Whenever I get the rumours for random jobs, the people who are rumored to have jobs lie their ass off and say "Oh, L5LAW isn't hiring right now...."
I vaguely think some kind of charm/conversation/intimidation roll is involved with that; basically, if they don't like you, they're probably not going to give you the job. Further, the conversation choice you make seems to make a difference; it's been a lot easier for me to get a job when I choose "Just wanna' talk" rather than "Looking for a job" from politicians, ferex. Anyway, just keep trying; check the news to see if something's popped up in a new spinner as well, go check that out.
I have no clue how to read that jumble of letters that makes up the stats. The only thing I gather is higher DC is better.
I think most of that's described somewhere in the help files, honestly. If not there, you could try the wiki.
Or I could hand you all the information on a platter*.
I had 21 reflexes and 6 mecha piloting and 5 mecha gunnery. *cough*
You should
really be tearing apart anything less than about rep 20-30. Press @ to check your reputation/renown; the higher it is, the harder the enemies being tossed at you, albeit the higher the rewards and stronger the mecha to salvage. Easiest way to drop it is to just walk out of a mission. Anything above 20 is running a pretty good chance of having someone in it that will tear your mech apart, though; I've been dropped in the 20s with piloting 9 and a 0/0 mech, though that was pretty fluke-ish.
There's a whole slew of other various advice rambling around the forum, and I'm terribly sleepy right now, so I won't really go into any depth here, but some random advice:
Keep MV/TR at or above -2. If your mech doesn't go higher, start saving for a new one. Keep an eye out for scatter weapons; fight pirates, get mecha blunderbusses from crossbone burus. Find rail
guns (DC8, high BV). Don't stop moving when you're fighting if at all possible; the faster you're going, the harder you are to hit. Try using tactics mode (Shift-p) if you want to hold still for a few shots then make sure to keep moving. Get repair. Get repair well over 5. It'll increase the chance of mechs you wreck to not completely wreck, giving you more machines to work with. Find a lancemate; boost his/her piloting exclusively for a while so they'll suck up shots. Maybe play arena mode for a while to get a good handle on combat.
Anyway, try some of that, check around the forum an' the wiki for harder/more voluminous information, come back, ask more questions, we'll see what we can do, aye?
*
DC: Damage Class, something along those lines. Rough estimate of damage, the exact formula's probably on the wiki, I dunno.
(Re/Pe/Bo): Tells you what stat governs this weapon, reflex/perception/body, maybe others depending on the weapon.
RNG: Range. Lower doesn't do much for most weapons (does for some, but forget exactly how.
ACC: Accuracy. Obviously, higher is better; it adjusts your gunnery roll when making shots.
SPD: Speed/recharge/reload/etc. How fast you can shoot; the higher the number, the more per -time frame- you can use it.
BV: Burst Value, the number of shots you can make when you fire.
#/#: Ammo Capacity, the number of shots you have left; it can also be
EP:#/#, which is Energy points, followed by the amount drained per shot and the maximum storage. If that second number hits 0 and you keep shooting, you'll accumulate overload.
VARIOUS WORDS: Weapon types; they adjust the behavior of the weapon. A fairly complete list is hiding on the wiki.
ARC: Uh... arc. Firing Arc. The field of fire, from the point your mech is looking going left and right, which the weapon can be aimed at. Comes in 90 (Any limb not an arm or head), 180 (Arms and heads, I think maybe tails), and 360 (Turrets).
The upper stuff is [armor] (ablative health before the part starts screwing up) #DP (raw health) #.#t (Weight, in tons or kilograms) $# (Cost. Barring fudging, also a rough estimate of the item's PV, point value, when can influence combat difficulty; generally, really high means really vicious enemies.) # slots (For engineering. Item/limb must have enough free slots to fit the thing into, barring the innovation talent.