First thoughts, pros:
Oh boy can this thing have some speed on it. You're not the fastest light but you can get moving and still have a bit of tankiness and firepower. If you have some other fast lights, you can participate in a highly mobile and deadly wolf pack. Very fun.
First thoughts, cons:
Man, this thing has a giant duck bill snout on it that is all center torso. I'm not sure I've found the best way to move yet to protect the CT; it seems hit and run with low exposure using cover is probably the best way to go rather than trying to twist. You are a bit bigger and easier target than the other fast lights, so you have to be careful. With that in mind it seems the mech would favor builds that allow quick pop and shoots rather than steady DPS weapons.
Anyhow, the builds I've been messing with:
IIC-A: pure energy
IIC-3: mixed energy/missile
IIC(C): pure missile
JR7-IIC-A 145.8 kph, 6xSPL, 2xJJ, 12xHS
Sacrifices heat management for speed. My question on it is; is a bit slower good in exchange for more heat sinks? Coming out of a Spider 5K, speed is life so currently I'm going with speed. Switching down to 6xERSL gives you an extra 3 tons to play with:
JR7-IIC-A 145.8 kph, 6xERSL, 2xJJ, 15xHS
This seems slightly less punchy but more sustainable. Coming out of the Spider 5K, which could standoff at a safe distance and be an effective harasser; the Jenner here is a bit more aggressive and dangerous; you have no long-range option. Fighting lights is one thing, but then getting in there and helping the team by applying pressure on heavies and assaults is very dangerous when you have to close to under 300 meters to do anything and may not have terrain to work with. So really you have to be tight with a light lance wolf pack, or you are relegated to sitting back and protecting your own heavies from overly aggressive enemy lights.
JR7-IIC-A 136.5 kph, 2xERLL, 2xJJ, 13xHS
Long range harassment, still fast enough to keep up with the wolf pack. Long duration of the ERLL means should be able to get at least a little bit of beam time on the legs of enemy Locusts while at the same time being able to pop-and shoot harass enemy heavies safely from distance. Haven't tried this one yet, but I'm thinking coming out of the Spider 5K I will like it. Only have to close the range when desired, otherwise can pop and shoot and protect your fragility. Plus, ERLL benefit most from the cooldown quirk (as opposed to quirking SPL or ERSL, which only shaves off a little cooldown time). More I look at it the more I like it on paper.
JR7-IIC-3 141.2 kph, 2xSRM6, 4xERSL, 2xJJ, 12xHS
This was my best attempt at the '3' variant. Problem is the standard SRM6's spread quite a bit making you have to get clooose, and you're a bigger target than a Locust, Spider, or Arctic Cheeta, so you'll get shot at. Seems workable but I've been hit or miss with it and would be interested in '3' variant thoughts. Only other one I've thought about:
JR7-IIC-3 141.2 kph, 2xSSRM4, 4xSPL, 2xJJ, 12xHS
To best use both missile hardpoints in the CT you really have to do either 2xSRM6 or 2xSSRM4. You could do 2xSRM4, but you can't do 2xSRM4A. Anyhow - the SSRM's seem good but again require you to keep an open line of site and some face time rather than popping and shooting. This baby does seem like it would do a decent job of killing those pesky Locusts and Spiders, but apart from that I'm not sure.
Finally:
What do you guys do on the JR7-IIC(C)? I'm thinking:
4xSRM4A + 3JJ, (SRM4A is supposed to be good, right? I don't feel safe if I'm not moving over 130 kph in a light though!)
6xSRM6 splat to the max! (no JJ, almost a kamikaze win big or die - effective or insane?)
Streak City (Looks interesting - but effective? very, very slowly grind away)
Edited by ShooterMcGavin80, 22 April 2017 - 10:14 AM.