Jenner Iic - Jenner Is Comparison
#21
Posted 27 December 2015 - 05:07 PM
Should I be even more patient with that kind of build?
#22
Posted 31 December 2015 - 12:45 PM
Need to be patient though, wait for some mechs to get damaged, SRM's aren't pin point damage so the more damaged a mech is the more likely you are to finish it off or at least destroy some components.
#23
Posted 07 January 2016 - 08:14 AM
My ER small and MPL Jenner IICs don't seem to have this as much as the missile variants, maybe it's luck but maybe there is a bug somewhere.
#24
Posted 07 January 2016 - 08:51 AM
Edited by TercieI, 07 January 2016 - 08:51 AM.
#25
Posted 07 January 2016 - 09:51 AM
TercieI, on 07 January 2016 - 08:51 AM, said:
Shyeh, initially I was all 'cited over the notion of having a decent Clan chassis (other than my Timbys), and another Jenner and...
Dropped in them four times and went back to Wolfhounds. I dunno, just... didn't scratch a lore itch somehow.
#26
Posted 07 January 2016 - 09:54 AM
juxstapo, on 07 January 2016 - 09:51 AM, said:
Dropped in them four times and went back to Wolfhounds. I dunno, just... didn't scratch a lore itch somehow.
Do you not have ACHs? They're on sale right now. I still prefer the FS9 (and pine for the JR7), but the ACH is very good (and no longer silly hard to kill). Agreed, though, the JR7-IIC isn't outstanding and it falls well short of what it looks like on paper (just opposite of the WLF, which is way better than it should be, especially the 2).
#27
Posted 10 January 2016 - 12:51 PM
#28
Posted 10 January 2016 - 09:39 PM
TercieI, on 07 January 2016 - 09:54 AM, said:
Do you not have ACHs? They're on sale right now. I still prefer the FS9 (and pine for the JR7), but the ACH is very good (and no longer silly hard to kill). Agreed, though, the JR7-IIC isn't outstanding and it falls well short of what it looks like on paper (just opposite of the WLF, which is way better than it should be, especially the 2).
I have one. I have that one basic'd in fact.. and I suppose I should pick up s'more since they're on sale.
#29
Posted 11 January 2016 - 10:22 AM
TercieI, on 07 January 2016 - 08:51 AM, said:
And that's the name of the game, isn't it? I'm rocking a hilariously slow (90-something kph iirc) SRM6X6 build that plays like a stock Commando on all of the steroids ever. No, it isn't great, but it is great fun to core an LRM Mad Dog out from the front while he tries desperately to reverse toward his team.
Those moments where you creep up behind a Locust pilot breaking the Locust's first rule and standing still, then unleash a 72 point scattergun into his unsuspecting buttocks...priceless.
#30
Posted 15 January 2016 - 11:42 PM
#31
Posted 16 January 2016 - 07:50 AM
G3TxWr3cK3r3D, on 15 January 2016 - 11:42 PM, said:
Do you have an Oxide? Due to quirks and missile spread, I think it's significantly superior to the IIC for the same style.
#32
Posted 16 January 2016 - 04:41 PM
Most of the mechs in the game that don't have quirks (or have negative ones) right now are Clan heavies Like the Timber Wolf and Hellbringer which happen to have right combination of speed, armour and firepower to do just fine without help. The fact that the IIC mechs are keeping up at all shows the potential they have. Personally I've found the Jenner IIC to do well for light without quirks, give it time and the devs will probably make adjustments to give it more punch.
Then we can ask for Clan Elemental Battle Armour to be playable to really test our skills
Edited by Bespoke Cheese Cake, 16 January 2016 - 04:42 PM.
#33
Posted 16 January 2016 - 06:07 PM
I had a friendly Cicada tank a Dire Wolf's fire for me last round and killed him dead in 4 (2 per ST) shots. KMDD awards fall like mana from the heavens, and I almost always get at least one on any map that has a corner I can gank someone unsuspecting from. I actually got 4 KMDDs that match due to an intense brawl at the enemy's base, and even ran almost completely (I had 10 SRMs left) out of missiles.
#34
Posted 19 January 2016 - 08:30 PM
Beefed armor except 4 points per arm on all of them.
Base model with SRM20 seems fine (4SMR4 + 2SMR2 for non-GH Alpha). Had to lower the engine to a 255XL.
Others I decided to try STD engines after a match where someone shot off both opposing IIC Jenners Side Torsos and it still lived. Use STD250 on 2, STD240 on another. The 315XL seems too fast for me, if I want to run at Ludicrous Speed, I have Locusts.
Got a NARCer with 4 ERML or SPL, 4ERSL + SRM6, 6ERSL builds.
So far I only seem to do well in the Base one, the others I just don't feel them. I also tried running them stock modifying armor and weapons but the XL engines were too fragile.
#35
Posted 14 February 2016 - 10:35 PM
#36
Posted 02 September 2016 - 11:33 AM
#37
Posted 21 February 2017 - 11:50 PM
you just cant get away with stuff that other mechs like locusts and cheetos can
spending time with them trying to improve, even if you do poorly, WILL make you a better pilot
they have the firepower & speed to compliment any improved piloting & tactics u develop thru trail & error/failures
#38
Posted 22 February 2017 - 11:16 AM
JENNER llC, on 21 February 2017 - 11:50 PM, said:
you just cant get away with stuff that other mechs like locusts and cheetos can
spending time with them trying to improve, even if you do poorly, WILL make you a better pilot
they have the firepower & speed to compliment any improved piloting & tactics u develop thru trail & error/failures
And? What about the Panther and Wolfhound, who were very balanced before(Panther was actually UP), and then got unfairly punished.
#39
Posted 06 March 2017 - 10:26 AM
From what I gather now Jenners seem to invite a very different play-style than that suited for scout Locusts or Commandos. Whether the latter two work well as solo scout mechs roaming the field freely, poking over the ridges and totally unafraid to be sighted for a second or two and can run through or just behind an entire enemy formation to drop UAV, Jenners can't really do it anymore. Without ECMs they are easily spotable, they can be sniped at from afar and a miscalculated CQB run into anything aware of your presence easily takes you from full health to dark orange open CT and promises further LRM pain. I am still getting used to running newly rescaled mechs but it feels like the early lone scouting is not a business for Jenners any more.
Further when your teams are engaged you should still be paying extra attention to minimize your face time with enemy mechs. With commando I would be mostly unafraid to literally run through a formation of 4-5 mechs spitting SRMs into anything in front of me and taking glancing hits before I am around the corner. Alas a max of 10, may be 12 SRMs do not allow for a high alpha per run, but then you just re-engage and rack up. With Jenner the same manoeuvre is likely to result in an open CT half way through the first run. So instead I am now trying to play more of an srm-drone for heavier mechs using them as a cover.
Altogether - a very different approach to what I was used to. I am learning it now and slowly getting the hang of it on maps with a lot of ridges and rocks - like Tourmaline Dessert, Grim Plexus, Caustic Valley, Canyon Network and Frozen City and Forest Colony. City maps are hard but then sadly I am just not very good at driving through the narrow city streets where everything lags and merges so much on my old computer.
What I do not understand at all is how to play Jenners on Alpine Peaks or HPG. On the Peaks engagements more often then not take place in the open and a lot more ppl try to snipe the hell out of each other and you. On the moon it should be much easier, but somehow it's not... all those pillars and walls serve as a very poor cover and the map is altogether too small and traversable, so any engagement you start is likely to attract more attention - LRMs and PPCs that one a light mech would want. Advise would be appreaciated...
Edited by Sandra McCrow, 06 March 2017 - 10:27 AM.
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