JR7-D AlphaStreamer (2x ERLLas, 1x AMS, 2x JJ, XL295)
4/5,

1 rating

Thread in 'JR7-D' started by Revanche, Jan 24, 2015.

  1. Revanche

    Revanche New Member

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    Gentlemen, I submit for your improvement the AlphaStreamer Mk 363-R.

    I've tried to create MetaMech's description of a Fire Support Light in a JR7-D. The focus has been on the 2x ERLLas and I'm using Advanced Zoom and Advanced Seismic Sensor modules.

    I've actually come to enjoy playing this, when I step away from Conquer matches. But I'm definitely open to improving my experience. Constructive criticism and suggestions sought.

    Edit: Best build here.
     
    Last edited: Jan 25, 2015
  2. Michael

    Michael Grand Poobah

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    4/5,
    The Raven does this better...

    The 3L has more armor
    The 3L has ECM
    The 3L is quirked around beam weapons where this D is quirked around missiles

    Giving this 4/5 as it is a good mech, just not built specifically for THIS chassis. Yes, you have JJ but with ECM you don't NEED the JJ.
     
  3. Revanche

    Revanche New Member

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    Yes, you're absolutely right...there are better platforms (for this mission). And it does miss out on the ECM. And I wish I could add more AMS ammo (thank the FSM for half-loads), as it runs out just as often than not.

    But, aside from the inherent limitations, how could I improve this? I'm not well-versed on armor placement, so I tend to borrow from other builds, but maybe that can be tweaked. I've only lost an arm once in the last 2 weeks playing it, but that convinced me to keep the ERLLs on separate sides (despite not being as effective at corner peeking when spread out).
     
  4. The Verge

    The Verge Moderator Staff Member

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    really, you could have used the the JR7-K for the -10% laser heat gen, or the JR7-F for the +7.5% laser range. That would be much better.

    That, and take out the AMS. That won't save you or your teammates.
     
  5. Durandal

    Durandal Min-Max Maniac

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    Couple things I'll touch on, a bit out of order...as for the Jenner arms, they have an advantage/disadvantage thing going. See, the Jenner has an extremely vulnerable torso (with the CT getting the worst of it), which is why the arms tend to last longer. I run the Jenner F all the time, and I can count on one hand how many times I've lost an arm out of hundreds of matches...it's just not where you're going to take the hit most games. That's why the mech works though, since it tends to keep its full armament until it dies. Regardless, you can drop the AMS/ammo, upgrade to a full XL300, and still have tonnage left to nearly max both arms with this build. Can max both if you take the head to 12 armor (which I tend to do in my Jenner).

    As for the weapons...it was already noted that the RVN-3L does this build better, and the other Jenner variants could do it either more efficiently (Jenner K with heat reduction and cooldown reduction) or with better range (Jenner F). The build itself also has some issues, shared by the 3L: it does very poorly once ranges get close. Since the JR7-D doesn't have ECM, it is much harder to snipe without being detected and chased by the enemy. While the XL300 means you can bug out, you're not going to be able to outpace mechs that will be built to ruin you. Specifically, we're talking mechs like the Firestarter A with 6-8 SPLs, the Raven 3L "Light Hunter" build with 3MLas and some SSRM2's, an Ice Ferret with 4-5 ERMLs, or a Jenner D, F, or K with their traditional Meta builds. Jenner F will have 6 MLas, a K will have 4 MPLs, and a D will generally have 4 MLas and some SRMs to throw at you, all of which will eat you at close range while maintaining your same top speed. The reason the 3L does so well with this build is because it can sneak around using its ECM, potentially going unnoticed for much longer. The D does not have that advantage.

    By ignoring the single quirk of the mech, you're also losing out on some good potential DPS; at top speeds with tweak/double basics, the JR7-D is one of the nastier skirmisher mechs in the game. It zips in, fires off its payload, and gets the hell out of the fight before people can react, or switch away from heavier targets to focus it. This Jenner is also one of the nastiest ones to use against other lights, since SRMs are pretty much the best anti-light weapons in the game right now. So you're making that tradeoff, sniping at the expense of close range capabilities, and that's one that could cost you and your team in a lot of games.

    I won't say this is a bad build, since I've noted in many threads that I use the same concept for my RVN-3L...I just think you're missing out on a lot of good potential with this particular variant by making it a full sniper mech. If nothing else, drop the AMS and go full engine for every KPH you can get, and max out that arm armor to avoid losing one to a lucky strike/random shot, however rare it may be.

    Edit: Forgot to mention, as for modules, Advanced Zoom isn't bad for laser snipers, but if you can only take two modules, I would recommend the combo of Advanced Seismic Sensor and Radar Deprivation. The last is, by far, the absolute best module in the game right now. Radar Derp should be the first module you load on to any mech.
     
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  6. Revanche

    Revanche New Member

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    Vergere, just for the record, I'm focusing on tweaking specific roles for the -D specifically, even though superior platforms exist. I'd really like to see builds here further differentiated by roles (sub-forums possibly, subject lines probably), such as those defined at MetaMech. If I'm dropping as a capper, assaulter or skirmisher for the day, I can look for a role (assassin, brawler, capper, fire support, hunter, striker) amongst the builds here (the best repository for customizations, obviously).

    Durandal, your whole post was a goldmine of analysis. Thank you very much.

    I'm thrilled I can exchange the Advanced Zoom for something better, and that's a great idea. So, my take-aways are:
    - exchange the modules
    - drop the AMS
    - put in XL 300
    - use spare tonnage to add armor

    I'll work with it today and post back here.

    Thanks, gents.
     
    Last edited: Jan 25, 2015
  7. Durandal

    Durandal Min-Max Maniac

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    I forgot to mention, that guide you looked at still has good info, but it's old. Definitely pre Radar Derp (or it would mention it for everything), and that means pre-quirk as well, so keep that in mind as you build your mechs.
     
  8. Michael

    Michael Grand Poobah

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    Just some food for thought. You run however you want to run and don't let anyone else tell ya different!

    As an addendum: MetaMech is a subjective resource and should not be taken as gospel. I have been to the site and it does have some useful information however most of it is subjective to the author's opinion.

    For instance, there are many people who feel the King Crab should be a brawler only and yet I am able to use it as a Skirmisher, with an XL. They feel the Raven should be a Sniper only and yet I am able to use it in any role needed at the time; often times switching roles in the middle of a match. I've even used my Dragon to go toe to toe with Timber Wolves when others have said it is built purely for skirmishing (I may have even said that myself once or twice).

    The best piece of advice I can give you is to take what MetaMech shows you with a grain of salt and understand that it is the authors subjective view on how he/she feels different chassis should be utilized. Unfortunately no resource, not MechSpecs, not MechMech, not even No Guts, will be able to provide you an iWin button because anything given to you still requires YOU to pilot it to the best of YOUR ability.

    Now, that being said, Min Max will help you get that little bit of extra juice you may need, help compensate for other issues in piloting, and that is what using the quirk system is all about. Sure you may want to run Jenners to the hilt, having a build for any role required but chances are you are going to get ripped up by others who are using builds built specifically for the roles they need to fill.
     
  9. Revanche

    Revanche New Member

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    Good advice, both. Thank you. Yes, I'm not following MM's guides because, well, for one, none for the JR7. But I did like the concise definition of roles and best fits.

    Good point about those definitions not making mentions of the quirks nor of the Radar Deprivation modules.

    Follow-up: testing now with the swap out of modules (radar for zoom) and minus the AMS. The new module definitely makes up for the AMS and I'm finding myself spending less time exposed, looking thru the zoom...so I've got that going for me. Still playing around, though.
     
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  10. Revanche

    Revanche New Member

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    I think I've incorporated the advice given to me by Durandal into this refined build of my AlphaStreamer. I am liking it better, though the changes have resulted in me playing it differently (i.e., no zoom means I'm standing still less and the swapout of the AMS for the Radar Deprivation module makes my evasions a bit more proactive).

    Thanks, too, for Michael and Vergere for their advice tailored to my intent.
     
  11. Durandal

    Durandal Min-Max Maniac

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    One thing to know for Radar Derp, if you listen closely you will notice a tiny sound that triggers at times. That sound means you have officially broken all radar lock, and it's good to know. If you hear that, you should really change how/where you're running, odds are someone knows where you were headed a second before that. And of course, NEVER stand still ;)
     
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  12. Motörhead

    Motörhead Benefactor

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    Optimized for you ;) You won't get the arm destroyed, and both on the same side (pick the one you like the most, of course) will allow minimal exposure when firing and optimal convergence. In the worse case you have 2 DHS to critpad there, too.

    You need all the possible DHS and the 1 JJ for mobility while keeping decent armor, so the XL295 is perfect because it allows for 2 additions DHS (and those will matter, a lot, on sustained sniping), while keeping a good armor rate for a Jenner (could strip more, just not worth it on this build).

    Use this on the F or K as posted already.
     
    Last edited: Jan 25, 2015
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  13. tfun90

    tfun90 Advanced Member

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    I'd recommend against one JJ. 1 can scrape up walls, sure, but it can't do much else. Then again, you've got to be a pretty experienced/aggressive light to value the "much else," and this is hardly an aggressor.
     
    Last edited: Jan 25, 2015
  14. Motörhead

    Motörhead Benefactor

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    It was more about the concept, mostly putting weapons on the same arm, but if one wants 4 JJs for example it's easy to get them :



    Mine was more a base build to start from with this mech :)
     
    Last edited: Jan 26, 2015
  15. enileph

    enileph Star Lord

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    I would suggest using a Raven 4x for this. The quirks would allow for bettter heat/cooldown/range at 10%.
    Your current bonus on quirks is only 7,5% range.


    MetaMechs is a good read. I guess it is a nice place for newbies to start. I mean, his ideas are ok, but remember that he is just one player, so those are his personal opinions only, not a solid rule.

    Feel free to ask around here, I am sure there are many builders that are just as good as him! (if not better, although he does have videos)
    More people, more specialty, more builds for different reasons/tactics/playstyles.
     
    Last edited: Jan 28, 2015
  16. Ragnar RedHawk

    Ragnar RedHawk Well-Known Member

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    One of the fastest jump sniper builds I've seen. It doesn't have AMS or any of that extra stuff. No need. 3 Jumpjets, just enough to get you places on viridian bog and other assorted places. There are quirks for energy heat generation and cooldown. You have a preference too, left sided weapons or right sided. Either way, this mech is a real beast. I recommend it only to MWO's finest snipers. o7
     
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