JR7 IIC "Jerk I and Jerk II" (6xcSSRM2, 1xJJ, cXL300)
5/5,

1 rating

Thread in 'JR7-IIC' started by Mirenheart, Dec 18, 2015.

  1. Mirenheart

    Mirenheart New Member

    20
    2
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    Here's Jerk I


    And here's Jerk II


    The heat efficiency is pretty good for both of these, but the cooling is a little too low to be doing extended fights.
    If you find yourself engaged with an enemy, your best bet is to chain fire them, keeping their mech shaking, and the first one will cool off by the time you fire the last one. Also, the missiles tend to aim for the torsos more often individually than when all fired together.

    Jerk I is good when you're getting basics/elites on it and don't have a streak 2 cooldown module.
    Jerk II is better after the cooldown Elite/ Cooldown module, as the cooldown makes it so the first one recycles after the 5th one is fired, making the 6th kinda redundant.

    For Jerk II, if you really like jumpjets, you can get rid of the extra DHS in the engine for more JJs, or, if you don't like JJs, you can get rid of two of them for another DHS, or more ammo. It's up to you.
     
  2. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

    519
    89
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    5/5,
    The old classic SRM Jenner suffers a little bit when trying to get its damage on point. One day I thought... hey... maybe streaks can solve this problem. And they can! I swapped 2 of the SSRM2's for 2 SSRM4's, went a little slower, and popped in more JJ's (more JJ's really help quite a bit). Those pain in the butt Commandos, Fleas, Locusts, and Piranhas will now once they realize what you are flee in terror. But it will probably be too late.



    In most situations you just want to alpha everything at once, don't chain fire except under strange cirumstances.

    On the skills, Double max UAV, double strikes. Max range to increase your SSRM engagement range to over 400 meters (helps a lot!). Max target decay so you can shoot and scoot. Max velocity.

    https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.5c3422fb05d34b26f2042a22#s=Weapons

    For the remaining points I maxed cooldown and jump jets, but those are debatable.
     
    Last edited: Jun 9, 2019
  3. HKO2006

    HKO2006 Active Member

    83
    12
    18
    Modified from ShooterMcGavin80's
    Trade 2JJ for one more SSRM4

    Trade 2JJ for XL270

    Then trade AP to LAP for XL280
     
    Last edited: Aug 3, 2020
  4. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

    519
    89
    33
    I'd really recommend keeping at least 3 JJ's, preferably 4. Really helps you get the height you need over terrain, helps give you more 'floaty' maneuverability you need to get and hold a lock as opposed to just shallow hops with only 2 JJ's.
     
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