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Lrm5 Strictly Superior To Lrm10?


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#1 DLG

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Posted 09 June 2013 - 09:36 PM

For anyone not limited by hardpoint count, 2xLRM5 is strictly better than 1xLRM10. 2xLRM5 weighs 1 ton less, same heat, same damage (when fired together, there's no difference for AMS), and even fires every 3.25s instead of 3.75s. So, arguably, unless you are limited by hardpoints (fair enough), you should always equip LRM5s.

This seems to be at odds with other weapons, who typically either weigh more when used in smaller increments, or produce more heat, or have other drawbacks.

I have no strong opinions either way, I was just wondering what people thought about this. Is it a problem?

#2 TheFlyingScotsman

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Posted 09 June 2013 - 09:51 PM

View PostDLG, on 09 June 2013 - 09:36 PM, said:

For anyone not limited by hardpoint count, 2xLRM5 is strictly better than 1xLRM10. 2xLRM5 weighs 1 ton less, same heat, same damage (when fired together, there's no difference for AMS), and even fires every 3.25s instead of 3.75s. So, arguably, unless you are limited by hardpoints (fair enough), you should always equip LRM5s.

This seems to be at odds with other weapons, who typically either weigh more when used in smaller increments, or produce more heat, or have other drawbacks.

I have no strong opinions either way, I was just wondering what people thought about this. Is it a problem?


In theory, yes. If you have enough missile slots unused, it is better to stack LRM5s than the larger LRMs, unless you either need the slots or use Artemis (which is very powerful, and adds 1T to any individual launcher using it, making 2ALRM5s weigh the same as a single ALRM10).

Another factor to keep in mind with the lower sized LRM launchers, is that when you fire them in chain or individually, the enemy AMS actually has more time to take down the missiles instead of being overwhelmed by a single salvo. When it comes to punching through AMS, remember to shoot them all at once.

#3 Ningyo

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Posted 09 June 2013 - 10:02 PM

True but number of hardpoints is often the defining factor for a missiles boat. What is more questionable is the LRM 15 to LRM 10 comparison.

6xLRM 5: Heat 12, Cooldown 3.25, Slots 6, Tons 12, DPS 9.54
3xLRM 10: Heat 12, Cooldown 3.75, Slots 6, Tons 15, DPS 8.79
2xLRM 15: Heat 10, Cooldown 4.25, Slots 6, Tons 14, DPS 7.76

You know I said that, but looking at them side by side I retract it they balance fairly well against each other still I was forgetting the cooldown. LRM 5 are definitely by far the best per ton/slot though their only drawback is in number of hardpoints.

#4 Deathlike

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Posted 09 June 2013 - 10:04 PM

LRM5s are nom nom nom to AMS. If you are able to fire a cluster of missiles, LRM5s are good enough to be "consumed" by AMS until the real payload (LRM15 or LRM20) rains upon your enemy... of course that assumes you are not being limited by the missile tubes.

For example, the Stalker-3H would function better with 2 LRM20s and 2 LRM5s (torso gets the smaller launchers, arms get the bigger ones) instead of having 4 LRM15s. Although, you'd probably want Artemis and TAG to make them really effective.... since the spread of the bigger launchers (like SRMs) increases...

Also, don't put LRMs in the NARC missile tube (Trebuchet-7M's left torso has one). That would make any LRM launcher funny but useless.

Edited by Deathlike, 09 June 2013 - 10:10 PM.






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