Jenner Iic Champion Build
#21
Posted 09 July 2016 - 05:12 PM
#22
Posted 09 July 2016 - 05:24 PM
JR7-IIC (4x SRM2, 2x SRM6)
Has same alpha except pumps out 16 damage every 2 seconds. The SRM2's in the quad pack seem to converge better. Combine with the 2x 6's for in your face alphas. Both groups also synchronise every 4 seconds.
Apart from mine, I like Gman's as it has no ghost heat and less chance of an overheat during critical moments. Especially for inexperienced players which the champion mechs can be aimed at.
#23
Posted 09 July 2016 - 06:54 PM
4x mpl
xl280
Decent range, decent speed, decent damage. All in all a fun skirmisher to play. Trade or flank well, encourages pilot to stick with the team or near it because it's easy pickings for any other light.
#24
Posted 09 July 2016 - 06:59 PM
6SRM4
2JJ
XL300
4.5 T AMMO
If you do not use the JJ , you can replace them with ammo
You can kill most mechs from behind in 3 seconds(include the CLAN 100 T mechs like DWF)
#25
Posted 09 July 2016 - 07:09 PM
DONE!
Engine is taken down to the 15 ton, XL-255
http://mwo.smurfy-ne...0b260b7d35e7692
Edited by LikeUntoGod, 10 July 2016 - 09:03 AM.
#26
Posted 10 July 2016 - 06:44 AM
http://mwo.smurfy-ne...9b58b6db9b668df
I've made this kind of build for the scouting mode and absolutely devastated enemy lights, including oxides. It has just enough speed to hunt them and also - to get away from almost every medium. No frustrating srm misses on the top speed. No ghost heat. No heat problems. Just lock on and fire. And you have enough jj's to play some kind of streak poptart. Alpha is ok, and loss of a ST costs you only 1/4 of firepower.
I understand, that 6srm- jenner will probably be the champion (i use it too), but i find this mech to be very challenging for a new player, whereas streak jenner is effective, fun and easy to use.
#27
Posted 10 July 2016 - 09:25 AM
WOW
I have the JR7-II(O) which is the JR7-II with a 30% C-Bill bonus. The difference is ..nothing. With ECM I could finally scout without being "seen" and without often being ambushed by lights that have ECM. My name for it is TARGET.
Some Narc quicks would be nice on the JR7-II-3. +25 Narc Range, +25 missile velocity and +20 Narc duration. The IS has a Narc Raven, the Clan has nothing like it.
Or change the 2 energy hardpoints on each arm to 3 ballistic ones for MGs on the JR7-IIC. Or change the 3 energy hardpoints on each arm on the JR7-IIC-A to 3 ballistic and 1 energy.
Someone explain to me, why I would buy the same Mech I already have just because it has a +30% in XP.
P.S. I was screwed when just starting MWO by buying the SCR-Prime (C) after already having the SCR-Prime. And then I found out it does not count as a 3rd variant I was pissed off.
Edited by LikeUntoGod, 10 July 2016 - 09:30 AM.
#28
Posted 11 July 2016 - 07:36 PM
1 x Clan XL engine 315
6 x Clan SRM 2
2 x Jump Jets class V
2 x Clan Double Heat Sinks (in the legs)
3.5 Tons of Ammo
and a little bit less armor.
I've tried this mech using 2 x CSRM 4 in the center torsos but it costed me my both my jump jets. Also the ammo consumption ended up so high that i'd be eating through it before the match ended in 60% of my matches.
The Heat Sink are in the legs to provide additional heat dissipation in water.
The armor shavings come in play to provide that last half ton of ammo, without that and in the current build, i'd still be eating all my ammo in 30% of my matches.
http://mwo.smurfy-ne...e4b62c4ec7aa8c6
#30
Posted 12 July 2016 - 07:36 AM
worth the sacrifice of 3 JJs and 5-6kph
makes use of the 2 weap mod slots and the 1 mech/weap slot really well too!
#31
Posted 12 July 2016 - 08:01 AM
Kamikaze Viking, on 09 July 2016 - 01:48 AM, said:
So here it is with an XL280, Endo & Ferro, 1DHS and 3JJ. (I run mine faster and hotter but this would be more forgiving for new players)
http://mwo.smurfy-ne...15d46fbd9d1afff
and I use 3 weapon groups;
1: 3 on the left
2: 3 on the right.
3: Arm mounted
GET OUT OF MY MIND.
#32
Posted 14 July 2016 - 08:13 AM
Simple and effective. Does what the IIC does best without gimping it on speed.
#33
Posted 14 July 2016 - 03:10 PM
That was supposed to be quoting the second suggested build, but it didn't look like the quote came through.
#34
Posted 16 July 2016 - 09:24 AM
http://mwo.smurfy-ne...77fc7cd9c3178f9
#35
Posted 19 July 2016 - 02:16 PM
http://mwo.smurfy-ne...f72d406629b96bc
Key Attributes
- Damage-dealing SRM boat
- Fast and elusive
- Packs a mighty punch - capable of destroying most armor in a single hit
Key Strategies
- Dart in, hit hard, dart out
- Keep moving
- Works best when heavies and assaults are distracting the enemy and drawing their fire
#36
Posted 21 July 2016 - 10:28 AM
#37
Posted 22 July 2016 - 07:38 AM
http://mwo.smurfy-ne...echlab#modified
#38
Posted 23 July 2016 - 07:05 PM
Edited by Mole, 23 July 2016 - 07:08 PM.
#40
Posted 26 July 2016 - 02:46 AM
2x SRM 4
4x Small Pulse Laser
2x Jump Jets
XL 300
Haven't seen this one posted yet. Fast, good alpha, manageable heat, and it offers new players a chance to try out both missiles and lasers on the Jenner IIC.
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