Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
IF you want to use your bought mechs, take only contracts from you mechs type (IS or Clans)
Assault: you need to configure a group (drop deck) of 4 mechs. If you don't have 4 mechs at least, you can use the Trial ones. They will be used on the match, one after another. 3 lances vs 3 lances. (12v12)
Scout: one mech in the group, max.50ton. (light, medium) 1 lance vs 1 lance. (4v4)
If you're trying to make the best of it here's a good build for longer range:
http://mwo.smurfy-net.de/mechlab#i=4&l=f85c27199a0d5aed7f742f22bf4db27486dbfb6e
And here's one for short range:
http://mwo.smurfy-net.de/mechlab#i=4&l=6c1fb6911516e1cb9bac72c471ba4a3dbd3e7b4e
I'd recommend the Wolfhound if you want a well armored light mech, it runs basically the same builds as the Jenner but with better hitboxes and mostly torso mounted weapons and armor quirks, its just better. If you want one for sneeking the Arctic Cheetah has ECM options and is pretty good at attacking, though it does have less armor.
I wouldn't worry too much now though, in the lower tiers using a light mech is much easier than in the high tiers due to less accurate enemies who can't track fast mechs, so you'll still be able to perform decently in the Jenner, though as you move up the tiers you may wish to upgrade.
As I said, you'll probably be able to do ok in the Jenner, really just about any mech is possible to do "ok" in, but some really just aren't good at all and for the effort put into them you could have been just doing better in a different mech. Think of it more like leg weights, if you can do good in this mech then you'll do even better in a better mech.
Don't put so much stock into the Meta, or you'll just be running MG builds right now and bore the living crap out of you.
Learn which weapons you enjoy and what you want to play. Its a video game and even if you are not Joe Tryhard with a min maxed mech, as long as you perform well, and the Jenner can perform really well if used properly, you will not only pull your weight but also be quite successful at it.
The Raven is still one of my favorites, Raven 3L with 3 mediums and 2 SRm4 is still one of my favorite mechs... and i really love my Spiders (i have two of them), even though i wish they would resize it to be the size of a Myst Lynx. I miss being able to go under some of the spots i used to go under.
I would stay away from Clan Light Mechs for now.
And if you are feeling adventurous... get yourself a Locust with maximum XL engine. Spider and Locust are the only two mechs i can think of right now that will make you feel like you can fly, because of how fast they go.
I do have a Wolfshound which i run with 4 ER Mediums and 1 Large Laser... but you are not going fast in that one... it is a Medium mech in all but name.
XL300, max leg armor, and either 4-6 ER Medium lasers or 6 ER Small lasers. Endosteel upgrade and Double Heatsinks. Everything you have left over goes into double heatsinks.
Its not a bad mech. It runs 136kph without Skills... which isn't bad. You can't be as aggressive in it, because its a little large, for a mech, but then again.. you are in Tier 5... so that means the Matchmaker will try to stick you in with Tier 5s and 4s at most. So you actually should do well in it.
For skills you want heat management, mobility (faster turn) and Radar Deprivation of at least 60%. If you use jump jets a lot while attacking consider skills that reduce the heat build up of jump jets, quicker lift off is also a good skill to have on a light mech that relies on jump jets.
Tier 5 is pretty much the area where you'll have the most fun as light, mostly because people don't know where to shoot just yet. That will change in Tier 3 and up.
You get something like that in the Scout Faction Warfare thing, which is limited to mechs of 50t and less.
So no jump jets? And I just keep armour as standered? I lowered my back armour on my left and right torso to back armour 8 so I can max out my legs is that good or should I canibalise fo my central torso? And for heat disapation I just take most of operations correct? And my seinsityvity is on 1, and my dpi is 800 is that too low?
The link to smurfy I gave earlier is a link to the online mechlab, I posted up a build for the Jenner. Some basic rules are to *never* run less than max center torso armor, and with an XL also max out the side torso armor. With a light mech 8 rear armor is generally way too much, since you don't have much armor to work with in the first place. Still, this does depend on your experience level and how good you are at not getting shot in the back. A general rule is to reduce rear armor by one point for each match you don't get shot in the back.
My sensitivity is on 0.1 ingame and my system mouse sensitivity is extra low and I'm using a gaming mouse that came with my graphics card. I recommend a pretty slow mouse sensitivity for aiming, but leave it fast enough that you can twist your torso 90 degrees in one swing.
I would say that is a quite good sign. It shows you are a team player and perform well. It will slow down soon, as you get a boost to your player score at the beginning to get you out of Tier 5 hell.
Yes. They are all the rage these days for a number of reasons. They got a buff to make them crit more when fired on a part that has been unarmored.. and then they recently released a new variant of the Myst Lynx, which can fit 8 MGs and 3 or 4 small lasers. Its quite overpowered in my opinion. The lasers give it a 20pt Alpha, which is more than enough to strip leg armor on other lights as well as back armor. And the MGs then will provide about 8pts per second with improved crit.
It pretty much killed the light duels in Quickplay. You just can't risk running into a lynx. If you are not running 6+ MGs and some lasers you won't stand a chance, because without the MGs your DPS is just not there.
Then again.. people disagree with me on that on the official forums. Still i stopped trying to go harassing, because of it. Having to run an XL reactor on my IS machines and the Lynx pilot targeting my side torso, makes quick work of me. And if not that, they chainsaw my leg off. So instead of harassing, i am not protecting my lines from them.
Probably nothing you need to concern yourself with right now. And maybe i just suck, so take it with a cup of salt.
Jump jets are very good to have in a light. If you are not a fire support light, that hides behind your teammates, then mobility is life and jump jets provide mobility.
On a light, definitely max out the legs. If you lose a leg you are dead. The rest in terms of distribution i would suggest you decide based on how common you get hit somewhere. If you notice your back armor barely gets scratched, due to your play style, you can put more up front.. if you frequently loose sidearmor but never arms, you can reallocate some armor from the arms.
I am not a believer in "standard" armor distribution. But the general suggest is always 6-8 for back armor. I don't like these types of recommendation, because newbies don't learn WHY they allocate these points the way they do.
So i suggest to you, you look at the armor rating, the structure rating below.. and decide for yourself.
Armor entirely soaks damage. When armor is gone, it goes into the structure and damages equipment inside that section. When structure is gone you lose that section entirely. What helped me in the beginning is this: Armor is skin, inner structure is bones. Skin protects your organs (weapons and equipment) and bones hold the whole thing up.
You will have to make the decision on how much damage you want to be able to take where. Which sides you can afford to lose, which sides you can afford to get damaged... and which sides you absolutely have to protect. And these decisions are all based entirely on your play style.
For example.. i can skimp a little on right torso side, because i have a habit to twist my left side forward. This means, on average i am loosing my left side much sooner than my right. Its a bad habit to develop... try not to do that :)
You can also drop another piece of equipment and use the thus free tonnage to maximize your armor values.
Also a good place to canibalize armor is the head. In most cases you can go down to 12. in a light... but keep in mind, there are people that will snipe with their Gaus rifles. Personally i like to keep at least 31 points in the head (structure and armor combined) to avoid getting one shotted by a sniper with Gauss rifles. But in my experience damage to the head portion is rare.
Nah. You only have 91 skill points. Heat dissipation gives up to 10% quicker dissipation, meaning the heatbar falls quicker. Heat Containment gives you more heat bar, up to 15%.
In the weapons tress you will have "heat generation" which reduces the heat your weapons produce.
Here is a planner:
https://kitlaan.gitlab.io/mwoskill/
But you can also plan in the game, and see the effects on your mech, by changing from skill tree to loadout and back. It will show you, in the tool tips how exactly the changes effect your mech, even in an unsaved skill tree.
But if i was to run a Jenner these days... i would build it like this:
JR7-F[mwo.smurfy-net.de]
But more likely like this:
JR7-F[mwo.smurfy-net.de]
Less damage, but runs a lot cooler.. meaning you can strike more often before having to worry about heat.
Or this:
JR7-F[mwo.smurfy-net.de]
Using XL instead of Light Reactor trading survivability for a cooler, faster mech.
And i'd be using this skill tree:
https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.59b56edd45052906015a214e#s=Weapons
Reason for the skill tree:
Weapons (3rd tree i'd work on): I want all the Laser Duration, because it helps delivering the laser damage quicker.. and then i went for Range and Heat Gen.
Mobility/Agility (i'd start here): I want the Anchor Turns. Many people will go for the Speed Tweaks in the bottom, but that is only 7,5% more speed. That turns out to be 10kph. It makes a difference, but i personally wouldn't go for it, because i wouldn't play the Jenner as Harasser (even disregarding my statements about the current meta), because it does a good job at it, but i think its a better flanker than a harasser. Keeping other lights away from the big boys and supporting pushes by keeping the enemy off balance, and exploiting their positioning with your speed.
Jump Jets (last tree i'd do, and see if i even use jets that often): I went for lift speed, because it helps you stay mobile on the field and quickly cross a ridge when you run away from something, like that scary heavy you just angered. I have it my Spiders and it makes a huge difference compared to mechs i do not have it on, because you are raising a lot quicker.
Operations i went for Coolrun, while grabbing Improved Gyros. Might be a habit of mine, but these days there are so many ballistics on the field and all the screen shake.
Sensors i went for Radar Deprivation (this is the 2nd tree i'd fill). You do not have ECM, so you want people to loose the lock on quickly when they loose sight of you. It helps not getting LRM rained to death, it also helps you sneak up on people, because even if they target you, you can loose them by ducking into cover and keeping your head down. Makes it generally harder to track you. And i am sure other people might disagree with me on this.. but i go for all the Radar Deprivation on all the mechs that have no ECM, just to be able to loose a radar lock quicker. Even if you move into cover, you really don't want to have to need to stay in that one spot for a small eternity as they keep raining LRM in your general direction.
Anyway.. that is how i would do it, based on my personal preferances. Now mind you, these are not min maxed.. and probably not the most optimal.. its what i found out works best for me (common theme here.. : Find out what works for you)
If you want to check some more main stream suff:
http://metamechs.com/mwo-guides/skill-trees/
There are some suggestions on what you should focus on... but as i said before... i wouldn't worry about Skills just yet. Play the mech for a few matches, see what you do not like about it.. and then target to improve those areas with your skills. That is how i do it with my skills.
Getting builds from other people, is a good starting point, but i think learning how and why you do things, is more important than just aping what other people tell you to do :)
I can't tell you what you are comfortable with. This is not some shooter where you do "skillshots". Your mech's torso twist speed is tied to mech chassis. You can unlock skills such as Torso Twist speed, to increase that speed, but moving your mouse quicker will not turn your torso quicker beyond a certain point.
So set your sensitivity to a point where you can keep your aim steady and still turn the torso in a single mouse movement. Beyond that... its entirely up to your personal preference.