Thats odd. I rack up more damage/kills in them than my more normal Jenners. Possibly its the shoot and instantly into cover aspect of the mech as I'm not great at targetting individual locations on lights at full speed and getting full damage with lasers or its the fact that peoples instinct is to go "WTF!" and back off when a full volley of SRM's ploughs into them.
Jenner K is a beast now by the way, with JJs and those quirks it's one of the most lethal lights, at least one that is bugging me off more having against. I've also spectated some and they always did great, considering to buy 1 as I love wubs.
Something about Oxide is just bad luck for me I guess. Doesn't seem to matter what I'm up against, I just get bad beats in that thing. Got headshot by a Locust the other day, and had a CTF somehow one-shot my legs at about 800m (I think he was shooting at a teammate and missed, but got me instead). I used to think it was bad with SRMs, but I made an SRM Stormcrow and Summoner, and those perform amazingly well for me. It has no JJs, but I run a Raven 3L too, so I'm used to not having them. I keep giving it more tries, but it has been one of the bigger buyers remorse mechs in my garage since I got it
F = no quirks so 5 or 6 MLAS Oxide = 4x srm4 of course D = 4x mlas 2x srm4 as it gets srm4 quirks The Jenner K is really interesting as it gets -15% cooldown for MPL and -15% heat gen. so 4x MPL on a chassis like Jenner gets really deadly plus one could add the weapon modules, but range is not a problem as it can easily wear max engine plus a JJ (and still have 13 DHS), cooldown will boost DPS a lot I think becuase you can actually fire a lot (I was spectating a weapon moduled one and it was just infinite wub...on desert).
Any 4x MPL Ice Ferret cries to be hit in the legs, as you know it only holds like 33 armor there, and once a leg is gone, it's over. Much better something like this imo : DHS are in the arm because it looks way too easy to destroy them, they might critpad something on the stronger arm. Full armor is better then a single ML->MPL imo.
I just find it very sub standard in game relative to the quad ERML/SRM6 which packs a heavy punch at sub 300m (with range module), longer range on the quad erml and with a lot better capacity to keep firing. With 4 MPL I can't even keep firing long enough to take out a decent light before it can get back to its heavier companions. Thats with doubled skills. It is however decent at pure hit and run on close in maps. One good fight last night on HPG where I could hit and run rears and instantly disengage, rest were terrible. I've mentioned a few times in comments that the arms and central torso are incredibly vulnerable in a brawl and at that range of engagement you will lose the arms to any sort of hit. Tanking with left and right torsoes is not easy. I post far higher damage/kills in any of my other Ice Ferret setups probably because I survivea lot longer and actually have reconfigured the quad MPL to 3MPL/Tag/TC1 and DHS. Didn't want to just junk the setup as I want different modules for each until they're mastered
As a general concept I find clan mechs tank much worse then IS mechs for the same tonnage, jenner and that ridicolous unquirked CT hitbox excluded. Might just be me, but I feel I can tank better in a stalker, let's not even consider the atlas, then a DWF, better in a SHD then a SCR and ofc let alone centurion vs nova lol. I feel like mechs that needed big CT hitboxes got ST hitboxes in clans and vice-versa. That's an aspect it's overlooked, but that actually matters for me in clan vs IS balance.
and still I got the impression that clan mechs seem to have ridiculous amounts of internal hp and they don't evaporate when their ST blow up
DWF > atlas, period. You can tank more thanks to the sheer firepower suppressing the enemy. Nobody fears atlases anymore since the clans dropped, you can disarm them fairly easily and they dont deal as much damage. SCR is much more agile than the usual SHD build even without JJ, packing more firepower and being able to lose an ST. And lets be honest, you rarely ever encounter any good cent pilot. Still i think clan/is balance is fairly good as it is right now.
you are telling us that clan is better than IS, and in the next sentence you emphasize that further re-balancing is not needed because you are happy with the situation PS The only way to see if IS / clan balance is OK would be another clan vs IS trial run If the outcome is 50%, then it's balanced
I find AS7 to be a better charge leader with its bigger engine. The AS7-S is especially brutal in brawl range, and has nothing to shy compared to a DWF's alpha , while being faster and more agile, can tank even when both sides are gone (not a detail with so big ST hitboxes for DWF, his speed, and a 100T armor) and fits an AMS well too.
S is an exception, yeah. DDC is obviously good thanks to ECM. I still think its much harder to use than a fairly straightforward UAC DWF, or a gauss/ppc, gauss/lpl combo.
I would argue otherwise, depending on the skill of the AS7 player. I've grouped with Jay Z a few times when he's been streaming, and he tends to take an Atlas in as a tank...and rip apart the other team. Not with his damage, but with ours. He simply walks in, fires a few shots at each mech to get their attention, and we fall in a half step behind him to finish the job as he simply walks past them. The big thing about AS7 tanking is that the CT is easier to shield from damage with twisting, while the DWF tends to absorb everything on its torso spots. He never leads in damage in his Atlai, but our win ratio when he pilots those versus his DWF is about 80% vs 40-50% or so. So I'd say an Atlas tanks damn well, it just needs a group to tank with
I agree - the Atlas can Tank better because 1. ECM capable (incoming fire reduction) 2. Faster 3. Better Torso Hitbox 4. Can go Zombie with 2 E-HPs While the Whale is the better Destroyer at ranged Battles. Hellooo Dual Gauss/Multi Dakka Builds!
I'd agree with those but the zombie mode is overrated on these as unless you can fire through your ammo you can die easily to ammo explosions. The beagle changes have also mostly killed ecm unless you run with multiple ecm carriers. That said I don't really rate the DWF that much now we have the AC5 DRG......
Well, if you throw a CASE on your STs, then there you go I've gotten so attuned to thinking of an Atlas more as a distraction for someone's teammates to tear you up, I tend to make them my second targets now (unless I'm firing a NARC). People who know how to use them as their distractions are just too dangerous. To really get the best impression of this, picture this: Situation one, a lone Atlas crests a hill with no team support. Big, slow, and dangerous looking, everyone focuses their fire on it, and it dies. Oops. Situation two, the Atlas crests the hill, but a half second later, 4-8 teammates crest it as well on his flanks. Enemies fire toward the Atlas, but now they are all taking fire from 4-8 targets that they didn't bother to aim at. Scurry mode engages, and the more cowardly ones pull back behind cover...leaving a few of their teammates to not notice, and get focused by the massive push of death. The people who trail alongside an Atlas who know how to make Situation Two happen 9 times out of 10 are dangerous. That Atlas could have nothing more than a single Flamer attached, but in the hands of that team, it is quite possibly the most dangerous mech on the field. You just would never know it by looking at its damage later.
The Atlas is the definition of a tank in this game, specially since they beefed it with quirks to make it even more durable. Period. At 300 metres or below, a Atlas brawler will win over a Dire IMHO. At over 300 metres, I believe the Dire would win as it usually is effective at range (not having that much space for SRM's) and not fast/agile enough at sub 300 range. I would never call a Dire a tank, a mobile turret? Yes.