Jump to content

Lrm Mech


32 replies to this topic

#21 I C Wiener

    Member

  • PipPipPipPipPip
  • 131 posts

Posted 07 July 2013 - 04:51 AM

View PostMogney, on 06 July 2013 - 11:28 AM, said:

Ok, follow up question. Why do I sometimes see LRMs without Artermis? If all it costs is 750000 cbills why doesnt everyone have it? Is there some other drawback or cost that is not obvious?


As mentioned above, Artemis makes launchers use more slots and tonnage which can be a pain when using mutliple launchers (for example 2 LRM 10 instead of one LRM 20) without Artemis these builds would have the same weight, with artemis, less of the bigger launchers are more effective.

None the less, I personally would never never ever use a LRM mech without artemis. you simply cannot hit moving targets without Artemis.

Edited by I C Wiener, 07 July 2013 - 04:56 AM.


#22 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 07 July 2013 - 11:30 AM

Point to consider - when looking at the specs on an enemy mech, you will not see if they have Artemis. However, you can assume they have it if they have a bunch of LRM's.

I'm currently working on an Awesome 8R missile boat with 3 LRM 15's + Artemis, Endo, and a Standard 275 engine. Yes, I enjoy punishment... and I've never really liked the Stalker, despite all the obvious advantages.

A few points to keep in mind:

1) Missile boats tend to work best when NOT built on chassis that depend upon ballistics since both missiles and ballistics are heavy and require ammo. There are some exceptions - certain Atlas builds, the Highlander 733, but you get the idea.

2) Never, EVER build a missile mech without some sort of point-defense up close. I don't care if it is single medium laser - don't be defenseless under your mech's minimum range. Getting killed without any way to fight back is embarrassing. My Awesome has 2 Medium lasers... and it is disturbing how many times they've gotten kills.

3) Know when to toss all your missiles and when to chainfire: I chainfire against fast targets or ones that may hide behind cover, while I full-volley against targets out in the open or ones that are slow moving or covered with AMS.

4) Aim up: When you get a lock, particularly on mechs below you, aim up a bit while holding the lock. I've found that this tends to reduce the odds of the LRM volley nose-diving into the ground after launch while trying to find the easiest path to the target.

I hope this helps!

Edited by oldradagast, 22 July 2013 - 08:25 AM.


#23 NinetyProof

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationSan Diego, CA

Posted 08 July 2013 - 09:11 AM

In the end, the most frustrating part of being an LRM boat, in pug matches, is defending yourself against lights that track you down. This means your build has to have both speed and self defense. The speed is so that you can stay with / near the main body so that they can help with those pesky lights. The self defense is so that you can help deal with the pesky lights if nobody is around.

I tried the Stalker 5M this weekend without Artemis and I was not impressed. I ran with 2 LRM15's and 4 LRM10's, 4 ML's, Tag, Beagle and an XL300 (or 280, can't recall). The damage was just not there and I attribute that to the Artemis being missing.

Last time I heard, Artemis was bugged. Artemis normally gives is a LoS (Line of Sight) bonus to spread, meaning if you have LoS, you get a tighter group. The bug was that you were receiving this bonus even when you lose LoS.

Going to reconfigure with Artemis again.

This would be a good "single salvo" build ... it only fires off 35 missiles, but they are all in 1 salvo, meaning any AMS only gets to eat your missiles once and you get to run a STD engine.

http://mwo.smurfy-ne...fc3cbf4507c76e5

This would be a good "dual salvo" build ... it fires off a total of 60 missiles, 38, then 22. You give up AMS and is saddled with an XL. Remember though, "dual salvo" means AMS enabled targets get to take two bites at your alpha.

http://mwo.smurfy-ne...dfa667323e87b71

With AMS use on the rise (to compensate because more LRM is present) the Single Salvo builds will probably produce more Damage then the Dual Salvo builds.

Edited by NinetyProof, 08 July 2013 - 09:13 AM.


#24 Daemir

    Member

  • PipPipPip
  • Bad Company
  • 64 posts

Posted 10 July 2013 - 03:44 PM

http://mwo.smurfy-ne...4f3e5f0b48b1dc1

40 in one salvo, self defense worth a jenner D's loadout, bap and tag and artemis, plenty armor. Runs hot if you fire all your weapons at a target 190-270 meters, no XL engine to kill you.

#25 Mogney

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 492 posts
  • Twitter: Link
  • LocationSt. Louis

Posted 22 July 2013 - 06:04 AM

I dont get it.

I have a Treb 7M with 2 LRM15s, artemis, and tag. It goes 89kph now, but up until a few matches ago it only went 81.

I have a Catapult C4 with 2 LRM20s, artemis, and tag. It goes 74kph, it has like 40% more ammo than the treb, and way better armor.

both mechs have jump jets.

Why oh why oh why is my treb great and my catapult the suck?

Usually with the treb I do 350-450 damage, get a kill or two, and more often the not survive (and win) the match.
with the catapult I do 150-250 damage, rarely get a kill, usually die, and winning or losing is entirely up to my teammates.


Can anyone explain this? How is 6khp difference not offest by an extra 10 missiles, better armor, and alot more ammo?

It's not like the treb is that much harder to hit with those big barn doors it has for side torsos....

#26 Roosterfish

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • 148 posts

Posted 22 July 2013 - 02:22 PM

Is it because the opposing team tends to ignore the Treb and go after the Cat as a more dangerous or easier target?

I prioritize Cats cause I know if I'm not letting it rain on them they'll send the rain after me.

#27 The Duke of Dirty

    Member

  • PipPipPip
  • Big Brother
  • Big Brother
  • 61 posts

Posted 23 July 2013 - 07:05 PM

Oddly enough, the atlas D-DC may be the best for PUGGING. It has built in ECM with 2xLRM20. You can also fit gauss to snipe while you missile (LOL!) and tag/lasers.

#28 Cactus In The Rear

    Member

  • PipPipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 1,003 posts
  • LocationIn the South Wall Cornerclub,Balmora.

Posted 13 August 2013 - 05:27 PM

The one mech i didnt see mentioned is the jm6-a it can hold 80 lrms fires 60 in one volley and has energy and ballistic to back it up i carried lrm50 xl300 2MGs 2med pulse i find it to be the best mech in the game in my opinion can be an awesome srm boat too

#29 Sam Slade

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,370 posts
  • LocationMega city 1

Posted 13 August 2013 - 08:39 PM

An LRM Assault is a waste of tonnage. Any fast mover or flanker can remove an LRM Assaut from the game wtihput even having to destroy them; taking one is going to make you a liability once tonnage is implemented.

I would suggest the Cat as an LRM boat and I agree with the LRM/Laser combo. I use a C1(Founders so I'm not spolit for varient choice) and, after trying the others as I mastered them, I wouldn't use anything else. 2 x ALRM20s, 3 MLas, BAP, TAG and Jumpjets makes for a mech with mobility and enough firepower to easily get through AMS.

An assault is a waste.

#30 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 14 August 2013 - 07:09 AM

For those who think that assault LRM boats are a waste, I'd like you to consider this:

I play a Stalker LRM boat that uses 4 MLAS for melee. And I play it as an assault, meaning that I'm one of the front row guys. Ideally at a location where the opponents want to come to me, and where there is little high cover to hide (yes, River City is a nightmare).

Look, it's really simple. As long as you are 180+m away, you are perfectly fine and have probably the biggest dps on the field. So why are people assuming that you always have to use your maximum range, which by the way brings lots of disadvantages for missiles?
At mid range combat (200-600m) with little cover, the LRM rain REALLY hurts, because you are going to hit almost everything, plus Artemis and TAG. I used a Stalker-3F, because it was one of the cheaper ones and has everything I wanted.
You just have to pay attention what your target is doing. If he closes in on you, move backwards BEFORE he reaches the magic mark. Other assaults will be shred to pieces before they reach you, heavies will barely make it and then be finished off by a few laser salvos. For faster stuff switch to defense mode when they get close. Move properly to keep your back safe, and wait until your team mates kill them, while helping with your own lasers. You are still an assault and can endure quite some pain to buy you enough time, both against other assaults and mechs who circle you.

That being said, it's not an autowin of course. If more than one guy gets close to you, you WILL die. Also, if that assault can somehow make it to you (because he used cover cleverly), say goodbye. And as always, try to never be alone.
With good battlefield awareness, this works very well. Just because you have high max range doesn't mean you are forced to that range.

Preferred target: Atlas DC at 350m who thinks he has a chance. Come on big guy, let's see how many missiles to the face you can handle.
Preferred map: Alpine, because shoulder TAG allows hillfighting, and because no easy cover for targets.

Edited by Denolven, 14 August 2013 - 11:40 AM.


#31 Samual Kalkin

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 123 posts

Posted 14 August 2013 - 09:51 PM

View PostEl Bandito, on 06 July 2013 - 06:00 AM, said:

Posted Image
Posted Image



Where did you get that info on your mech from?

#32 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 15 August 2013 - 12:42 AM

View PostSamual Kalkin, on 14 August 2013 - 09:51 PM, said:

Where did you get that info on your mech from?


Click on the "Profile" tab on top right corner of this page. Then click on "Stats" tab. Finally, choose "Mech stats".

Voila.

#33 Samual Kalkin

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 123 posts

Posted 15 August 2013 - 01:24 AM

View PostEl Bandito, on 15 August 2013 - 12:42 AM, said:


Click on the "Profile" tab on top right corner of this page. Then click on "Stats" tab. Finally, choose "Mech stats".

Voila.


Thanks. I thought that just the usual forum profile and didn't realize that profile had game statistics.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users