Quicksilver Kalasa, on 10 February 2016 - 07:33 AM, said:
SJR has actually been doing this test, the result:
Only the ACH stands a chance, and it has to play things just right to pull it off.
The Jenner IIC is also much squishier despite that and it's firepower isn't really as impressive since it also means increased heat. Oxide > JR7-IIC
I wouldn't mind other lights just being better in general, right now between the ACH and Oxide, you don't really need any other light (though FS9-S is still solid).
I do not know why folks keep thinking the ACH is the only mech that can take on the Oxide when the ACH and
FS9-A can easily do it. A decent FS A pilot can destroy an Oxide. The effective range of an Oxide against a light mech is 150 meters. Anything further than that and the enemy light can avoid most if not all the volley
The whole "Gonna Play out of his Range" card does not work on a faster mech that only needs 2 shots to kill you, especially when they have JJ's and speed
I would love to know how ya'll "tested" this
Quicksilver Kalasa, on 10 February 2016 - 07:45 AM, said:
For the most part it is, it allows the Oxide to survive just well enough that it can often push across short stints of open ground fairly safe and then wreck mechs with its brutal firepower, 4 SRM4 on a light is nothing to scoff at especially if it can close the gap without much trouble.
It has always been on the bubble of becoming good, the great structure quirks just shoved it into a fantastic place.
I do not go on open terrain. A light should never be in the open. All the quirks did was allow the Oxide to be able to take a hit nothing else. Now instead of being consistently 1 shot. its now 2 shot for anyone who knows how to aim. The structure buffs are the ONLY thing that is allowing the mech to actually being competitive now. Remove them and it will be joining the Huginn.
TercieI, on 10 February 2016 - 07:48 AM, said:
I want every mech to be workable. Quirks are a good way to achieve that, actually. The Jenner needs structure to compete at all.
Anyway, last post until after Easter...
This guy gets it.
FupDup, on 10 February 2016 - 07:48 AM, said:
I'm not sure if you got the point that I was trying to make...
I was trying to say that lights in general are poopy and that the Oxide is one of the few that poses a legit threat to mechs above its own weight (some have a hard time against others of even their own weight...).
Fup gets it as well.
Wattila, on 10 February 2016 - 09:20 AM, said:
Have to agree with folks suggesting buffing other lights to Oxide/ACH levels. I only dabble in light mechs, but the reality at T1 seems to be that all you can do is harass most of the time, unless you're a pro light pilot. Dangerous to circle people who know how to reverse turn, you'll either die or walk away heavily damaged, only do that as a desperation move.
This is it exactly
Quicksilver Kalasa, on 10 February 2016 - 12:47 PM, said:
I wouldn't go that far, because one of the major flaws of the IIC is its durability and hitboxes (I feel like they are worse than the IS Jenner).
Something we can agree on
As someone who does nothing but play Jenners and mainly my oxide since the December 1st patch, it has nothing to do with it being OP. It has EVERYTHING to do with it being able to take a hit as a 35 ton mech and keep on ticking. The Oxide is now a threat to other mechs. The D F and K need the structure buffs that the Oxide got. They can easily still be taken out especially since the last hit box "fix" for the Jenners. The Jenners have been demonized since the firestarters came out.
The problem with Oxides is simple. If you have a player, ME, who plays to the strength's of the mech and minimizes the weakness's they are deadly. The other problem is the higher you go up in tier the less and less GREAT light pilots you see playing lights. So when you get a GREAT light pilot playing a light they will turn the tide of the match.
Me for example, you will not see me at all for the first 3 to 5 minutes of the match. If I take damage early I diminish my teams chance of winning. I bide my time till the fighting really starts and then go to work. A GREAT light pilot is felt not seen.
Those of you in Tier 1 and 2 who have faced me know exactly what a PITA I can be in my Jenners.
The Oxide is taken out the same way as any other Jenner. Aim for the CT, you will either core out his Side torso, or severely damage his CT. Remember also that the OXIDE MUST FACE you to shoot. So when you see that torso turning towards you, either twist or unload on him. Guess what dead Oxide
Live, Learn Adapt!
Edited by Darian DelFord, 10 February 2016 - 03:16 PM.