I usually experiment with Mech Variants in order to make exact replica's of Hero (Custom Variant) Mech's OR close to them within the confines of MWO's Mech Lab hardpoint layouts. This one is the later, which I will explain. JR7-K Jenner Samuli -> Source A customized Jenner for MechWarrior Samuli Rinne, which is in the service of House Kurita. The 'Mech's engine was upgraded with a 245 rated XL Engine and 3.5 tons of Ferro-Fibrous Armor. By removing the standard SRM launcher, DCMS techs freed enough room to add CASE and a single LRM-15 with two tons of ammunition. Rinne's Jenner keeps the standard complement of Medium Lasers. BV (1.0) = 774 I'm not sure what advanced rules were used in the creation of this custom variant to fit an LRM15 (3 critical slots) PLUS C.A.S.E., but I sure would like an LRM15 on my Jenner . Anyways, I used the basis for this design to make it similar. It retains the complement of 4 Medium Lasers and uses Ferro-Fibrous Armor, but uses an LRM10 instead with the same amount of ammuntion (2 tons). I have further upgraded the design for increased heat efficiency and survivability. This was done by adding Double Heat Sinks in an 280 XL and 232 points of FF armor. In order to fit the increased engine size and upgrade in Armor, it also uses an Endo Steel Internal Structure. All in all, quite expensive. But, if you are one of those pilots who knows how to survive like a HERO, like me, then it shouldn't be a problem. Its also quite fun and effective to use; with DHS you can fire the Medium Lasers for a longer period of time compared to a stock JR7-D or F with SHS, LRMs for support, and plenty of speed and armor.
The LRM-15 was installed in the right arm. Remember, the canon designs don't have the same hardpoint restrictions we do.
You are correct. I looked it up from the actual source (Classic BT: Record Sheets Unique Mechs). I had been pushing for the idea that PGI allows each player to at least MOVE the hard-point they get to a location of their choice. However, if the hard-point system stays as is, an Clan LRM15 (2 crit slots, 3.5 tons) can be fit once Clan tech arrives. But anyways, the build as is can be used effectively in its current state. LRMs on Scouts are pretty fun especially when you have speed to back it up. I wanted to make the JR7-K into something more 'unique' compared to other basic builds for the JR7-D and F.
Can you offer some ground-level insight on how this Mech plays in the field? I'm very intrigued by the build, and am interested in putting one together, but I'd like some "hands on" experiences so I can get a better idea of how best to go about using this.
I set: 2xMLs for Group 1, 2xMLs for Group 2 (set to group fire each), set all MLasers to Group 4 for Alpha, and LRMs on Group 3 Harass at range with LRM's, engage other Mech's at 270m with lasers (you can alpha all lasers 3-4 times). Try to avoid multiple Light Mech's, but it does hold well 1 on 1 if you get in trouble. Typically I find a high spot and engage enemy Mech's when they are busy engaging others. If being chased by Mediums keep targeting with LRMs while running away (highly annoying). All in all, it can handle/play as Support and Long-Range Recon role, but not so well as a Vanguard or Harasser as most JR7-D and F builds are.
Great build. Tested with updates on the founder (D) and runs at 1.09 HE with no issues. Cheers Krellek
Tried my own version of this build and I like it. LRMs to soften up targets. Haven't run out of ammo, even with just one ton. Four mediums to punch their ticket in dogfights. All in all, a very capable and fun 'Mech. The only bad thing was being called a coward a couple of times by random putzes. Apparently, the only acceptable place for a Jenner is out front getting killed. One drop I pulled our butts out of the fire and got the last four kills of the match, yet a random deader from my side still called me a coward.
That's only a bad thing for them, as they revealed that they are pathetic idiots. Ignore any such comments for playing any kind of build of any Mech.
I'm going to try a variation of this, which swaps out two of the medium lasers for smalls and adds AMS and a second JJ (to use that last half ton). It also has a few points more armor, namely in the legs. -k
I tried this build yesterday. It was fun for a first couple of minutes of the first game. Weee, I'm a Jenner with LRM, it's so cool, something new... but soon I realized this was not going to work. If you stay very far away, like 1000 m away, then you're better off being catapult with couple of LRM 20s. If you get close, so you can also use your medium lasers, you have no chance whatsoever against any light Mech with semi-good pilot that realizes how crappy your Mech is and decides to engage. After several games I switched that LRM with Streaks, and played this variant until I unlocked basic efficiences. Now I can sell it and never play it again. Ugh.
It's very hit or miss. Either you do epic damage or have an absolute stinker. And yes it is very hard to outduel any half decent mech since you will be shorthanded with close range weapons. -k
No chance whatsoever, FLes? lol You must not be good at aiming those lasers. I have won duels with four medium lasers alone, against opponents with standard laser/missile loadouts plenty of times. It's all in how good you are at holding the crosshairs on target for the entire duration of the beams. It can be hard, yes. But it's definitely doable.