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Cat A1 Lrm Spam™


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#21 Skyfaller

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Posted 16 July 2013 - 06:46 AM

LRM5 spam is generally a bad idea. AMS systems shoot down most of your missiles, the heat cost and tonnage exceeds that of using bigger launcher systems that fire even more missiles and if you thinking of chain firing them for a nonstop stream of missiles I remind you targets dont stay in the open that long.

If you want a murderous catapult build.. go 6 LRM15 with 900 LRMs, XL225 1 DHS and less than 10 armor per section and 2 jumpjets. Suicide? You'd be amazed how this build performs if you play it in pure indirect support role. You have no artemis so line of sight is not needed. You have no close range defense and no armor... so guile and stealth are your main means of defense.

Of course its not a build you can play to seriously 'mechwarrior' but its really, REALLY fun. You will die a lot but you will also do a lot of damage. The most fun thing to do in this mech is to use seismic sensor and target decay modules. Decay module lets your lrms land (since you rely on team spotting for locks) and seismic alert you to enemy mechs coming your way.

The way to fight in this mech is very simple: get behind tall cover, hug the terrain and whenever possible stand on top of smoking/burning mechs. Get a lock, jumpjet enough to clear cover to fire missiles, drop down. If an enemy mech is getting close your only defense is to shut down the mech... more often than not, they will not see you..because your mech is smoking (legs will smoke from constant jumping or you're standing on top of a wreck that on a snap-view makes it look like its your mech the one thats dead...and since you're hugging the wall it wont be obvious a mech standing in the open). Some times you can still evade enemy mechs if friendlies are around by jetting away...your armor is paper thin but its enough at times to let you survive glancing lasers.

Its not a solid build but its fun and exciting. The enemy also does not like to see an enormous missile blob spawn from behind a hill and obliterate one of their own.

Edited by Skyfaller, 16 July 2013 - 06:50 AM.


#22 sC4r

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Posted 16 July 2013 - 06:49 AM

if you absolutely insist on using 6*LRM5+A i would suggest to use this more
http://mwo.smurfy-ne...d1dd8be95baa5bc
compared to yours it has slightly less leg armor and 1 ton less of ammo for drastic increase in mobility
well i would definately go for some lrm/(s)srm mix with JJ and some decent mobility (at least 250 engine)

the only advantage of going 6*5 over 2*15 is that lrm5 barages are more tightly grouped like mr. 627 pointed out

Edited by sC4r, 16 July 2013 - 06:53 AM.


#23 Kyynele

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Posted 16 July 2013 - 07:44 AM

View PostsC4r, on 16 July 2013 - 06:49 AM, said:

the only advantage of going 6*5 over 2*15 is that lrm5 barages are more tightly grouped like mr. 627 pointed out


Annnnd the recycle time is 1 whole second faster? 6x LRM5 has significantly better DPS than 2x LRM15 if you spam them continuously. If your enemy has AMS, you use only alpha, and it's just as efficient as 2 LRM15s, with still the faster recycle.

#24 Unbound Inferno

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Posted 16 July 2013 - 07:56 AM

View Post120mm, on 15 July 2013 - 01:51 PM, said:

Well with the ebb and flow of the endless tide of balance it seems lrm are in fashion again.

After reading up on the new mechanics(been away since end of closed beta) I decided to play around in the mechlab a bit till I tinkered this up.

Seems to be quite lethal if your lance stays together and you also stay within easy support range.

Ripple fire on the fast movers to shed the legs and alpha strike everything else for coreific lulz.

http://mwo.smurfy-ne...e5803ac761b9e3f

Thoughts on improvements? Pilot skills atm are only the basics but all are unlocked but no mods are unlocked yet as I only have about 30 games in so far.

Not bad, but I might as well share mine; http://mwo.smurfy-ne...a658a1fd650aef3

There is less heat efficiency, so it can't sustain the LRM launches that well - but the excessive ammo supply allows me to keep up LRM spam for the entire match with enough mindful watching of heat. I have had one match so far where I exhausted that 1,980 ammo and that took over 10 minutes.

With Endo Steel and a larger XL265 engine with 4 JJ I have the mobility to keep myself safe and set up good positions for launching easily. All that's left is target locks and missile spam.

I have found that the CT gets hit far too frequently in the Catapult line so I don't place ammo there.

#25 Unbound Inferno

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Posted 16 July 2013 - 08:02 AM

View PostSkyfaller, on 16 July 2013 - 06:46 AM, said:

LRM5 spam is generally a bad idea. AMS systems shoot down most of your missiles, the heat cost and tonnage exceeds that of using bigger launcher systems that fire even more missiles and if you thinking of chain firing them for a nonstop stream of missiles I remind you targets dont stay in the open that long.

If you want a murderous catapult build.. go 6 LRM15 with 900 LRMs, XL225 1 DHS and less than 10 armor per section and 2 jumpjets. Suicide? You'd be amazed how this build performs if you play it in pure indirect support role. You have no artemis so line of sight is not needed. You have no close range defense and no armor... so guile and stealth are your main means of defense.

Of course its not a build you can play to seriously 'mechwarrior' but its really, REALLY fun. You will die a lot but you will also do a lot of damage. The most fun thing to do in this mech is to use seismic sensor and target decay modules. Decay module lets your lrms land (since you rely on team spotting for locks) and seismic alert you to enemy mechs coming your way.

The way to fight in this mech is very simple: get behind tall cover, hug the terrain and whenever possible stand on top of smoking/burning mechs. Get a lock, jumpjet enough to clear cover to fire missiles, drop down. If an enemy mech is getting close your only defense is to shut down the mech... more often than not, they will not see you..because your mech is smoking (legs will smoke from constant jumping or you're standing on top of a wreck that on a snap-view makes it look like its your mech the one thats dead...and since you're hugging the wall it wont be obvious a mech standing in the open). Some times you can still evade enemy mechs if friendlies are around by jetting away...your armor is paper thin but its enough at times to let you survive glancing lasers.

Its not a solid build but its fun and exciting. The enemy also does not like to see an enormous missile blob spawn from behind a hill and obliterate one of their own.

Don't know if this'll burst your bubble or not - but 6x LRM5 launched from a A1 is a massive LRM30. It punches through with tight LRM5 spacing. CT damage is exceptionally high on some targets.

#26 James The Fox Dixon

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Posted 16 July 2013 - 08:05 AM

This is my old build for an A1 LRM boat. It did really well, especially in a voice team.

CPLT-A1

You have plenty of ammo, excellent speed, and you have the jump jets for getting around hills etc...

#27 Ragnar Darkmane

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Posted 16 July 2013 - 09:03 AM

View PostKyynele, on 16 July 2013 - 07:44 AM, said:


Annnnd the recycle time is 1 whole second faster? 6x LRM5 has significantly better DPS than 2x LRM15 if you spam them continuously. If your enemy has AMS, you use only alpha, and it's just as efficient as 2 LRM15s, with still the faster recycle.

DPS, like with any weapon system, is not as important as alpha. Yeah, that fast firing speed is great when you got a lock for basically forever. Too bad that rarely happens. Any semi-competent player will try to get behind cover when the missiles start flying and the lock will be broken after 1-2 salvoes. I'd take some Streaks to survive attacks by light mechs over a slightly tighter spread and firing rate any time. Sometimes the slight buff you can get by spending another 3 tons is simply not worth the tonnage you could use to eliminate or greatly reduce some of the weaknesses your loadout has.





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