First Mech Purchase: Was I Wrong?
#1
Posted 06 December 2015 - 01:39 PM
The Adder Prime is a lot of fun, a bit slow, and super hot on those heat maps, but I don't like that I can't jump. I also did like the Jenner which was also full of energy weapons and can jump/fly so after getting through my bonuses I got the same model as the trial (I think F model).
I asked a few people in game, and it not many people had positive things to say about the Jenner. Now I am questioning if I should spend any money upgrading it.
I like to be mobile, but I stay with the larger mechs and support them and flank for distractions. I don't want to be one of those tiny mechs and I am not confident I can live long enough to be useful in something bigger and slower. Someone else sad to look at mediums, but I don't know which one can be sorta fast, but able to get out of trouble.
I also really like long range weapons like the PPC. Medium lasers don't seem to do much damage at range. long range missiles don't seem to be consistent, sometimes they seem to slaughter you, and sometimes they just blow up around you, so those don't seem worth it.
#2
Posted 06 December 2015 - 01:50 PM
The trial version has been upgraded quite a bit over the stock model you purchased, so that'll be your first step in making your new mech more competitive. As far as a loadout goes, lots of people run with ML I believe to take advantage of the speed and agility of the Jenner. You can hit and run, and the jenner used to be one of the most heavily armed Lights.
Figure out what you like about the Jenner and I'm sure someone will chime in here with some Build tips.
#3
Posted 06 December 2015 - 01:51 PM
The longer range weapons are all a bit big to be particularly effective on smaller mechs. The Jenner builds are all best with Medium Laser & SRMs really.
#4
Posted 06 December 2015 - 02:01 PM
Edited by Death Drow, 06 December 2015 - 02:01 PM.
#5
Posted 06 December 2015 - 02:03 PM
If you look in the bottom Right corner when in game it tells you the ranges for all weapons, if the weapon is black it is out of range, yellow it will not do full damage, the further out of range the lower damage, until in most cases double range (exceptions are Gauss rifle with 3 times range, and Missiles where optomum range and max range are the same)
I personally quite like the Jenner, it is fast, agile, can jump and can carry a decent amount of firepower.
I would recommend upgrading it but the upgrades you will want will cost about double the initial purchase price of the Mech, idealy you will want an XL300 engine (5 milllion cbills) as well as the Double Heat Sinks (1.5 million), Endo Steel Internals (350,000) and Fero Fibrus Armor (175,000) upgrades.
as for Mediums,
the Cicada handles like a fast Light Mech,
the Shadow Cat handles like the Adder but has Jumpjets, and MASC (which temporary increases speed by 10% and massively increases agility when active, however the Shadow Cat can only have about the same firepower as the Adder.
the Stormcrow again handles like the Adder, but is far more heavily armed and armored
the Shadow Hawk, Griffin, and Wolverine are all able to mount Jump Jets, and can be faster and more agile than the Adder if you put in a large enough engine, they look cheep but will need a lot spent on upgrades if you want to make them fast with a good weapon load out.
the Hunchback is my usual recommendation for a first Mech however it is slower than the Adder, each variant is different offering you most play styles across variants of a single chassis.
Edited by Rogue Jedi, 06 December 2015 - 02:05 PM.
#6
Posted 06 December 2015 - 02:03 PM
edited: It's really intimidating to spend that much money on a bigger engine, but I guess it is going to have to happen at some point! I don't remember ever not dying to my center being shot out, so the extra light engines probably aren't going to affect me much other than having more weapons.
Edited by Misfit Martian, 06 December 2015 - 02:06 PM.
#7
Posted 06 December 2015 - 02:04 PM
when buying a Mech as long as you like it, its no mistake. All boils down to learn the Mech.
with what you wrote about weaponry here is 2 suggestions
Jenner F with ER PPC, 2 Med lasers, Endo, Ferro, Standard Engine 230, 2 jump jets, 1 extra DHS and low price tag 7.1 Mil
http://mwo.smurfy-ne...7fd81eaa1f9321b
Jenner F with ER PPC, 2 Med lasers, Endo, Ferro, XL Engine 270, 2 jump jets, 3 extra DHS and high price tag 10.2 Mil
http://mwo.smurfy-ne...378ecc4e41a72dd
both have same punch as the original but with more range due to the ER PPC, have fun
note that medium lasers are good for close quarters and a ER PPC can hit inside 90 meters which can be use at point blank as well
#8
Posted 06 December 2015 - 02:59 PM
#9
Posted 06 December 2015 - 03:42 PM
Remember to never stare at your opponent when it's shooting at you. Twist your torso when under fire. It's also better to jump from cover to cover than trying peekaboo (jumping in and out of the same cover).
Edited by Prof RJ Gumby, 06 December 2015 - 03:43 PM.
#10
Posted 06 December 2015 - 05:36 PM
#11
Posted 06 December 2015 - 06:45 PM
Being an assault pilot, I can tell you the Jenners are MEAN little mechs. I brilliantly decided to try and ignore one once in a match. It was using medium lasers and I paid for that mistake. I will NEVER do that again.
#12
Posted 06 December 2015 - 06:51 PM
For now just learn the game and have fun. If ever you really regret your decision you can always just make a new account and pick something else with your cadet/academy bonus.
#13
Posted 06 December 2015 - 06:53 PM
Edited by undeadasharak, 06 December 2015 - 06:53 PM.
#14
Posted 06 December 2015 - 07:05 PM
Before you grab an XL300, consider what your next mech is likely to be. If you're looking at something that can carry a 300, buy the XL300. If it is limited to say a 295 or 275, then get that instead.
Always upgrade to double heat sinks, except in very rare cases involving assault mechs and energy only loadouts.
Build your mech here: http://mwo.smurfy-ne...lab#i=4&l=stock Hit the save and share loadout button, then post the link. We will be able to tell you how to improve it.
Edited by John1352, 06 December 2015 - 07:07 PM.
#15
Posted 06 December 2015 - 07:37 PM
#16
Posted 06 December 2015 - 08:45 PM
Funny story. WAY BACK in open beta, say three years ago, when ECM was first slated to come around, there was talk of PGI maybe making a Jenner variant ECM-capable. THAT met with a tidal wave of preemptive butthurt from across the forum, of course. It was the fastest mech in the game at that time (Spider wasn't out yet, and this was easily two years before the Clan invasion), had jump jets, and could otherwise carry a respectable (for its weight class) loadout of arms and armor. Adding the then-OP ECM to it would, the argument went, create a sort of supermech that would be unstoppable.
So, the ECM went to the RVN-3L (canon-wise, that was appropriate), which runs a half-baby-step slower with the max engine and lacks the jump jets, and which has slightly less cool options in terms of weapons hardpoints.
And very relatively few complaints were heard.
THAT is what an awesome mech the Jenner once was. The lower (below the cliff) peripheral route around Frozen City is named "Jenner Alley" for a reason, and wolfpacks of 2-4 Jenners once hunted large game there with great success, before the Clan invasion changed everything.
No, the JR7 chassis was no bad choice. You seem to have missed the boat on the JR7-D(S) "Sarah's Jenner", which was a GREAT thing that PGI did. But you can build it (sans paint job and CBill bonus) on any JR7-D. The -K is just a baby step behind the -D, and if/when IS SSRM-4 and SSRM-6 come around, the two will be virtually identical on the battlefield. The JR7-F is unique in that it sacrifices the CT missile hardpoint(s) for more arm lasers, but that's all the better for the most recent meta. And the Oxide, while I consider it an abomination (a light with ZERO energy hardpoints?!?!?!), seems to have its fan club.
With ECM taking a big hit from the nerf bat, the Jenner's day may be once again upon us. IS pilots are sacrificing a little less by giving up the ECM, and gaining significantly with the extra speed and jump jets. It can carry that same 2x ERLL loadout as the RVN-3L(C) MetaRaven, and with jump jets. I once fitted one with an ERPPC and two MLs for kicks, and the 300XL engine and some JJs, and did some test runs with it, and it was pretty interestingly capable. It's a shorter (and as that comes from shorter legs, LESS VULNERABLE) than the RVN, carries better weapons than the SDR, etc. I feel the JR7 doesn't get the respect it deserves, really.
Though, THE meta light for the IS side would have been a Firestarter. The FS9 (prior to any recent requirkening, of course) is the dominant IS light mech now.
Still, no shame in having chosen a solid second-place mech.
And a light for the first mech? You either chose for a price point (can't blame you, really--my first ever was a Commando, and was THAT a mistake!) or because you love the lights. If it's the former, then w/e. If it's the latter, then you're alright in my book.
#17
Posted 06 December 2015 - 08:57 PM
The Jenner was my first Light 'mech, and while I'd have recommended the Spider or Firestarter/Arctic Cheetah for your first Light, the chassis isn't bad at all, and recently got some love, particularly the "off" variants. My advice is to play it for all its worth, and focus on learning from your own experience and others' actions (spectate when you die, and get/use a microphone to coordinate.) At your tier level, most people simply are not getting the most out of any chassis, so if you focus on being a student of the game, you'll excel.
Edited by Void Angel, 06 December 2015 - 08:57 PM.
#18
Posted 06 December 2015 - 10:04 PM
I have my armor evenly set wich means I can scout and fall back with out too much worry of one hit insta-gibing me.Endo steel and dhs are pretty much a must have on it. I usually have a minimal of two jump jets in my builds and xl 300 for max speed. Beagle Active probe (Bap) is always good to have as it cancels enemy ecm as long as there aren't two of them over laping and it increases your sensor range by 25 percent. .
How long you live in a light depends on how aware you are of your surroundings,where your team is, and how much you use the mini map. You'll learn to check the mini constantly as a light pilot. You'll also learn the maps fairly well using a light. One of the important things to learn are default weapon ranges. While there is the range extender mod, you are better off working on upgrading your mech first and focusing on the pilot skill tree. All range and cool down mods are set at 12% on level five. Med lasers do great at 350-400m. Med lasers have a max range of 400m They have no minimal range like the ppc's 90m.
You can mount two er ppc or ppc on the jenner but will have to give up your speed advantage by going with the xl 200 and two heat sinks. I do not recommend doing this.
This build will give you one er ppc and two mls for back ups:
http://mwo.smurfy-ne...0d90163dd150a06
For some builds I've ran:
This one is to be a med to close range build. The 3 mls are for range and the 3 spls are for fighting other lights. One of light mechs main weakness' are legs. Shoot off a leg and their speed is locked at 40 kph. I wish more pilots would learn to ignore the ct and go for legs on lights. it makes them so much easier to destroy. As a light pilot you want to disengage any mech that is only going for your legs. Speed is life. All light mech pilots live and die by this motto.
http://mwo.smurfy-ne...f521356adfb77a6
For long range:
The two er laser build. Personally I hate it as it is mostly for sniping at range. You lose the main advantage of a light which it's its speed. You will lose a lot when other mechs get up close.
<a href="http://mwo.smurfy-net.de/mechlab#i=4&l=bb1601b7d54f57911b412247da572308ceefe343">JR7-F</a>
The one er and 2 ml build. gives you that range with back up weapons.
<a href="http://mwo.smurfy-net.de/mechlab#i=4&l=59bade22d0a42dca554adf780f0a38fd4343e3d7">JR7-F</a>
The skimisher. Lets you rock the 400m range and great at light fighting.
<a href="http://mwo.smurfy-net.de/mechlab#i=4&l=b73d7dda07849c1183086c91e29a926d8f14f889">JR7-F</a>
#19
Posted 07 December 2015 - 12:05 AM
Prof RJ Gumby, on 06 December 2015 - 03:42 PM, said:
the Jenner has always been faster and more maneuverable than the Firestarter, the FS9 engine cap is 295, the JR7 has 300, that equates to about 2.5KPH top speed and a little better handling, but the Jenner has much more side to side and up/down torso movement, the Jenners torso can twist about as far as the Firestartsers Arms can move, and it is better able to shoot stuff above and below
#20
Posted 07 December 2015 - 12:40 AM
Rogue Jedi, on 07 December 2015 - 12:05 AM, said:
True, but what I meant is that now Jenners are more agile even when using the same engine. All jenners (save the oxide who got decent structure buffs instead) got from 20% to 30% accel/decel and decent torso+legs twist bonuses. Firestarter got none such quirks, while the cheater got very small ones. In total. Agility of Jenners is very close to what it was before the skill tree debuff, while most mech out there, including ACH and FS9 are significantly less agile.
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