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Lrm Mech Ideas For A New Guy


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#1 karrade85

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Posted 21 September 2015 - 08:23 PM

Thanks to some helpful guys and the forums and some grinding with trial mechs I have found I enjoyed the medium mech with LRM's the most. It's no coincidence that I had the most success with it as well racking up kills, assists and averaging 200 dmg range. The mech was the trebuchet I believe it's called? Might be misspelled but anyway I have a friend who plays in one of the clans which is why I took an interest in this game and from what I understand when I eventually due the community warfare I will be needing a clan mech. Am I making sense so far? It's been suggested to me stormcrow is very versatile and would be an okay LRM platform. I have a basic understanding that as a good LRM pilot that doesn't equate to just sitting like an immobile rock in the back and mounting only LRM with nothing else. I find medium mechs offer me the ability to keep up just behind the front lines and assist my teammates while offering the ability to retreat out of most trouble I run into when stick my neck out were it dosen't belong. I would also like to learn more about tagging or adding something that would assist with my ability to get or maintain locks. The trebuchet trail mech had some sort of laser tag on it and it seemed to help, also want my build to have some lasers or something to defend myself with at closer ranges as those pesky light mechs might try to flank around to my doorstep. I am not opposed to using some real cash to buy a mech either if it's not to outrageous in price because this is still a a game after all:)

Edited by karrade85, 21 September 2015 - 08:55 PM.


#2 Nothing Whatsoever

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Posted 21 September 2015 - 08:27 PM

Are you favoring Clans or Inner Sphere?

Stormcrows would be fine to run with LRMs and can pack backup weapons, nicely.

Inner Sphere has some that have big quirks, so options can vary. For example Trebs, have quirks for missiles, then Hunchback variants have variety in hardpoints.

#3 karrade85

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Posted 21 September 2015 - 08:31 PM

Your the second guy to reference the stormcrow so that's a good sign since I'm planning on going to a clan. Any suggested build to shoot for with the storm crows as a LRM??...........................................................................................................................................Also quick question, when posting I find I can't make a space to create seprate paragraphs and it greatly annoys me that my posts are one large garbled mess. Is there a trick to this? Maybe it's the computer or browsing I'm using that's preventing it? the enter key doesn't do anything to help and I haven't found a way around it yet. Maybe a computer issue/browser?

Edited by karrade85, 21 September 2015 - 08:46 PM.


#4 IraqiWalker

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Posted 21 September 2015 - 08:51 PM

View Postkarrade85, on 21 September 2015 - 08:31 PM, said:

Your the second guy to reference the stormcrow so that's a good sign since I'm planning on going to a clan. Any suggested build to shoot for with the storm crows as a LRM??...........................................................................................................................................Also quick question, when posting I find I can't make a space to create seprate paragraphs and it greatly annoys me that my posts are one large garbled mess. Is there a trick to this? Maybe it's the computer or browsing I'm using that's preventing it? the enter key doesn't do anything to help and I haven't found a way around it yet. Maybe a computer issue/browser?


Just hit the Enter key, and that should space things out.

What browser are you using? Chrome, Internet Explorer?

Also, the Stormcrow might be ton for ton, the best medium mech in the game. It can run almost any build you want. It's possibly the safest purchase you can make as a clan pilot. It's got great speed, funky hitboxes, and a lot of space for weapons.

#5 Audacious Aubergine

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Posted 21 September 2015 - 09:04 PM

If you find yourself preferring Inner Sphere medium mechs, people will also suggest the Hunchback as a good place to start. Personally I've not much experience with the missile specialist variants of this mech, preferring the direct fire ones instead, so I don't remember which variant has the dedicated LRM shoulder

Edited by FreebirthToad18999, 21 September 2015 - 09:04 PM.


#6 Nothing Whatsoever

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Posted 21 September 2015 - 09:19 PM

Looking at Stormcrows, the first one you can try is the SCR-A: Here is a build you can get started with that keeps the stock omni pods on there and has a decent loadout for you to practice grouping and managing different weapons. And you can easily swap out a laser for TAG on the arm.

The idea is to use the missiles most of the time with the lasers sparingly due to their heat output.

Artemis is generally a must for LRMs and is very helpful to Streaks, so that is often a good investment to make for LRM mechs.

Then once you get comfortable using and mixing omnipods, the best head pod has an energy hardpoint, where you could try this: http://mwo.smurfy-ne...c376babb17d4689

And a quick note, the reason I swapped the LRM 20 to LRM 15 is that the LRM 15 has better spread and a shorter cooldown, so it does better damage than the LRM 20.

#7 Not A Real RAbbi

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Posted 21 September 2015 - 09:34 PM

SCROWS ARE AWESOME!

Seriously. You simply CANNOT go wrong with a SCR. Can't BOAT ballistics, but otherwise they can do just about anything. And you can still carry ANY ballistic on a SCR, with ample room for ammo and formidable secondary weapons. I just ran three drops (had to finish up the challenge) in a SCR-A, I believe. UAC/20, 3x ERML. DAMAGE MACHINE!

SCR can tote up to 5 missile launchers, so boating LRMs isn't a problem at all. Start HERE. The guy that runs that blog is pretty darned good at MWO, and he puts a LOT of time and effort into it. It's a solid resource for MWO players. </cheer_leading>

There really is no great alternative in terms of Clan mediums, at least for boating LRMs.

Also, that laser tag you're talking about? TAG: Target Acquisition Gear. Like a laser, but does no damage. Instead, it designates targets for guided missiles (LRMs, Streak SRMs), making the lock faster and hit more accurately. It buffs DPS without doing any D. Brilliant, eh? SCR-Prime head omnipod, I believe, has a single energy hardpoint. Buy it, mount a TAG (1 ton, 1 slot) in there. Set a key to toggle, and bind that key to TAG. Toggle ON whenever you see enemies, and let the mayhem commence! (Also, TAG defeats ECM as long as the ECM-protected mech is designated with TAG. Not sure if it qualifies for the counter-ECM bonus, but definitely can be a big help to your teammates.)

Other LRM mediums to consider? Trebuchet is THE missile medium among IS medium mechs. It's been relatively fearsome since its first day in game (not one of the original mechs, but added later). That's a fine choice for a relatively fast LRM boat medium. Hunchback is also a viable alternative. HBK-4J, -4SP, and I think -GI, all have missile hardpoints. The -4J is the intended missile boat among them. Also, the head laser hardpoint is a fine spot for a TAG laser. Not the most available tonnage or space for boating, but then that'll just have you stuffing a few MLs into the thing for backup as well. No harm in some direct-fire green-beam goodness, right?

One other thing to consider. Clan heavies are relatively fast. HBR, EBJ, and TBR (65, 65, and 75 tons, respectively) all run at 81.0 km/h before Speed Tweak (89.1 after). They all have missile hardpoints in some of their torso omnipods (the EBJ-C omnis also have arm missile points). The have more armor, are relatively mobile, and can carry more/heavier LRMs in addition to more formidable secondary weapons. And the EBJ didn't get hit with the nerf bat just yet, either. The MDD is a classic missile fire support design, too. I'm just saying, don't rule out the heavies, especially if you're considering Clan mechs.

And for that matter, a CPLT with a 300XL isn't exactly SLOW. Almost, but not quite. Anyhow, you can drop a 300XL engine into one, and have a somewhat mobile LRM boat that was MADE to incite rivers of salty tears among its enemies. Give it a thought.

And hey, WELCOME TO MWO! Your enthusiasm for the game is refreshing, and I look forward to spotting targets for you some time soon!

#8 karrade85

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Posted 21 September 2015 - 10:08 PM

Thanks for the advice:) 81km for a heavy?! wow trial mechs don't teach you that lol. Okay so heavy's aren't out of the question for a LRM then I guess? I just didn't want to be the guy is so immobile that he drags down his team with a useless LRM that can't maneuver into position but that would seem to not be the case if you can move that fast! I'll have to look into some builds for heavy's then too.

I'm not opposed to spending some real cash to help speed along my purchasing a couple mechs, nothing crazy you understand but maybe a heavy with 2 variants or a stormcrow with 2 variants just so I can work on getting elite worked up? I don’t plan on buying many more mechs though, I’m the kind of guy that likes to specialize. I rather be really good at one thing then just treading water on 6 different mechs setups.



I’ve also been told about modules which I don’t completely understand. Target decay, Radar Deprivation, Seismic Sensor are all modules that were recommended for me to shoot for as well. I have yet to really play around with the mech lab enough to know what I’m doing so that’ll be my next project when I have some time. From what I’ve gathered though modules are a last priority.

Edited by karrade85, 21 September 2015 - 10:11 PM.


#9 Nothing Whatsoever

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Posted 21 September 2015 - 10:27 PM

Check these out:

https://www.youtube....C0Q7pKJQ/videos

#10 Not A Real RAbbi

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Posted 21 September 2015 - 10:54 PM

View Postkarrade85, on 21 September 2015 - 10:08 PM, said:

I’ve also been told about modules which I don’t completely understand. Target decay, Radar Deprivation, Seismic Sensor are all modules that were recommended for me to shoot for as well. I have yet to really play around with the mech lab enough to know what I’m doing so that’ll be my next project when I have some time. From what I’ve gathered though modules are a last priority.


Modules simply improve some aspect of your battlemech's performance, or add some useful function that isn't already there. Each battlemech has a certain number of module slots, and there are different types of modules.

MECH MODULES: These directly affect the chassis itself. Seismic Sensor, Advanced Sensor Range, Improved Gyros, etc. Click on each in the modules tab in the MECH LAB, and it will explain briefly what that module does. For an LRM boater, though, stick to Seismic Sensor, Target Decay, and/or Radar Deprivation. A mech cannot equip two of the same module to stack bonuses.

WEAPON MODULES: For every weapon, there are two modules. One improves its cooldown time (minimum time between shots), the other its range (optimal AND maximum). You'll want to decide what are the most important aspects of your mech's weapons systems that you'd like to improve, and prioritize accordingly. A mech cannot equip two of the same module to stack bonuses.

CONSUMABLES: UAV, Artillery Strike, Air Strike, and CoolShot. UAV is pretty self-explanatory--it pops a UAV overhead of your mech's current position, that remains stationary and reports back to your entire team any enemy contacts within a given radius. It also defies ECM, and it CAN be shot down by the enemy (if he notices it). Artillery strike drops several rounds of indirect-fire field artillery on your enemy, at a point that is in your crosshairs when you use the module. There is a delay from the time you designate the target to the rounds' impact, and there is a time delay between uses of artillery strike by members of the same team (can't spam 12 strikes on the same location all at once). Air strike is almost identical, but a fighter/bomber drops bombs. Instead of the artillery rounds' circular spread pattern, the bombs fall in a straight line. Same delay between uses by team members, and tie delay between call and splash. Also, both strike types cause a red smoke plume at the designated target point, which is visible to both teams. Finally, the cool shot. It removes a certain amount of heat from your battlemech immediately upon use. This is useful for mech builds that tend to run hot, or for a holy-crap moment in a brawl when extended repeated use of your weapons has thoroughly heat-soaked your mech. Each consumable module is (as the name implies) CONSUMED on use, and must be re-purchased in MECH LAB to be used again. Each can only be used one time per match, and a mech cannot equip two of the same consumable module.

#11 Tesunie

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Posted 21 September 2015 - 10:58 PM

First (and I'm sure it's been mentioned), Paragraphs! (Wall-o-text warning at least!) ;)


Second (now that foolishness is out of the way), if you intend to join or be loyal to a Clan faction, you will need a Clan mech to play in Community Warfare (CW). For any standard matches (does not involve the large map of the Inner Sphere with dots), then mech type will not matter overall.

As far as specific mechs (and I know of many), there are some very nice missile mechs that can work well for LRMs, depending upon how and what one wishes to use their LRMs.
- Stormcrows can preform the job very admirably. They can, with enough omni-pod adjustments, gain enough missile hard points to spam LRM5-10s if desired, or have a couple of larger launchers with a decent amount of back up weaponry.
- The Adder can also, for a light mech, do well as an LRM mech. Not as fast as the Stormcrow, but is smaller. Probably not as recommended as an LRM mech, as the Crow can do it just as well, if not better. (But, if you need to shave some tonnage off your CW drop deck, it's an option.)
- The Summoner can also make for a good missile platform. It's got enough speed, armor and the added bonus of jump to do the job very well. Feels almost like a medium mech to be honest. Also has quirks to reduce missile spread, which can be helpful. I replace the NARC side torso with the Prime pod, for added reduction to spread bonus. Only problem is it has no real energy hard point to use, so you would be limited to lasers. (Unless you reduce your missile hard points for some lasers or an AC.)
- The Mad Dog is also a very good choice for LRMs. It has plenty of hard points for the task, as well as enough other hard points for additional defensive weapons. 6 LRM5s and a LPL and UAC5 combo can work very nicely. Is a heavy mech though.

For IS mechs, we have a different line up:
- Hunchback 4J (and 4SP even). Head TAG for ECM direct fire (if desired), and enough other energy hard points for a defensive array. I run mine almost stock with upgrades. (Been running it that way since I started playing MWO, a long while ago now.)
- The Treb, as you've noted, also can work very well too. I personally don't like how the Treb looks, so I've never used one. (Which is probably strange considering I'm a bit of an LRM nutcase.)
- The Kintaro is another mech that can preform very well with LRM5s enmassed. I... don't have much experience with this mech either. Never liked it's looks (though they did a great job with it in MWO, and it looks amazing here.)
- The Griffin works well for an LRM skirmisher. Fast, with jump, and some other weapons to help. However, if your style is to spam the LRM5s, it isn't going to be too much help here. There is a variant (is it in game yet?) with ECM, which would be of even greater aid/help to you. I have a Griffin myself, and it's worked very well for me in the past. (I should pilot it soon again.)
- The Shadowhawk, the largest/heaviest medium mech you can get at 55 tons, can also do decent as an LRM platform. Better known for it's shoulder weapons of an AC or energy use. Probably not the best for LRMing though, but it can easily get the job done.
- If you are looking at assaults, the Awesome can LRMs, the Stalker can as well (I use the Stalker 3F myself and love it) and the Battlemaster 1S can too. Right now, the 1S is considered by many crowds to be the best LRM assault in the game. I still stand by my Stalker personally and had better results with it over my Battlemaster personally. The King Crab can also LRM decently, if desired.

If you are a really crazy person (which I am), I even have some light mechs that use LRMs. Probably not recommended to a newer player, but it can be a change of pace. I've gotten an interesting Raven 4X and 3L design that LRMs, and of course an Arctic Cheetah Prime (2 LRM5s, 3 ERSL and a TAG) that does it too. If you are super crazy (which I apparently am for even attempting this monstrosity), the Locust can even do it! (Not recommended.)


As a final tip, use Smurfy Mechlabs to experiment with possible loadouts. This can prevent a lot of frustration and possible wasted C-bills/time getting upgrades and weapons that might not fit to begine with. (Or... just don't save your mech if it doesn't work. I use Smurfy as a mech record site. Comes in handy when you want to post up a build, or see what a build has on it without booting up the game client.)

Any questions, by all means ask away on the forums. Plenty of people here who will help.

Edited by Tesunie, 21 September 2015 - 11:08 PM.


#12 Tesunie

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Posted 21 September 2015 - 11:02 PM

View PostTheRAbbi, on 21 September 2015 - 10:54 PM, said:

For an LRM boater, though, stick to Seismic Sensor, Target Decay, and/or Radar Deprivation.


Yes on the Advanced Target Decay! Any LRM based mech, be it boating or not, kinda needs this. That and BAP (a piece of equipment, not a module) to cut ECM that wonders too close. Artemis (an upgrade, not a module again) is also very handy to have, if you can afford the weight costs. Seismic is good, but one can live without.

Radar Deprivation is also very handy to have. Near must have for every mech and play style in the game (which I think means it should be nerfed a bit, but that's a different story).

#13 Modo44

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Posted 21 September 2015 - 11:50 PM

The best thing you can do with LRMs is to not use them until you are good with other weapons. LRMs are extremely weak against good players, and focusing on them it will prevent you from developing vital skills like heat control, aiming, or taking cover. As a new player, avoid.

#14 SnagaDance

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Posted 22 September 2015 - 01:38 AM

View Postkarrade85, on 21 September 2015 - 08:31 PM, said:

Also quick question, when posting I find I can't make a space to create seprate paragraphs and it greatly annoys me that my posts are one large garbled mess. Is there a trick to this? Maybe it's the computer or browsing I'm using that's preventing it? the enter key doesn't do anything to help and I haven't found a way around it yet. Maybe a computer issue/browser?

I have the same issue when at work where I'm required to use an old IE version.Ugh. The trick though is using that lightswitch button to the top left as you're writing a post.

See? (no you didn't, but I just used it so that's why there's a nice space now)

It cancels out all other buttons but you can easily switch back and forth between the two modes!

#15 Nightshade24

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Posted 22 September 2015 - 01:53 AM

Kitfox, adder, stormcrow, mad dog, warhawk, and summoner are all good LRM platforms.

however Kitfox and Adder are rather limited with what to do with the LRM's, there isn't much variability between builds.
Stormcrow can ahve lots of comboes and can pair up with SRM's nicely.

Mad Dog I consider the best clan LRM boat maybe because that is what it is stock and I am a lore nut who loves stock+ builds and stuff. (stock + is a slang term for going with a build that is the same as the stock build but with improvements such as armour distribution, ammo location, engine increase or switching it between std or xl, endo steel, double heatsinks, etc. In common talk that is). The Warhawk however can boat pretty hard and can make quite varied builds as well as the stormcrow between the configs.

Summoner I got running has a pair of LRM 20 (or was it 15's...) and 3 SRM 4's and it's kinda interesting.

#16 Tesunie

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Posted 22 September 2015 - 09:42 AM

View PostModo44, on 21 September 2015 - 11:50 PM, said:

The best thing you can do with LRMs is to not use them until you are good with other weapons. LRMs are extremely weak against good players, and focusing on them it will prevent you from developing vital skills like heat control, aiming, or taking cover. As a new player, avoid.


Though I can see your point, I also have to politely disagree with you. LRMs can be a good weapon to learn with, but also take other weapons so you can learn other skills. It's also important for newer players to experiment with as much gear as they can and see how it all works.

As long as a player doesn't blindly focus on only one thing (even other weapons besides LRMs), then it provides no hindrance to use a specific weapon for a while. LRMs can be good to learn with because then you can learn position, locking, movement, etc. The concept is to progress outside of just LRMs into other weapons over time (as you learn the skills LRMs can teach you).

I say this as someone who used LRMs when I started the game myself. I still like my LRMs, but I've progressed to using every weapon in the game (including Flamers and MGs). When I started playing, LRMs where honestly my saving grace. I could do alright in direct fire builds back then, but I did much better in LRMs than I did with other builds. (And this was before Elo, for the note.)

AKA: It's okay to use and learn with LRMs. Don't focus on using only LRMs either though. Experiment. Expand your skills. Try all the weapons out. See what works for you at each step of progress as you increase your skills.

#17 JC Daxion

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Posted 22 September 2015 - 10:43 AM

You did not say what Treb you bought, but if you are liking it, i would suggest sticking with it for now. 2 of them come with nice XL engines, the 3C, with an XL-300 which is one of the most versatile engines in the game, and 7M with the XL-255, which is a great engine, but has more limited uses, but for a handful of mechs, the 255 is what you need.. (personally i think the XL-265 is a fantastic engine as well, but none of the trebs come with it and i'll get to that in a bit) they cost a bit more C-bills,..

My guess is you picked up the 5N, or perhaps the 5J? I'm just guessing as they are the cheaper versions, and new players will typically get um first.

To round out your set of 3, grab the 7K. It is a mech that can run the classic PPC+ac5, or other ballistic set ups, Add the 3C for that XL-300 and a good missile boat with energy hard points. You can also run a pair of SRM's with some laser backup. going with 4 ML's and a pair of SRM4's will work pretty good on that mech.


Now if you wan't to spend some money, one of the best newbie friendly packages is the Shadow Hawk. the Package comes with Premium time, and a hero mech which gives a C-bill boost, and a champion which gives and XP boost, which is great for grinding GXP, something you need to unlock Modules. You also get an XL-265, which is an awesome engine for tons of builds, and an XL-275, which is just a shade slower than the XL-280 which is used in many builds, But more importantly the XL-275 is cap for many mechs.

the shadow hawks are very flexible, and the quirks are mainly broad based meaning, energy, missile, ballistics, ect.. so that means you can really use any weapon and get a bit of a buff. This is one of the reasons why they are great for new players. Not to mention good hit boxes, and have jump jets.

You can also run the dual LRM10 builds, along with streak builds, SRM, energy boats, PPC+ac5 combos, 3 Large lasers, Dual AC5's and i think one even can run an AC-20.. (someone will correct me on that if i'm wrong) but regardless, they have a ton of great builds, and are darn solid mechs.


I personally love catapults, but they are harder mechs to play, But they can also be fast, especially the non missile mech, The Hero "Jester" is one of the fastest heavies in the game which can clock in at over 100 KPH, that is faster than over half the mediums!

Kintaro's and griffins are 55 ton mech and makes a good missile mechs, and quickdraws for heavies are another option for something that can use missiles. Stalkers are a nice assault that can pack in a few racks of missiles, and have many energy points left over. Often they are long range energy, with SRM back ups for brawling. But also can run pairs of 10's on many, with a good amount of energy. Not to mention has the hero "Misery" which is a great mech, though not really good for missiles outside of a single SRM6.. But it packs large lasers, and an AC-20.. at that point you don't really care about a few missiles :)


But i do like your thinking, Go with mediums, learn to move, and use your speed to re position, and most importantly stay with the groups, and play aggressive more often with your bralwers.

Often the best place to be is right in back of a brawler tossing LRM's over their heads at 250-300m, and blasting away with medium lasers. At that range, they hit super fast, and are always hit missiles, unlike the SRM's which don't lock. So often playing missile mechs do i think, man i wish i had LRM's this round, as for some reason the match ends up with me stuck in the 300-400m range, and SRM's are usless at that point.. and i know i could of landed many volleys of LRMs.

While LRM's might not be great for high end comp meta play, thankfully most of the game is not at that level, and the weapons work, and can work well. Also, they look darn cool!



View PostTesunie, on 21 September 2015 - 10:58 PM, said:



If you are a really crazy person (which I am), I even have some light mechs that use LRMs. Probably not recommended to a newer player, but it can be a change of pace. I've gotten an interesting Raven 4X and 3L design that LRMs, and of course an Arctic Cheetah Prime (2 LRM5s, 3 ERSL and a TAG) that does it too. If you are super crazy (which I apparently am for even attempting this monstrosity), the Locust can even do it! (Not recommended.)


.



You should try a raven 2X, with LRM15 + tag, and 3 ML's with an XL265 To me this is the classic mech warrior 4 build, and honestly it works.. Not the best light build, but it is fun for pugs, no doubt. :) It's actually my favorite raven build, even though i do better in my 3L with dual SRM4's and a pair of ML's.. I also have a huggin, but still that LRM raven is just so much fun!

The thing to remember about it is, don't try to take down fully armored mechs.. you will just waste ammo.. As tempting as it is to find a lone dire, by the time you take it down you will have no ammo left. The mech is best used finding those that already are damage, and then a few rounds of LRM's as you close to finish them off with your MLs... While i think i run better with an SRM6+ 4 ML's just something about an LRM raven that feels right.

Edited by JC Daxion, 22 September 2015 - 10:50 AM.


#18 Tesunie

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Posted 22 September 2015 - 11:02 AM

View PostJC Daxion, on 22 September 2015 - 10:43 AM, said:

You should try a raven 2X, with LRM15 + tag, and 3 ML's with an XL265 To me this is the classic mech warrior 4 build, and honestly it works.. Not the best light build, but it is fun for pugs, no doubt. :) It's actually my favorite raven build, even though i do better in my 3L with dual SRM4's and a pair of ML's.. I also have a huggin, but still that LRM raven is just so much fun!

The thing to remember about it is, don't try to take down fully armored mechs.. you will just waste ammo.. As tempting as it is to find a lone dire, by the time you take it down you will have no ammo left. The mech is best used finding those that already are damage, and then a few rounds of LRM's as you close to finish them off with your MLs... While i think i run better with an SRM6+ 4 ML's just something about an LRM raven that feels right.


Sounds like you would like my 4X design. It's called Carrion for a reason. Use the LRMs early in the game to strip some armor, then when you see a vulnerability, rush forwards and take their section with med lasers and MGs. Then, run back into your team again and wait for the next open section to take. :ph34r:

#19 JC Daxion

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Posted 22 September 2015 - 11:24 AM

View PostTesunie, on 22 September 2015 - 11:02 AM, said:


Sounds like you would like my 4X design. It's called Carrion for a reason. Use the LRMs early in the game to strip some armor, then when you see a vulnerability, rush forwards and take their section with med lasers and MGs. Then, run back into your team again and wait for the next open section to take. :ph34r:



I will have to try it, for the simple fact i have yet to find anything that i really like for this mech.. as much as i want to love it, it just falls short in performance for me, even though when i first started it was my favorite raven, as i have improved i see it's weaknesses.

I don't have a 245, so id have to drop the JJ and heat sink and stuff in an XL-255, but hey at least i can get a feel for it

though i am curious why you run artemis on it, It seems that you would get much more mileage out of an extra ton of ammo, Almost 100 extra damage and 5.3 more rounds to me would be better than a slightly tighter spread.. (though honestly i have not really played around with LRM's and spread rates in a long time.. ) But even my mechs with LRM15's and art, it seams like a big ol cluster of missiles smashing um anyway.

I do notice it on SRM's, especially if you are close.. But typically i only run Artemis on mechs over 55 tons, The first mech i own that i run it on is my 7K wolvie with a pair of SRM6's, My 4SP i run SRM4's because of heat, and it's just not worth the weight at this point, i'd rather have 2 more heatsinks on that mech. My Dual LRM10 50 toner i don't, again just not worth the weight to me. Everything else 50 and under i run SRM4's for the most part, outside of of my 2D commando, which packs 3X2's, and honestly, for heat/weight/recharge, it just seams better to skip the SRM6's. But of course this is all personal preference.



So i have to ask, have you played around with both artemis on and off? what were your findings? But also how long ago has it been? I must say i have not played my LRM mechs much this summer, outside of a few nights i just couldn't help myself from dropping in my Raven 2X, or a couple of my Catapults.. Still gotta finish leveling my darn stalker 4H too.. but thats another story.

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Posted 22 September 2015 - 01:14 PM

View PostJC Daxion, on 22 September 2015 - 11:24 AM, said:

I don't have a 245, so id have to drop the JJ and heat sink and stuff in an XL-255, but hey at least i can get a feel for it

though i am curious why you run artemis on it, It seems that you would get much more mileage out of an extra ton of ammo, Almost 100 extra damage and 5.3 more rounds to me would be better than a slightly tighter spread.. (though honestly i have not really played around with LRM's and spread rates in a long time.. ) But even my mechs with LRM15's and art, it seams like a big ol cluster of missiles smashing um anyway.


So i have to ask, have you played around with both artemis on and off? what were your findings? But also how long ago has it been? I must say i have not played my LRM mechs much this summer, outside of a few nights i just couldn't help myself from dropping in my Raven 2X, or a couple of my Catapults.. Still gotta finish leveling my darn stalker 4H too.. but thats another story.


As long as it remains able to jump, then it should still do decently. One of the tricks I'd do would be to jump over an object, then lob the LRMs and fall back behind cover (if needed). Also good for quick turns if you are being chased. But, compared to buying a whole new XL engine, I'd give it a test as you described.

I have run it with and without Artemis. Out of the two, I got better performance between faster lock on times and tighter spread (and better tracking) with Artemis to make it worth it on this design. When you may only have a small window to get a lock and shoot your missiles, sometimes Artemis just helps enough. (But by all means, remove Artemis and give it a try. I encourage experimentation.) (Not all of my LRM mechs have Artemis. It really does depend upon the design and the intent of the LRMs.)

It's been a little while since I played my 4X, but not significant changes to ECM nor LRMs have occurred since I last play it (last I knew). Probably a couple of months at best. I should send it out sometime.

The trick with my 4x, I'll admit, is to not use it like most typical lights. If you do, it will die. It's designed to work within a team, shooting LRMs at targets as available, and to wait till mechs start getting damaged. Charge in too soon, and you get out gunned. Charge in too late, and you may not have a team left to support. You want to just take an exposed (armorless) section and then retreat. Most lights want to stick around and continue fighting, which would result in a quick death in my design.

I regularly drop with some forms of LRMs on my mech. Not always, but enough to keep relevant with them. My Arctic Cheetah even has some LRMs on them, by latest project. (I should probably set up my misfit version to be like this design...)





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