective you can hit enemy mechs below which have trouble shooting back with torso or low-slung arm weapons.

#13 M T

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Posted 12 November 2015 - 07:36 AM

Talking about my first favorite mech :(

Has anyone compared the jenner F 5/6 medium lasers with the K variant mounting 4 medium pulse dps wise? The K has specific quirks for it.

Talking about my first favorite mech :(

Has anyone compared the jenner F 5/6 medium lasers with the K variant mounting 4 medium pulse dps wise? The K has specific quirks for it.

#14 Spheroid

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Posted 12 November 2015 - 09:00 AM

You need to remove all the support equipment and concentrate on using the freed mass to cool a penta or quad medium laser setup.

Max armor is not needed on any Jenner. Strip the head and arms of at least half a ton of armor. The CT and legs should be max always.

The 300XL is the most common Jenner-F engine, although the stock can work if you can't afford the 300.

I use the full 5/5 jump jets.

Edited by Spheroid, 12 November 2015 - 09:02 AM.


#15 Narcissistic Martyr

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Posted 12 November 2015 - 10:10 AM

Ah the jenner... my favorite mech since closed beta. Once the turn and burn dogfighting got of lights now reduced to mere cannon fodder.

Fortunately it's still an epic mech in the right hands.

Narc's JR7-F

Now, to add survivability I recommend you take some MC and apply a single shot of the ridgeline camo. Pain the top a dark color and the bottom the brightest, lightest color you have. Psychologically speaking humans tend to focus on bright things and thus will shoot at your legs more than they otherwise would. Since everyone aims for the CT on the jenner normally this actually increases your survivability greatly.

#16 Palor

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Posted 12 November 2015 - 11:36 AM

Radar Deprivation is the Mod that lights live by, this one mod that costs about 2 jenners is the king of all things for a light pilot.





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