The Oxide v JIIc comes down to Alpha+Speed+JJs vs. DPS+Structure quirks. An argument could be made regarding the cXL engine on the IIc, but the Jenners' hitbox problems are usually more a function of the big, jutting CT more than the side torsos.
With respect to speed, the difference between the meta-builds is only 7kph in the IIc's favor, but, when they're going that fast, it'll hardly matter to most other people; the Jenners are hauling. The JJs and Structure can both help the mechs survive; some people will prefer the JJs for additional flexibility (and JJ spam), others will prefer structure because it's a passive defense and they don't have to actively focus on it.
Lastly, the meta-builds in both of those mechs use 4xSRM4s in both mechs, plus 2xSRM2s on the IIc. You can also run 5xSRM4 on the IIc if you like, for lower DPS but better heat efficiency. Either way you do it, the difference in alphas isn't as big as you might think (34.4 Oxide v. 40 JIIc). Additionally, thanks to the 15% missile cooldown quirk on the Oxide, burst DPS is pretty much dead even - 17.7 for JIIc with 4xSRM4+2xSRM2, 16.9 for Oxide, and 16.1 for JIIc with 5xSRM4. They all score just over 6 sustained DPS (6.7 Oxide v. 6.1 IIc).
Yes, you can put a 72-point alpha on the IIc, but the spread on the 6's is problematic, the heat is very real (mind the GH too), and you'll have to give up ammo, JJs or engine in order to make it work. I tried it, it's fun, but prolly not something to bring if you're facing serious opposition.
The real difference comes down to the amount of damage that they can put down before running into their heat caps and go from dealing burst to dealing sustained DPS, and this is where the Oxide wins by a country mile. With cooldown mods, the 4xSRM4+2xSRM2 IIc runs into heatcap first (7.6 seconds) dealing 168 points of the damage, the 5xSRM4 IIc is second (10 seconds) dealing 200 points of damage, and the Oxide reaches it last (14.4 seconds) dealing 275 points of damage in the process. Simply put, there's not much to pick between them in terms of DPS, but the Oxide can sustain its peak output for considerably longer.
Ultimately, they're both disgustingly powerful mechs and they're close enough to be competitive with each other, with pilot skills and tactical situation often deciding the winner. But it's also worth remembering that they're both light mechs and that most people can't drive lights to save their lives, so individual results may vary
Edited by habu86, 07 June 2016 - 07:06 AM.