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Jenner JR7-K


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#1 Red Dox

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Posted 03 November 2012 - 03:44 PM

It has been about nearly two weeks now, and I am curious if someone has come up with an answer to the question I asked last time in closed beta.

First what is wrong with the K
-with only one missile slot he sucks with streak outload. Firing srm6 is not much better, especialy with all the streak commando/jenner lights out there hunting other lights. LRM10 and standing with the other missile support is possible but it feels like a waste of tonnage.
-4 energy weapon is basicly worse then the Jenner F. With the not proper functional DHS a 4 medium pulselaser is not a good choice because massive heatproblems. 4 medlaser also have some heat problems and will not really help in the inevitable fight with other lights. Taking 4 small laser is even worse since the dmg is to low.

At the moment I have Ferro+Endo, Xl300, one jumpjet, 3 medium laser, TAG, ssrm2 withe 1t amo, max armour and some heatsinks. But that build is utterly crap measured to the other two variants. I can´t win duels with lights that hunt me with streaks and getting the TAG to work properly so my wingman in his (F)Atlas can faceroll his keyboard is depending on how much lights harass me with streaks while my pug team can´t hit anything that moves 40kph or more.
Which brings us to the mentioned question: Anybody out there, that find a *usable* build with this mech? A build of some sort that makes grinding the Master unlock not a total buzzkill?
Oh and don´t point me to mechspecs.com. I ask here and will not register there.

-----Red Dox

#2 Fedifensor

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Posted 03 November 2012 - 07:31 PM

I turned this variant into a scout/sniper hybrid, with an ER PPC for long range firepower and two Small Pulse Lasers for close range skirmishes. A bit slower (255 XL), but it works pretty well. Just don't get into an extended brawl with an SSRM mech - you'll lose.

#3 VictimEN

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Posted 04 November 2012 - 09:52 AM

I don't have the K anymore since I sold it to start working on basic skills for the other jenners. However, I seem to recall it having 2 or 3 module slots stock. The F type only has one. That suggests that A) the point of the K design is to give up some direct combat ability (5 weapon hardpoints versus 6 on the other Jenners) for more special utility, and :) the current pilot trees that are 1 deep and really expensive do not play to its strengths.

Personally, I found the x4 small+streak to be a reasonable compromise - lasers are good at harassing bigger mechs, and having any amount of streak is better than none against other lights - but I'm not in a position to afford XL engine or double heatsinks yet. A set up that looked great coming from trial mechs probably looks rather weak next to other maxed out mechs.

#4 Dingo Sparks

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Posted 04 November 2012 - 01:18 PM

What exactly is the advantage to the XL engine? Is it just a speed increase or what?

#5 Lefty Lucy

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Posted 04 November 2012 - 01:54 PM

View PostDingo Sparks, on 04 November 2012 - 01:18 PM, said:

What exactly is the advantage to the XL engine? Is it just a speed increase or what?


XL engines weigh much less than SFE for the same engine rating. So you can use an XL engine to increase the speed of your mech for the same mass devoted to engine, or you can use it to free up tonnage for equipment for the same speed. It comes with the downside that your mech is destroyed upon loss of your side torso.

#6 Red Dox

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Posted 04 November 2012 - 02:22 PM

Jenner D has two, F has one and K works with 3 module slots. Ok, that could be a hint that something useful is possible. In a future far far away. At the moment we have not enough modules and the things we have are....not that useful.

Regarding the sniper PPC build, have to try it but in my experience is a Jenner that stays behind for long range shots not fit for the dutys that come with a light mech (i.e. scout advance, hunting lights, defending base against lights) :-(

-----Red Dox

#7 PapaKilo

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Posted 04 November 2012 - 05:59 PM

My favorite build for a Jenner:

300XL
1 jump jet
14 double heat sinks
224 armor
endo steel
4 small laser
1 srm-4

Firepower: 22
Heat Efficiency: 1.79

Scout for the enemy, until you know where the main enemy body is. Usually only takes two or three minutes of a match. Then, switch to hunter/killer and harassment mode for the rest of the match.

I prefer regular SRMs to Streaks because you can actually aim them to hit a certain part of the target 'Mech. Plus, I regularly keep one target locked for LRMs and fire at a non-locked target to get my own kills. Can't do that with Streaks.

I can definitely tell you that the build you run with is not "utter crap" compared to the other variants. Neither is my build. Mine has the advantage of being able to fire constantly for extended periods of time before overheating, even on Caustic.

Edited by PapaKilo, 04 November 2012 - 05:59 PM.


#8 Red Dox

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Posted 05 November 2012 - 03:42 AM

4 small laser and a single srm doesn´t do enough dmg imo if you get chewed on by streaks on every mech that can pack missiles nowadays. "Oh a hunchback ---> two streaks", "Oh a Cent ---> two to three streaks", "Hey, a gingerbread man. Easy fodder --->three streaks", "Oh lrm Micky Mouse, time for some harassment to soften the LRM rain ---> OMG its a sneaky streak cat with 2x lrm15 and 4x ssrm2! Run for your life".

With the netcode at the moment (and the missing collision system) I cant hit even with lasers as good as I did two months ago. Which makes my favourite Jenner F a bit lost while "no brain" streaking is the unavoidable counter in light fights. That limits the use of srm in some way too (prefered the D with two srm4 over two streaks), because of speed, pathing & the spread factor I may do more dmg *if* I hit but in the meantime I get cored with streaks if confronted with lights (or some mediums). The srm perfom much better in hitting the bigger mechs that are slowmoving or stand around for LRM barrage. But if you get to one of them you have to fight your way through lights or you have to fight the streak lights as they come to protect their big brothers. Either way its unavoidable that you end up with the short stick in the fight.
Getting the collision system back would help the srm to become a more valid choice. Chasing a light into another mech and plaster him with srm was always a good strategy :lol:

I see the point you have with locking a target and hunting another with srm, but to work this combination the different factors have to pile up.
-I need LRM support so the target lock is not "wasted"
-I need targets that stand near each other, so I can lock one and harass another
-I need possible team support that gets the pesky streakers off my back while I do what you suggest
Two of these are made for premade style because in a random pug game, that happens only on very rare occasions. Points granted, but limited for the happy few were the teammates can also do over 80 dmg in a single match.

Regarding the DHS & not overheating, yeah that would be neat. But as as long as most heatsinks are in the engine and don´t work like they should, that "better" heat efficiency can´t be trusted. Hopefully the fix tomorrow will get this out of the way. Maybe medium pulse could be a valid option for the Jenner K then. So far I see your points but the other two Jenners can do at least the same or even better. I still feel like the K is just crap in comparison.

-----Red Dox

#9 Mason Grimm

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Posted 05 November 2012 - 05:07 AM

Here is what I was using; and I hated it. The K is the worst variant fo the Jenner for sure but it's a necessary evil to grind your way through.

http://www.mechspecs...ed-****-Ver-2-0

4x Medium Lasers
1x SSRM2
16x Double Heat Sinks.

It's been a couple of weeks since I've had to use this but I will log in to game later and check to ensure that this is still a build that is viable when I get home.

There are other Jenner K builds on that site you can browse through to find something that works for you.





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