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Lrm Guide Book. 1.3.0 Updated 1-June-2017


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#21 zortesh

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Posted 05 December 2014 - 08:05 PM

View PostTime Bandit, on 05 December 2014 - 07:44 PM, said:

The tears of the lrm whiners keeps Monkey happy. Their tears are almost as good as their souls.


The wifi god demands souls, the wifi god gets souls.

All hail the wifi.

#22 Holdfast

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Posted 10 December 2014 - 01:08 PM

Under mediums, I'd add the HBK-4J.

Pros:
with quirks and modules, it can kick out 10*2 missiles every 1.25 seconds,
can mount a tag in the forehead,
no ghost heat, but rapid fire does eventually cause issues,
room for up to 5 ml, if that's your thing,
tends to be ignored

Cons:
good players destroy your right torso quickly, leaving you dead or useless.

I've been running HBK-4J. I chain fire an lrm-10 every .6-ish seconds; if I can get that first shot in, I'm usually safe from their return fire.

#23 zortesh

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Posted 10 December 2014 - 02:04 PM

View PostHoldfast, on 10 December 2014 - 01:08 PM, said:

Under mediums, I'd add the HBK-4J.

Pros:
with quirks and modules, it can kick out 10*2 missiles every 1.25 seconds,
can mount a tag in the forehead,
no ghost heat, but rapid fire does eventually cause issues,
room for up to 5 ml, if that's your thing,
tends to be ignored

Cons:
good players destroy your right torso quickly, leaving you dead or useless.

I've been running HBK-4J. I chain fire an lrm-10 every .6-ish seconds; if I can get that first shot in, I'm usually safe from their return fire.


Thank you!

Added.

Edited by zortesh, 10 December 2014 - 11:12 PM.


#24 Bigbacon

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Posted 14 December 2014 - 05:36 PM

glad you commented on saying bring your own Narc. It really is needed for LRM machines. I run it on my two lrm boats (kto-gb and maddog prime) and being able to narc your own target to help you and your team just works so well.

#25 Bigbacon

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Posted 14 December 2014 - 05:45 PM

another good LRM boat is the maddog with 5xLRM10 + Narc + 2 ML. You can alpha multiple time (3 i think) and you can chain fire like nobodies business. heat is very manageable.

2 ML pack an ok punch at 14 dmg. I have a lot of good rounds with it. Stick with the team, narc, let them fly.

Only thing is like you said, make sure you are close enough and make sure you don't alpha unless you can the target as you don't want to waste 50 missiles when the target can't be hit under cover.

#26 zortesh

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Posted 17 December 2014 - 01:35 PM

View PostBigbacon, on 14 December 2014 - 05:45 PM, said:

another good LRM boat is the maddog with 5xLRM10 + Narc + 2 ML. You can alpha multiple time (3 i think) and you can chain fire like nobodies business. heat is very manageable.

2 ML pack an ok punch at 14 dmg. I have a lot of good rounds with it. Stick with the team, narc, let them fly.

Only thing is like you said, make sure you are close enough and make sure you don't alpha unless you can the target as you don't want to waste 50 missiles when the target can't be hit under cover.


Sounds downright lethal.

Edited by zortesh, 17 December 2014 - 01:35 PM.


#27 Sonny Black

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Posted 23 December 2014 - 06:28 PM

I've been running a Loup De Guerre. strip out all the SRM's MPL replace with 2 ML 4 LRM's 5 1/2 tons of Ammo, AMS 1 ton of ammo
Use chain fire and it really sings. At least for me. Major + You can get out of trouble as fast as you got in it...which is a very good thing for me. 105kph & JJ


Love this build! Consistently getting in the mid 200's dam & 6-7 assists. Even managed to take out some components.

#28 ShinVector

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Posted 23 December 2014 - 06:36 PM

Ban this book.

#29 Sonny Black

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Posted 23 December 2014 - 07:20 PM

View PostShinVector, on 23 December 2014 - 06:36 PM, said:

Ban this book.



Missiles add dignity, to what would otherwise be an ugly brawl.
With apologies to Frederick the Great

:)

#30 ShinVector

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Posted 23 December 2014 - 07:55 PM

View PostSonny Black, on 23 December 2014 - 07:20 PM, said:



Missiles add dignity, to what would otherwise be an ugly brawl.
With apologies to Frederick the Great

:)


Posted Image

#31 b0rg13

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Posted 24 December 2014 - 04:54 PM

<redacted>

Edited by b0rg13, 24 December 2014 - 04:55 PM.


#32 Revener

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Posted 24 December 2014 - 05:52 PM

This:
------------
If the enemy has 12 mechs there rotating into the fire to spread damage out, there gunna stomp the team that has 8 guys there rotating into the firing line to soak damage.
--------------


is true in all situations with all mechs, wish most players could understand that .......

#33 zortesh

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Posted 25 December 2014 - 02:36 AM

View PostSonny Black, on 23 December 2014 - 06:28 PM, said:

I've been running a Loup De Guerre. strip out all the SRM's MPL replace with 2 ML 4 LRM's 5 1/2 tons of Ammo, AMS 1 ton of ammo
Use chain fire and it really sings. At least for me. Major + You can get out of trouble as fast as you got in it...which is a very good thing for me. 105kph & JJ


Love this build! Consistently getting in the mid 200's dam & 6-7 assists. Even managed to take out some components.


swap a lrm5 out for a narc, you'll be more versatile and make more cash.

I use 2medlas 3lrm5 and a narc and average 400-700 dmg, i alpha fire all the lrms, lrm 5's be better that way.

The narc is well and truly worth the loss of 5 tubes.




View PostShinVector, on 23 December 2014 - 06:36 PM, said:

Ban this book.


save that hate for a truly evil book like.. I dunno the bible?

Edited by zortesh, 26 December 2014 - 01:13 AM.


#34 El Bandito

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Posted 26 December 2014 - 02:41 AM

Good guide. :)

#35 Maelstrom238

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Posted 07 January 2015 - 05:44 AM

I season my food with the tears of my LRM victims... I never run short on seasoning :D ... Improvise, Adapt and Overcome.

#36 Bloody

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Posted 12 January 2015 - 07:50 PM

been thinking of messing around with my King Crag KGC-0000
some lasers to poke in the RT, 3 LRM15s and a Narc on the left. Nothing in the arms as Blast shields! :P

not sure how it will work out tho

#37 Tesunie

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Posted 12 January 2015 - 08:16 PM

So far from what I have read, I support this thread (as a fellow LRM user).

Only thing I wish to add (if it hasn't been mentioned already) and something I already like about this advise is, you don't HAVE to boat LRMs for them to be effective. You can get away with loading up a (or a couple of) small launcher(s). It wont be a main weapon, but it can still be very helpful in a team setting. Can be especially good for slower mechs, as they wade their way into line of sight. Lets them be able to support during the time till they can see the enemy.
Sometimes, a mixed or balanced build can also be very useful.


I do like the HIGHLY suggested point of bringing backup weapons and gaining your own locks. That's always been a strong point I've made with people in my own guides.

#38 zortesh

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Posted 12 January 2015 - 10:48 PM

View PostBloody, on 12 January 2015 - 07:50 PM, said:

been thinking of messing around with my King Crag KGC-0000
some lasers to poke in the RT, 3 LRM15s and a Narc on the left. Nothing in the arms as Blast shields! :P

not sure how it will work out tho


It'd probably do the job really well, it has both lasers and missile hardpoints above the cockpit, so psoki9ng with narcs/lasers will be very good.

Might be a bit slow, but even then you can hug the group and clober anyone playing peek-a-boo with a narc.

This is my planned build for when it comes out for cbills.

+faster version

Edited by zortesh, 12 January 2015 - 10:56 PM.


#39 Saint Atlas and the Commando Elf

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Posted 16 January 2015 - 05:36 AM

Really like your guide. The whole idea of "swapping a launcher for NARC" sounds a little strange to me, but I am curious enough to give it a try (on the AWS-8R).

What I would like to ask is this: What is the right amount of ammo for your LRM-boat?

There was a time when I sacrificed all backup weapons for additional ammo and thought that 55kph was good speed ...

Now however, I think that it is acceptable if I run dry in 33% of the games. Usually thinking then: "Well if that didn't help, nothing will" :-)

My current boat

#40 zortesh

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Posted 16 January 2015 - 04:54 PM

^ I didn't say anything about the right amount of ammo in my guide because its subjective alot of the time.

I don't really have a rule of thumb for lrms, alot of it depends how much you intend to spam, if you picking your shots you don't need that much, but you might want alot more lrms if you gunna try to nuke down lights, becuase that expensive ammo wise.

On assultmechs dedicated to lrms i tend to aim for 10+ tons of ammo, around 2k missiles seemns right for 3-4 lrm 15's to me.

Personally id scrap one of those launchers for a second er large and some heatsinks, like so but I prefer alphaing my lrms over chainfiring them.

Generally more ammo is better, until it cuts into your ability to carry backup weapons or cripples your heat management.





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