Some updates to this. This mech is best played with a group of lights. Try to sneak past frontal attacks and find the weak or separeted ones. Attack from behind for assaults kills under 5 sec. Stay on the move. As this is a Jenner chassis it has the weaknesses of the IS Jenners. Paper armor and weak structure. With this playstyle I normally have around 400-500 damage output and often get the most damaged dealt message. Have fun Andamar P.S. Thanks to SkiDog for the hint. I thought i tried everything when i posted this but seem to forgotten the mystical "s" in the http.
Post it like this "https://mwo.smurfy-net.de/mechlab#i=362&l=5cb3afef4614ad483328960c368fb3b1175d6261" just add the s to http and you get this
While the alpha is nasty, isn't 4.5 tons a bit low for 6 launchers (just short of 19 full volleys) w/o any secondary whatsoever? This can certainly work if you manage to make em all count but one missed alpha is almost a 1/4 ton of ammo. Is it not worthwhile to drop 8pts of alpha for another 8 volleys (+1 ton ammo & -4 missiles/alpha) or even 16 pts for double the volleys (+2 tons & -8 missiles/alpha)? Your non-collision/strike max damage: 6 SRM 4s x 450 = 900 5 SRM 4s x 550 = 1100 4 SRM 4s x 650 = 1300 If you think you can get away w/ 1 JJ, you can get another 1/2 ton of ammo (100 more pts of dmg). I've only personally run 3 matches using 4xSRM 4s and managed to burn through all my ammo each time. Are you having any heat issues w/ 6, many OOA but relatively healthy instances, or significant spread w/ 24 missile flying at once?
Playing something like this is all about the alpha striking capabilities. I'd therefore try to max on that and on the ammo available. One single JJ is already a thousand times better than what the Oxide gets, and also more than enough to do what has to be done with a mech like this. There are several possibilities to do so. Here are two examples, but there are several variants possible between those two. I won't go lower than a cXL 280, and some might like an additional JJ on this. You could also mix in a single SRM6 in the CT while going with a cXL 295 and so on.
Speaking personally: I prefer the second jump jet and armor, and am willing to sack just a little bit of speed and alpha to get that. I know the arms are small hitboxes, but losing them really hurts when it happens. I may change my mind with experience once elited, and rotate the 6s into the torso, but this is how I intend to level this variant.
Totally with you on armor and jump jets. Moreover, you have enough ammo that I can take some of those riskier shots and waste some missiles without too much fear of running dry. I'm thinking of picking up the Hunchie and Jenner IIC pack just out of nostalgia. How durable are they fairing? I've heard complaints of the Jenners being a but squishy. What's your feeling?
No slower than cXL280, at least one JJ, nearly full armor. The rest you can choose according to your style. I would say 500 or so missiles may be needed if you think you can survive. Generally this seem to be a medium damage high kill ratio ride. If you backstab bombing run with this usually 3 alpha or less is going to kill anything. Chain fire only on assist tagging and some annoyance (read screen block) when striding into position, your alpha is your main weapon. Love to blow up a nearly full armor brat with this in a few passes.
Oh wow, this thing is downright derpy. No mastries, no modules, and the only reason I wasn't able to clean house was I got greedy and forgot to hit override. Took out a Cent from the front, then raked some foes, then was one salvo from completely soloing a Battlemaster's CT from the FRONT. If that shutdown hadn't left me a sitting duck, it would have been easy carrying the team even harder (they won the match handily anyway). I forsee much C-Bills in my future with this build.
5/5, No even elited and already got multiple kills in several games. Especially Powerful when ran in a full Jenner IIC Pack. I went for 500 Ammo and 1x JJ: