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.
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.
Modified from ShooterMcGavin80's Trade 2JJ for one more SSRM4 _ Trade 2JJ for XL270 _ Then trade AP to LAP for XL280 _
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.