Complaints About The Jenner?
#21
Posted 02 February 2016 - 01:50 AM
#22
Posted 02 February 2016 - 01:59 AM
#23
Posted 02 February 2016 - 02:29 AM
Not sure if I'm even a mediocre pilot when it comes to other Mechs, but I'll do ok in my Jenner.
=> Most of the time you see someone in a non-trial light it's safe to assume that they know what they're doing.
Someone knowing how to handle a certain Mech can give the impression of an OP Mech - it's not the Mech, it's the Jockey.
People should stop pointing out on reasons why they got killed and should start to ask what they did do to get themselves killed.
#24
Posted 02 February 2016 - 03:36 AM
#25
Posted 02 February 2016 - 04:24 AM
#27
Posted 02 February 2016 - 06:08 AM
Wolfways, on 01 February 2016 - 03:25 PM, said:
I personally don't see the Jenner as any more OP than other lights (not including the slow clan lights).
Editted for truth.
#28
Posted 02 February 2016 - 06:12 AM
#30
Posted 02 February 2016 - 06:44 AM
Then after the tears dried and they realized just how easy the Jenner IICs are to kill when you're paying attention and aiming somewhat, that's just about stopped altogether. There are still a few holdouts though I'm sure.
IS Jenners though, I don't really see those and OP used in the same sentence. A few here have mentioned Oxide but I don't encounter enough of them to make a judgement really.
#32
Posted 02 February 2016 - 07:17 AM
Tarogato, on 02 February 2016 - 03:36 AM, said:
If you reduce the structure quirks by 50% it would become trash itself. Currently it takes 3 hits to kill it instead of 2. Reduce the strcuture buffs and it would be in the same state as teh other Jenners. I still think the other Jenners need to have their structure buffed a bit. At least this would make them competitive.
I still think skill equal a FS can take out a Oxide. Dem SPL's are deadly to Jenners.
#33
Posted 02 February 2016 - 07:41 AM
Darian DelFord, on 02 February 2016 - 07:17 AM, said:
Nope, the only thing that comes close to being able to defend itself against an Oxide is the Cheetah, and it has to play things just right to pull it off. To put this in perspective, the FS9-A doesn't have the range to abuse, forcing it into a short enough range that even Splatfoxes can wreck it in a brawl.
Edited by Quicksilver Kalasa, 02 February 2016 - 07:44 AM.
#34
Posted 02 February 2016 - 09:39 AM
Darian DelFord, on 01 February 2016 - 09:51 PM, said:
LOL oh I was not jabbing at you, I was jabbing at all the assault pilots who call Jenners OP. Its usually the LRM'ing assaults that complain the loudest I have noticed.
Ah alright. It does seem like people that use LRMs and people that can't aim very well yell the loudest. But hell, a Locust could tear them apart just as easily.
#35
Posted 02 February 2016 - 09:59 AM
Quicksilver Kalasa, on 02 February 2016 - 07:41 AM, said:
I still think it would be close. The thing with the SRM's is you have to lead your target past 150 meters. With the Hit Boxes of the FS I still think it would have the edge.
To be truly effective the Oxide needs to be under 200 meters for the "more" precise shots. When you have two mechs going 140 + KPH.while twisting its hard to land the SRM's completely, However the SPL"s are much easier to aim. I still think its 50/50 between the to, but my personal opinion is the FS has the edge. Due to hit boxes and RoF of his SPL's. 1 Alpha and he takes off the armor of a torso.
Edited by Darian DelFord, 02 February 2016 - 10:00 AM.
#36
Posted 02 February 2016 - 10:07 AM
Darian DelFord, on 02 February 2016 - 09:59 AM, said:
We did science by actually playing matches, FS9-As are pretty sad just going up against splatfoxes. Being under 200 meters is easy when the opponent has weapons with ~130m optimal range and SRMs are nasty against light legs.
Edited by Quicksilver Kalasa, 02 February 2016 - 10:07 AM.
#37
Posted 02 February 2016 - 10:11 AM
#38
Posted 02 February 2016 - 03:48 PM
Lugh, on 02 February 2016 - 06:08 AM, said:
Actually difficulty in killing lights has less to do with bad aim and more to do with build. It's easier to kill a light fast if you're using a high damage pinpoint build (meta) than it is with a build that has a variety of weapons (the majority of players, at least in T3-T5) where you have to hit the light repeatedly to chip away at their armour.
I'm sure there are players who have difficulty hitting lights, especially since pgi let them almost double their intended speed, but I know I have trouble because I refuse to use meta (tried it and found it was stupidly easy) and because lights can speed tank in MWO. I've put multiple cUAC20 shots into lights and it barely registered.
Edited by Wolfways, 02 February 2016 - 03:52 PM.
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