Jump to content

Best Lrm Boat?


150 replies to this topic

#61 Greyboots

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 396 posts

Posted 21 July 2014 - 04:23 PM

View PostWarfarer, on 13 July 2014 - 06:33 AM, said:

So which is it? I thinking its catapult.


Most likely the Stalker. Lots of tubes, lots of weight to carry heaps of ammo and also armour up and carry solid backup weapons. A bit unwieldy to drive but a single salvo can make anyone sit up and take notice.

Fire from in cover for the first half of the match, move in to about 300-450m and get your own locks later in the match. You can carry enough missiles to be laying down suppression fire for the first half of the match and still have enough left to be very hurty in the last half as well as soak up damage that would otherwise remove team mates from the game. Some people don't like you doing this because they want their assaults all up front but if you knwo what you're doing the suppression fire you can lay down does just as good a job at reducing incoming damage than soaking it up for them.

If you prefer something more mobile then the Catapult or Jager 6-A are also excellent options.

Just don't make the mistake of thinking that LRMs are a "no skill" weapon. They're great newbie weapons for sure but you can learn an awful lot that will make them a lot more effective than when you first started, just like any weapon.

#62 Warfarer

    Member

  • Pip
  • The 1 Percent
  • 17 posts

Posted 23 July 2014 - 08:02 PM

So, Which Mech have the most launcher tube?

#63 CGB Behemoth

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 418 posts
  • LocationRussian Federation

Posted 23 July 2014 - 09:25 PM

http://mwo.smurfy-ne...dfaaaa59d61a12b - dominating LRM-boat.
STK-5M has best number tubes.

#64 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 24 July 2014 - 12:37 AM

View PostWarfarer, on 23 July 2014 - 08:02 PM, said:

So, Which Mech have the most launcher tube?

That's a tie between the Loup De Guerre Hero Trebuchet and he Catapult A1, both with 80. But at 50 and 65 tons respectively, you need to give up a lot to optimize those tubes. The Catapult would be using a sub-stock rated engine, not likely have enough ammo, not enough heat sinks, and little to no armor. I'm not even going to look at the Loup.

Clan side, the Stormcrow D's arms and torsos can be combined for an LRM95, but clan LRMs stream out, so you won't be getting the massive cluster you would from Inner Sphere launchers (but it will still hurt like hell if it connects).

Edited by Escef, 24 July 2014 - 12:39 AM.


#65 LiGhtningFF13

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,375 posts
  • LocationBetween the Flannagan's Nebulea and the Pleiades Cluster

Posted 24 July 2014 - 01:07 AM

My good old Catapult A1 or my Battlemaster 1S!

#66 Horace83

    Member

  • PipPipPipPipPip
  • 175 posts
  • LocationGermany

Posted 24 July 2014 - 01:19 AM

Good ol Spongebob - Awesome-8R

You can shoot 60 Missiles in 1 Volley :P (2x20, 2x10)

But thats about all you can do with this thing - rest is Ammo and DHS

#67 Blue Hymn

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • 294 posts
  • LocationIn an Awesome, blasting you from a distance

Posted 24 July 2014 - 01:52 AM

AWS-8R Brawler

Does the job of an lrm boat well with some decent amount of ammo, and when it runs out, you can switch over to short range brawling for added effect with its srms.

#68 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 24 July 2014 - 02:12 AM

View PostBehemothk, on 23 July 2014 - 09:25 PM, said:

http://mwo.smurfy-ne...dfaaaa59d61a12b - dominating LRM-boat.
STK-5M has best number tubes.

I'd put good old Hilda up against that any day of the week. Missiles alone, Hilda almost equals that Stalker's sustained DPS (7.26 vs. Hilda's 7.22, but if fully elited both mechs are at 8.32 sustained). That and when things go bad, Hilda is faster and actually can fight under 180 meters. Nothing but LRMs on an Inner Sphere mech is very risky.

#69 Rushin Roulette

    Member

  • PipPipPipPipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 3,514 posts
  • LocationGermany

Posted 24 July 2014 - 02:17 AM

The best Missile mech in the whold game in terms of launch tubes per Ton is the Jenner Oxide. No other mech gets as many Launch tubes per ton... so this means that the Oxide must be the best LRM/SRM boat in the game.

Edited by Rushin Roulette, 24 July 2014 - 02:18 AM.


#70 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 24 July 2014 - 02:21 AM

View PostDarkonFullPower, on 20 July 2014 - 12:58 PM, said:

Then why are Clan Missiles hitting up by my Heavy's cockpit area on equal ground? (as in the missiles explosion smoke is always blocking my view, proving they're hitting top)
IS missiles fire like a shotgun, so I can understand it there, but Clan's are hitting top CT at all times.


that's what i heard from good sources - my best guess is after locking you the players are shooting to the sky so they arc more

#71 LiGhtningFF13

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,375 posts
  • LocationBetween the Flannagan's Nebulea and the Pleiades Cluster

Posted 24 July 2014 - 02:54 AM

View PostRushin Roulette, on 24 July 2014 - 02:17 AM, said:

The best Missile mech in the whold game in terms of launch tubes per Ton is the Jenner Oxide. No other mech gets as many Launch tubes per ton... so this means that the Oxide must be the best LRM/SRM boat in the game.


Not necessarily my dear. The best LRM boat is that one which is piloted by a skilled player who knows his job!

#72 Crotch RockIt

    Member

  • PipPipPipPipPipPipPip
  • The Money Maker
  • The Money Maker
  • 583 posts
  • Locationchewing his lower lip

Posted 24 July 2014 - 07:51 AM

Here's my favorite two LRM boats in my stable:

SHD-2K

STK-5M

The Shadowhawk is great at re-positioning to get good locks, and the high TAG mount is really helpful. The shield arms give you some freedom to maintain a lock on an enemy in front of you while being flanked by another enemy.

The Stalker doesn't have the high LRM-count of some other missile boats, but the fast reload of the LRM5 allows you to alpha quickly, and the chain fire of five of them is great in the absence of AMS. Four medium lasers and a big standard engine allow for relatively good mobility, durability, and self defense.

I also run a Summoner and a Kit Fox as LRM boats, but I find that clan LRM's are generally less effective than the IS version.

Edited by Crotch RockIt, 24 July 2014 - 07:53 AM.


#73 OuttaAmmo NoWai

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 229 posts
  • LocationNot at a macbook

Posted 24 July 2014 - 04:28 PM

My DDC lurmboat has a k/d of around 6 or 7, and a 75% winrate.

This is with clanmates though, and I personally consider missiles to be mediocre at best.

Most missile players love a huge alpha, and since the DDC doesn't have a lot of tubes, it can't blob the missiles, making it unpopular. I go with triple lrm10s on chainfire and the RoF makes it a DPS beast.

Again, not a build for everyone, I just make it work

#74 RiotHero

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 311 posts
  • LocationDetroit

Posted 24 July 2014 - 08:08 PM

Cat-C1 still works. I'm glad to say that even after the clan invasion I was able to break 1K a few days ago with no consumables. I remember getting over 1k in my K2 but, not my other Cats.

I had 1055dmg-3kills-4assits-129match score.

It's my only boat and I haven't used it in ages. I have a Shad and a Griff with LRMS but, they are all mid range support not really boats.

The main thing with any lrm boat is that target decay isn't even an option. I won't play my Cat without target decay and advance target range. Those two things nearly double my dmg every time. Also you NEED arty and TAG. If you only have room for one for some reason then tag is a must. I'd rather take less ammo and make every volley devastating.

The cat has great back up ability, great position ability with JJ's, great positioning ability with no down fall to taking a XL. I just love how it plays and even if some lumbering Assaults can run a few more tubes I would never get one for LRMS. I think the CAT hit's the sweet spot of everything that makes a great LRM mech. It's the most "balanced" boat by far, in my mind that makes it the best.

#75 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 25 July 2014 - 01:25 AM

View PostOuttaAmmo NoWai, on 24 July 2014 - 04:28 PM, said:

My DDC lurmboat has a k/d of around 6 or 7, and a 75% winrate.

This is with clanmates though, and I personally consider missiles to be mediocre at best.

Most missile players love a huge alpha, and since the DDC doesn't have a lot of tubes, it can't blob the missiles, making it unpopular. I go with triple lrm10s on chainfire and the RoF makes it a DPS beast.

Again, not a build for everyone, I just make it work

The D-DC isn't really a good LRM boat, but it is an excellent LRM escort. ECM provides good protection from counter-battery fire, the D-DC can brawl with AC and lasers, and it has enough missile capacity to meaningfully contribute to to the LRM mission.

#76 Xenon Codex

    Member

  • PipPipPipPipPipPipPip
  • The Bolt
  • The Bolt
  • 575 posts
  • LocationSomewhere Over the Rainbow

Posted 25 July 2014 - 12:47 PM

I have to join the club in supporting Medium mechs. Lately I've added a NARC with good results. The medium mech speed allows me to close up, fire off a NARC, then retreat behind cover whilst I and my LRM-carrying teammates blast away. Lot's of fun and it's nice to be the one tagging targets and getting the extra XP and Cbill rewards.

Currently I'm using the Griffin 1N(P) due to its bonus C-bill earnings, but there are a lot of good options to choose from that have been previously detailed in this thread. I prefer the Griffin and Wolverines due to their superior torso twist range, allowing me to maintain locks and fire while running away.

GRF-1N

#77 Brizna

    Member

  • PipPipPipPipPipPipPipPip
  • Liquid Metal
  • 1,360 posts
  • LocationCatalonia

Posted 27 July 2014 - 09:33 AM

Do not dismiss the Lurm Canoe

#78 One of Little Harmony

    Member

  • PipPipPipPipPip
  • The Devoted
  • The Devoted
  • 159 posts

Posted 27 July 2014 - 02:43 PM

http://mwo.smurfy-ne...79df40cd4f6d2d3

This is the "best" LRM boat, my 8R in light of the new fall damage issues. Peeps will hate on it, but just laugh at them and send 60 LRMs to their face with Artemis and tag. This, surprisingly enough is not a back of the line LRM boat; to get 1300 damage with it, you need to have line of sight with all targets and beeeeee aggressive! Generally you should fire in volleys of 30 at a time. Use your battlemap a lot for positioning and don't forget to take out enemy LRM boats and ECM Atlantes first. =)

Suggested alterations: move up to an XL280 by dropping some armor in the legs. You can drop a ton or two of ammo if you need more armor until you learn to play it better. Alternatively, going two LRM10's, two LRM15's ain't too bad, this will give you enough tonnage to turn it into, more or less, easy mode: http://mwo.smurfy-ne...d2b412411baa157

#79 Kinski Orlawisch

    Member

  • PipPipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 2,282 posts
  • LocationHH

Posted 27 July 2014 - 02:46 PM

I see a lot of 4 LRM5 Kitfox. I think a lot of peopel think they are the best LRM boats. Just skip the ECM....

#80 Kilo 40

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,879 posts
  • Locationin my moms basement, covered in cheeto dust

Posted 27 July 2014 - 10:04 PM

Stormcrow d.

x5 LRM5, 17 tons of ammo, BAP, and 1 ERML.

However...once the Mad Dog gets here....it's going to be a beast of a game changer. The A variant has 6 missile hard points, and with the other omnipods it will be able to equip energy weapons as well. Basically we're going to get a catapult A1 with the ability to mount backup weapons as well.

The screams of "OP please nerf!" is going to be epic.

Edited by Kilo 40, 28 July 2014 - 01:32 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users