This build hasn't been posted yet, but it's very popular both in pug and 12v12, and I'm pretty sure several of you are already using one with success. So here it is! Basically it's the classic 6*MLs build with one less laser, traded for one more DHS, in order to make heat management easier. Alpha strike is lower but this build really shines in sustained engagements and hot environments. Helpful if you find the 6*MLs build too hot. My other JR7-F is built with 6*SPLs, and if I had to compare those two I say the 5*MLs variant is: 1/ weaker on light vs light engagements. Damage dealt is less concentrated, jousting manoeuvres aren't very effective; 2/ much safer against bigger targets, since you can engage at longer range and harass without fully commit. There are a lot of way to build this mech according to your playstyle and requirements, but here is mine: Here's another (stolen from Peefsmash), interesting because it doesn't use FF-armor in order to mount another DHS. Negligible engine downgrade, but also less armor. Try if you find yourself too hot. (imho 15 DHS are way enough) Here's gameplay video to show how deadly it can be, and because I love Canyon Network when I'm piloting a Jenner. (the game was recorded with shadowplay, hence you can't hear my voice and sometimes my friends awkwardly seams to speak alone... not that you care, you don't understand French anyway! ) The game didn't start well unfortunately, most of our team going epsi side to hunt lights, leaving my lancemates alone on theta to stop the charge; they were slaughtered and whined with reason about it. My remaining lancemate suffered a strange bug making him constantly walk rear (I had this once, but I turned right :/ ), so was kind of alone. The rest of the game was a bit chaotic, but I managed to do the killing job, jumping from a canyon to another like a ninja hear:. As for surviving that long without armour, that's just pure skill and awesomeness luck. A Mod of this Build: Pentacle ..because the 6th Energy-Slot cries for being filled. Testrun: (..and i'm a Lights-Noob! btw my Jenners still not Elited/Masterd ) Blagg
I had to post this to show.... and to thank... for this build I was 'grinding out' my jenners until I realized how much friggin fun they are. I really like this thing. I was intending on selling this and just focusing on the D, but I have to say... I love this thing! This is by far my best game in this, but the potential is there for this little fella. Also... I am not even basic'd yet 5/5 Build.
I am not a light pilot. I really have hated lights all this time in MWO, focusing on Heavies and Assaults with the occasional Medium. I had a raven... meh... Tried the spider... meh. Dis Jenner....
I think the PEEF's version is the ultimate MLas Jenner. Btw, he also puts the DHS in the arms to mitigate crits to the weapons.
I run with -1 DHS (14) and +2 JJ (4) instead, because ALL THE JUMP JETS. 6 ML is just too hot, and the sustained damage increase from the extra heatsink more than outweighs the alpha damage loss. But I can't bring myself to drop those jump jets for another DHS.
Glad someone finally wrote this up, I've been wanting to discuss it. Seems to me like this mech cuts heat generation more than it improves its cooling compared to a 6 MLas Jenner. The one additional external DHS makes 5.7% difference in heat dissipation and 2.5% difference in total heat capacity, whereas the sacrificed MLas means 1/6 less heat generation. Roughly 2/3 of the difference from a 6MLas JR7-F you're seeing in cooling efficiency is how much less heat/damage you're generating, and 1/3 of the difference is the better cooling. Which is why, to me, this build is pointless. Max that alpha to get the most of your limited armor and internal HP per exposure to your target(s), then bug out to cool off once you've filled your negligibly lower heat capacity. If it comes to a sustained engagement, I don't need to artificially nerf my heat generation to avoid overheat; I'll take the 5.7% reduced cooling if it meant 20% stronger alphas when I wanted them. That's my MLas Jenner F playstyle at least, if I wanted improved sustained DPS for extended and likely closer range dogfights, I'd have brought SPLas or Streaks in a Jenner D. I'd have the same option of running 5 or 6 lasers on the SPLas boat, and I'd still pick 6 and manually watch my heat so I could get the most DPS out of my time exposed while not riding the heat line. You only get to alpha an overheated spider once. #YOGtAaOSO. 4/5 for a worse version of a great mech, I honestly welcome discussion.
The thing that makes this build fun to run, tfun90, is the fact that it is easier to brawl in. the 6MLas build is designed for hit-and-run, but Jenner's can't always get away. So, If you have trouble managing your tactics or heat, this is a great build to use. But the 6ML Jenner can take on any mech in this game, if you have the right pilot, which many pilots are not.
I think tfun has some very valid arguments. After-all my 6xMLas build has 15 DHS just like the 5x MLas one, thus is not even cooling slower. Just building heat very fast. The 5x MLas build is mostly about comfort. It has the range of ML and that "trigger happy safety" for long engagements.
Great discussion, I actually bought 2 Jenner Fs. Yes, I love it so much I bought another 1. My first one (the first mech I bought back in closed beta) is my "Hot" Jenner (6ML, 13DHS, 5JJ, XL300) For my second one, I made it my "Cool" Jenner (5ML, 15DHS, 3JJ, XL300). (I put the DHS in the arms of all my Jenners for critsoaking). This is it: Having run both back to back for some time I can appreciate the differences and why the 5ML version is useful. The 6ML version wins overall exactly as Tfun90 pointed out. However, the 5ML build does have some benefits (other than Terra Therma) and it has to do with playstyle. Since the difference between them is slight, the playstyle differences are situational (i.e. I often say to myself, I wish I was in my other Jenner at different scenarios and points of a match). The "Hot" Jenner is a better striker, in pewpew out. Better against big mechs and finishing. (~10-30 second engagements). I tend to use this more in PUG and casual 4 man drops. The "Cool" Jenner is better in a continual brawl or skirmish scenario against faster mechs where more shots are required in a given firing window and withdrawal is difficult (~30-60 second engagements). I tend to use this more in 4 and 12 man drops. Edit: I should emphasise that with good heat management the 6ML version is superior in the majority of scenarios. However if you want that extra few percent of heat efficiency and the finess of more precise heat control then I can see a place for the 5ML version.
I always found TAG counter productive to spotting unless I can use it to counter ECM, not blow my cover, and not be a waste of my time (big time LRM boat who has the angle).
5/5, Whether using 5 MLas, 6 MLas, or 5 MLas and a TAG, this is always one of the best builds for a JR7-F. There is a reason you will see those three builds so often, after all. 5 MLas means less heat in extended battles, and if you throw in a TAG, you can benefit from the new rewards system. Generally speaking, I would say to use this build if you tend to stay engaged for longer periods, but use the 6 MLas build if you tend to hit and run, disengaging while your heat dissipates.
4/5, Great build! This is something that every new Jenner pilot should try and then graduate to the Mythweaver build. In fact this might make a great MechSpecs tutorial Step 1 - Basic Light Mech and Heat Discipline video thingy.