The above posts are for the "traditional" LRM boats. They are really on their way out. Do not mix-and-match your loadouts; LRMs are the most "all in" weapon in the game. They are poor secondaries.
Your check box for making & driving an LRM 'mech should be:
1- You should go at least, or very close to, 100kph. Faster is better. You need to dictate engagement ranges between 250 and 750 (try to avoid going under 250 to get sucked into a brawl, say nothing of 170m minimum). If you're in a big, slow heavy 'mech - no matter how many LRMs you have - you are a liability against units that chose which range to fight you.
2-
Always bring your own TAG. You need it to tighten missile groups and tracking time as well as pierce ECM. Anyone who suggests that scouts exclusively TAG for you (if they want to chime in, the more the merrier, though) are impractical and unrealistic.
3- BAP is another must have. Faster locks + Ability to counter an ECM 'mech makes it a make or break item.
4- Carry enough missiles to pierce an AMS. If you have 2 10s, you might as well be firing spit balls if there's even one AMS in the area. For that reason LRMs make horrendous "backup weapons" in the current meta and I'd say to avoid them at all costs.
5- The Cent 9D or Treb 7M are your best options for a missile boat right now. The 9D doesn't need arm armor, allowing it comfortably carry 2x LRM15s + TAG, while the 7M has jump jets which can allow you to glide backwards at full speed while turning to face, and fire, on enemy 'mechs. They both their strengths & weaknesses.
6- Always carry Artemis. Without it, LRMs are absolutely pathetic for damage and your lock time isn't optimal.
7- Consider taking a UAV if you don't have a recon pilot who will take one for you. Using your speed to move up on a position, drop it, and move off gives you tons of free indirect shots.
8- Carry at least 1080 missiles for ammo. Anything less and you will be hurting. More is better when possible.
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Gameplay:
Essentially you want to avoid indirect fire unless you have spare ammo to burn; it's not very good beyond some mild chip damage. Outside of UAVs or when targets leave LOS
after you fired on them, avoid these.
You want to get direct LOS on targets at under 750m so you can hit them with your TAG and continue to guide the missiles in. remember there's
no downside to firing TAG so stick it on all your groups and hold it down as much as possible in fights. Even a TAG'ed light 'mech will take serious damage from missile clusters!
Keep an eye on your "line." While you have the speed & range to help multiple groups of friendlies, the second an infighter is on you make your way back to your allies. You can't outrun a light, but you can run fast enough to people who can intercept it without much damage if you're alert.
Remember, again, use your speed to stay in optimal range! In under 500m dodging missiles becomes very hard to do - running at the back of your group firing at these ranges can make you a massively damaging member of any push. Just don't get close enough to give them shots with backup weapons, and don't get far enough to cancel your TAG or make LRM flight time too long.
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If you end up fighting a 4 LRM/20 Stalker with this,
you will win. You can maneuver inside of his maximum/minimum range, delivering shots he can't avoid while your speed lets you avoid his back - not to mention the sheer speed on your 'mech will negate much of the damage, where 100% of your shots will likely hit them dead on if you've got them TAG'ed.
I don't say this to mention that it's a good dueling 'mech - far from it - but my point is anyone suggesting slow, heavy LRM builds is steering you wrong for the future. Speed is going to be everything.
Final note: The Quickdraw is likely to be another good option for this.
Edited by Victor Morson, 17 June 2013 - 02:47 PM.