JR7-D SubjectSeven's Alpha (4x MLas, 2x SRM4, AMS, XL295)
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Thread in 'JR7-D' started by Excalibaard, Mar 20, 2013.

  1. Excalibaard

    Excalibaard 101 010 Staff Member

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    Newest version:


    With AMS:


    Heat Efficiency+

    ------------------------

    Well, I have seen a ton of SSRM2 builds on the forums, but nothing like this yet. It might be that it's a bad build, but the >500 DMG figures and first place in many games tell me otherwise.

    This build WRECKS. It's a hell of a lot of fun to play and practice some high speed SRM targetting with. I used to run this with small lasers, but a bit of adjustments here and there made me able to squeeze in a sizeable amount of firepower. Since the change in jumpjets, I've also left 4 of them on instead of cheating the system to have just 1, to allow for better terrain usage (in frozen city for example). The medium lasers allow me to attack from so much further away with full damage that it's much easier to keep myself in cover (on the right maps of course).

    It's effectivity against lights in general is reduced compared to it's SSRM2 counterparts, though 4 medium lasers is quite good enough for tracing. I have played this build enough to use my SRMS to regularly hit a commando/raven with ECM in a duel. Where they'd normally be shielded by their ECM, that won't protect you from an SRM 8 in your face . It's of course still not advised to really go toe to toe with a SSRM-equipped light, since the windows of opportunity for firing your srms are much less frequent than locking and firing away for the other party.
    As the enemy's weightclass goes up however, so does the size of the squishy tasty backpanels for your alpha to hit. Heavies seem to be the easiest target so far. Not as much armor as assaults, but in comparison to the jenner they're just as cumbersome.

    Group 1: 4 mediums (chain)
    Group 2: 2 SRM4

    just spamclick group 1 for your laseralpha. you can assign them a seperate group but it's easier to keep them on chain in case of heat problems (only really happens on caustic valley)

    If you can't manage your heat properly, feel free to swap out a ton of ammo for an extra heatsink in the engine slot. However, I find myself staying alive very often to make use of the third ton. The SRM4 burst is basically what makes this build such a surprise killer

    Try it out and tell me what you think as I said, this has won me quite a lot of games, just due to the extreme damage it can lash out and the fact that you can theoretically just laugh srms in ECM faces.

    Here's a video of me running it in a PUG match (low quality because my computer can't handle playing and recording too well, even though it's pretty high-end.)

     
    Last edited: Oct 7, 2014
  2. Mythweaver

    Mythweaver Advanced Member

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    Looks like an effective build, I've always used Streaks on mine. Maybe I'll give it a try.

    I love your use of the word "effectivity".:wink:
     
  3. Excalibaard

    Excalibaard 101 010 Staff Member

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    Heh, thanks for the reply :)
    European reporting in, requesting permission to use advanced vocabulary SIR!
     
  4. GreatGold

    GreatGold New Member

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    I run a very similar build, and love it. Probably my favorite Mech these days. The major difference is that I drop a ton of ammo (200 total) and use only 2 JJs. Then I add a couple more DHS, as I prefer the heat buffer they provide. I find for most matches that 2 tons of ammo is sufficient, and in the rare case I run out, there usually are not many enemy makes left so it doesn't make a huge difference. On the Jenner's I really only use JJs for dogfight maneuveurs, so 2 is actually overkill.

    Definitely one of my favorite variations on the Jenner, or any light in general.
     
  5. Excalibaard

    Excalibaard 101 010 Staff Member

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    Im going to try that out, I find 4 JJs are great for getting up and down those small cliffs in FC, it gives me a lot more flanking opportunities, running a bit cooler on maps like caustic valley or tourmaline desert certainly wouldn't hurt though.
     
  6. Mythweaver

    Mythweaver Advanced Member

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    When piloting a jump capable 'mech I never use less than four jets. I believe that there will be times when I will have to jump for my life, when that happens I want to be able to get somewhere. Even before the number of jumpjets determined how far you could go, I always placed at least four on the 'mech so I wouldn't have to make changes later. I've tried using less than four in the past and I really noticed a lack of maneuverability.
    I wish I could come up with an effective build for the twelve jet Spider...I am going to replace the one I sold and try until I find a way to make it a killer.


    Sorry if I got off track,

    Mythweaver
     
  7. GreatGold

    GreatGold New Member

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    I definitely appreciate the super-goddamn-fun aspect of having a bunch of JJs, but I find them (again, my personal play style!) underutilized relative to other mods that they take the space of. Except on the 5V, always 12 on the 5V!!

    Bringing it back to Jenners, though, in an experienced players hands it really just comes down to preference. I prefer to use the Jenner as a more kamikaze style hull, so usually by the time I'm thinking about bugging out its waaaay to late. Perhaps the JJs would actually come in useful!
     
  8. skribs

    skribs Min-Max Maniac

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    I really like the look of this build. I don't like SSRMs if I don't have ECM, so this would do the trick. However, I'd drop a ton of ammo and maybe half a ton off a JJ to pick up a 300 XL engine (or drop a ML and a ton of ammo and add a JJ and go to 300 XL). I like running my lights at top speed.
     
  9. Excalibaard

    Excalibaard 101 010 Staff Member

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    I personally find that the XL280 is sufficient, with speed tweak you get ~143 kph.
    However, 300 ammo is indeed a bit much I've found. I like to SRM everything and still I run out in only 1 out of 5 games.
    The extra heatsinks make this mech very good on Tourmaline Desert as well, while everyone overheats or has to limit fire I can keep running.
     
  10. Excalibaard

    Excalibaard 101 010 Staff Member

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    New version:



    I really wanted to get a 300XL initially, but it limits me to 1 JJ or drastically lower armor and I don't like that, besides that I don't use the extra heatsink slot. Also the extra heat sink is more useful than I thought.

    Leaning more towards skribs' comment about 'running top speed', this one's close enough (the XL280 was indeed easy to get away from for RVN-3Ls)
     
    Last edited by a moderator: Oct 4, 2014
  11. NeoNot

    NeoNot New Member

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    This build is similar to SubjectSeven's Jenner.
    While I hadn't seen his build until joining the forum I agree with most everything he said.
    I choose to do things a little different based on my playing style.
    Most of the people I game with like me to target/spot and annoy the opponents with strafing runs.
    This is my build for those tactics.




    With this build I have dropped all but one of the jump jets.
    I use the JJ to jump off cliffs more than to climb them.
    The single JJ also works very well for quick turns when dog fighting.
    The dual SRM4's also work very well do at firing a single volley of 8 missiles.
    I like this combination because I can lead my target one time instead of the continuous lead needed for the multiple volley of the SRM6.
    I have also maxed out the armor. When strafing you tend to take fire from all sides and every little bit counts.
    For those that truly like to tweak their mechs to the fullest I have had very good success with the following allocations of armor.
    Max'd armour on head, arms and legs (18, 24 and 32 respectively)
    Side Torsos front 23
    Side Torsos rear 9
    Center Torso 32
    Center Torso rear 12

    I do not run any additional heat sinks and use the missles as well as chain fire to keep the heat down.
    For firing I setup all the MLas as group 1 and cycle them.
    Group 2 fires the Mlas in unison
    Group 3 Fires SRM4s in unison
    If you find you want to control your temp levels more you can break out the Mlas to left and right side on group 3 and 4 or you could do the same with the SRMs.

    This is my favorite build to run no matter what game type I am in.
    I have speed, no worries about ECM's because the missles are dumb, and have enough JJ's for dog fighting or making short hops.
     
    Last edited by a moderator: Oct 4, 2014
  12. Excalibaard

    Excalibaard 101 010 Staff Member

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    With the current changes to the game I suppose I'll have to make room for an AMS, I used to be able to out run or hide from LRMs and I still mostly can, but with the amount of really open maps it's safer to carry one regardless.

    Since I really don't want to lose my >150 kph or even more jumping capability, this is my solution:

    Drop the extra heatsink and half a ton of armor (nooo less than 200 ) to install AMS. Happy hunting!
     
    Last edited by a moderator: Oct 4, 2014
  13. Michael

    Michael Grand Poobah

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    Another merge since these are all 4x MLas + 2x SRM4 builds.
     
  14. Excalibaard

    Excalibaard 101 010 Staff Member

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    Feel free to swap in the MLs for SPLS btw. The build is fast enough to close gaps and I like to stay on my enemy's toes anyway so I'm gonna play a few matches and try them out. It should give you a better time hunting light mech legs, whereas good light pilots are currently the bane of the build. The SRM4's will still be your main bursty damage versus larger targets. the SPLS will have much shorter range though so even if you can hunt mroe types of mechs, you can't play with range as you can now.
     
  15. Blagg Zear

    Blagg Zear Star Lord

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    Awesome build, but runs a Bit hot!

    Blagg
     
  16. Michael

    Michael Grand Poobah

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    I run the "Newest Version" of this build (the first one in the OP)
     
  17. Excalibaard

    Excalibaard 101 010 Staff Member

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    I saw the video of it and it being used in the sarah's tribute video, thanks :)
     
  18. cronuss

    cronuss New Member

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    I'm having trouble getting this (or any build, really) to fit and work in my JR7-D.

    I have my armor stripped down, removed a JJ, have no AMS, and only a XL285 engine, and I can BARELY fit 4xMLas and 2xSRM4 (with 100-200 ammo).

    Even with this, I overheat in about 2 volleys (I have a single double heatsink installed, and my total heatsinks are 11... yet I see everyone using this build only has 10).

    Can someone please fill me in? So far, this mech has been an absolute, frustrating, NIGHTMARE for me.
     
  19. Michael

    Michael Grand Poobah

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    Are you using endo-steel AND ferro-fibrous upgrades? As you can see in the video I run this build with 11 DHS and that was with only BASIC pilot tree stuff unlocked.

    This build is difficult to use with no basic skills or anything unlocked. It really doesn't come into its own until you Master it. Then you are sort of riding the knifes edge on the heat scale but that is what separates the boys from the men, yes?
     
  20. Lan

    Lan Mech Wrangler

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    I don't know how familiar you are with the Mechlab and the heatscales, so let me assume it is unknown and start from the top. It is not my intention to insult you. To get to the following image, push the button labeled "Weaponlab".

    You can see six sliders, they can be used to determine fire rates over time. Just leave them to the right for the moment. The mech has 51.40 in Heatcapacity. The mech will generate 5,60 heat/s, meaning you can fire for 14 seconds (including the cooldown period between the alpha strikes). The only other variable is which map and heat affects the mech.

    [​IMG]

    I have not ticked the basic skill set, you can do that yourself and see the lowermost number change from 14 to 19 seconds. That is most likely the difference you are seeing between others and yourself. The basic and then elite levels do increase your ability to fire.

    But most important by far is to discipline your shots and allow for that extra second of cooling every now and then. Look at the light videos in the guide section and you will see the small pauses to keep the heat down that pilots do while maneuvering.

     
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