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4Sp With Lrms


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#1 00Grifter00

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Posted 09 March 2013 - 01:56 PM

Ok So looking for opinons, Was running this build the other night in an escort role. and got told I should uninstall the game

http://mwo.smurfy-ne...6966eafeed4ab3f

So Take a look and let me know what you think

#2 Jukebox1986

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Posted 09 March 2013 - 02:06 PM

I´d say you absolutely need a TAG. Maybe drop the AMS to upgrade the remaining 3 ML to MPL, but i usually go with ML too.

#3 Demoned

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Posted 09 March 2013 - 02:07 PM

run it myself before, i didn't do half as well as i did with the SRM6

even if you try to put LRM10s in it, you have to sacrifice to much on the engine and armor to make it work
and, that just means you get in a close range scrap and, you'll end up as scrap.


the 4sp is best as a close range brawler.

edit

i do play best as a close range fighter tho :(

Edited by Demoned, 09 March 2013 - 02:08 PM.


#4 Cromwill

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Posted 09 March 2013 - 02:09 PM

I have been running 2x LRM 5 2/ tons ammo and 4 MPL for close combat and do fairly well at 89 KPH. Does not excel at either but does a decent job for an all ranges mech.

#5 00Grifter00

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Posted 09 March 2013 - 02:13 PM

Thats what I was thinking was increasing the ranges, with the bigger maps on the way. Have a short range brawler on Alpine I kept just getting Chewed up. But long range weapons. Will swap in a tag and see how that helps out. Thanks for the Tips

#6 Kilroy

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Posted 09 March 2013 - 02:36 PM

I might swap out the 2 LRM 10s for an LRM 15 and an LRM 5, you will still fire 20 LRMs and you can save 1 ton to put into ammo or heatsinks.

#7 Phoenix Gray

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Posted 09 March 2013 - 03:00 PM

Definitely add TAG and I think designs like these will have a niche on the larger maps.

#8 Stingz

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Posted 09 March 2013 - 03:11 PM

View PostKilroy, on 09 March 2013 - 02:36 PM, said:

I might swap out the 2 LRM 10s for an LRM 15 and an LRM 5, you will still fire 20 LRMs and you can save 1 ton to put into ammo or heatsinks.


Problem is it's x2 6-tube launchers, it's going to sputter badly, and get chewed up by AMS even worse.

The Hunch-4J, Centurion and Trebuchet are more suited for LRMs.

Edited by Stingz, 09 March 2013 - 03:14 PM.


#9 Phaesphoros

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Posted 09 March 2013 - 05:42 PM

HBK-4SP
Quite a nice support mech, doesn't suck on any range. Need to tune the armor somewhere.

I swapped the second SRM6 for a LRM15, mostly for alpine.

Seems not to be devastating, but, as I said, doesn't suck on any range.

#10 Valrock

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Posted 10 March 2013 - 01:40 AM

I've run a very similar build to OP's, except with a STD250 and a TAG in the head. Does not suck, you simply need to relearn how to play. At 89kph you should be able to stay out of the main brawl, unless you're a useless pilot. This is NOT meant to be a blind fire LRM boat, this is a ~200-250m direct fire support vehicle. Run with the heavies, dish out some damage.

#11 Phlyk

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Posted 10 March 2013 - 01:43 AM

For quite a while I used an LRM15 in one shoulder and an SRM4 in the other with 4 medium lasers. It was surprisingly effective!

#12 epikt

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Posted 10 March 2013 - 02:02 AM

Generally speaking on an LRM boat (even if it's medium) lasers work as backup weapons: I find 2*LRM10 + 5*medlas not very optimal, you'd better take some lasers away and mount bigger lauchers. AND TAG. You need tag when you have LRMs.

As for the chassis choice, HBK-4SP is definitly not a good LRM carrier. Go for the classic 2*SRM6 + 4 medlas (I use 4*medpulse on mine).
If you want a medium LRM boat, go for a TBT-7M: 1/ you can fire 2*LRM15 in a single wave and 2/ it has jump-jets (don't underestimate how useful JJ are). Here's mine. You can take away Artemis and/or AMS for more ammo if you prefer.

Edited by epikt, 10 March 2013 - 02:03 AM.






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