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Best 2 Or 3 Modules For Lrm


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#1 Grimlox

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Posted 20 October 2013 - 10:55 AM

Looking to make one of my Battlemasters an LRM boat (against my own better judgement. What modules should I make sure to have on it to best support it? I have it loaded with 50 Artemis LRM's at the moment. Advanced target decay seems like a no brainer. Not sure for the other 1 or 2 (depending on mastery. Advice please.

#2 TygerLily

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Posted 20 October 2013 - 10:56 AM

Adv Sensor and Target Decay for sure. Also, bring a BAP and a Tag. If you have room for a third module, I used to bring Target Acquisition but I've heard that doesn't really increase lock-on time like I used to think it did. So I'd go with Seismic.

Edited by TygerLily, 20 October 2013 - 10:56 AM.


#3 Roughneck45

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Posted 20 October 2013 - 11:18 AM

BAP and TAG in the build are a must have, as well as advanced target decay.

The other two that are nice are advanced sensor range and target info gathering. However, they are not completely necessary. If you have BAP you will already be able to target mechs at max LRM range, advanced sensors will just push it out even further. Target info gathering is nice if you are scanning for weak targets but you can still be effective without it.

Right now, seismic is a must have on everything. However, once they nerf it its usefulness will be debatable, so it may not be worth investing in if you have not done so already.

If you want to go full support, you could get artillery or airstrikes. With the recent buff they pack a hell of a punch.

#4 TygerLily

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Posted 20 October 2013 - 11:22 AM

View PostRoughneck45, on 20 October 2013 - 11:18 AM, said:

If you want to go full support, you could get artillery or airstrikes. With the recent buff they pack a hell of a punch.


That's actually a really good idea.

#5 Bront

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Posted 20 October 2013 - 01:10 PM

Target Decay and Advanced Sensors are the top 2, in that order. After that, it's up to you. Seismic to watch out for flankers. Maybe air strike and artilery if you don't mind consumables. Cool shot in an emergancy. There are plenty of options (I personally dislike consumables).

BAP is nice and can replace (or augment) advanced sensors, but both are iffy, as you still need LOS on a mech between 800-1000M, which is already not a great range for LRMs. It does help if an ECM mech gets close to you though.

#6 Roughneck45

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Posted 20 October 2013 - 01:14 PM

View PostBront, on 20 October 2013 - 01:10 PM, said:

Target Decay and Advanced Sensors are the top 2, in that order. After that, it's up to you. Seismic to watch out for flankers. Maybe air strike and artilery if you don't mind consumables. Cool shot in an emergancy. There are plenty of options (I personally dislike consumables).

BAP is nice and can replace (or augment) advanced sensors, but both are iffy, as you still need LOS on a mech between 800-1000M, which is already not a great range for LRMs. It does help if an ECM mech gets close to you though.

BAP is more of a straight upgrade over advanced sensors IMO. You don't have to stack them to make use of the max range of LRMs, but it can be nice to pick up targets from even further out sometimes. You also don't have to spend GXP on BAP to get the full effect.

Edited by Roughneck45, 20 October 2013 - 01:16 PM.


#7 Lord Perversor

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Posted 20 October 2013 - 05:23 PM

To put it simple.

Modules:
Target decay = gives you 1-2 extra secs before losing the lock on sometimes long enough for missiles hit or keep the right fly pattern to hit

Advanced Sensors = increase your sensor range up from the 800m to around 1000m.. if you can lock it you can fire at it module.

any other are optional but mostly cool shot for extra barrage of missiles before worry about heat, while any other it's mostly defensive in nature.

equiped items:
B.A.P = increase sensor range, increase lock speed, negate ECM within 150m just the icing of the cake.
TAG = even faster lock and more concentrated fire (it negates Ecm cover too) a well placed Tag can be the difference between 2-3 salvos to kill or just 5-6
Artemis = ALWAYS if running LRM15-20 , optional with LRM 10, unnecesary with LRM 5. it's speed the lock in and the way the missiles focus in your target with a more tight pattern (you need visual to work ) and it's effects get added to TAG effects

#8 Grimlox

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Posted 21 October 2013 - 01:12 PM

Thanks for the replies everyone.

Is something like this a reasonable build?

http://mwo.smurfy-ne...8bb2dabc4ae12ff

Right now with Target decay and sensor upgrade modules.

#9 Viral Matrix

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Posted 21 October 2013 - 01:26 PM

I dont have the Battlemaster, but i usually would put ammo in head, arms, or legs. If you do that, you can drop the case and put a 280 engine in. But, maybe the chest is safer on a Battlemaster, its arms are kinda big.

Id like to give you props for matching LRM launcher size, and available tubes on a mech hardpoint. Also, for bringing something... anything... to shoot when enemies get under 180m or when you run out of LRMs.

Edited by Viral Matrix, 21 October 2013 - 01:27 PM.


#10 Grimlox

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Posted 21 October 2013 - 03:20 PM

View PostViral Matrix, on 21 October 2013 - 01:26 PM, said:

I dont have the Battlemaster, but i usually would put ammo in head, arms, or legs. If you do that, you can drop the case and put a 280 engine in. But, maybe the chest is safer on a Battlemaster, its arms are kinda big.

Id like to give you props for matching LRM launcher size, and available tubes on a mech hardpoint. Also, for bringing something... anything... to shoot when enemies get under 180m or when you run out of LRMs.


Thanks. I wasn't sure about the ammo locations either, I suppose if I load up arms and legs and head I could go with an XL engine and more DHS instead perhaps. Something to consider. Although then if the arm actually does go by some miracle (usually facing target for tag/lrm lock) then it could take out an XL beside it....

#11 Victor Morson

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Posted 21 October 2013 - 05:50 PM

View PostTygerLily, on 20 October 2013 - 10:56 AM, said:

Adv Sensor and Target Decay for sure. Also, bring a BAP and a Tag. If you have room for a third module, I used to bring Target Acquisition but I've heard that doesn't really increase lock-on time like I used to think it did. So I'd go with Seismic.


All of this, except I would also highly recommend a UAV.

While you aren't going to want to get close enough to drop & dash in a heavy 'mech, if you're retreating from an area throwing up can insure that, once clear, you will be able to turn around and just keep the damage coming.

UAVs are very much worth the GXP upgrade points. However, they're very expensive to run in pug games. They are always welcome in competitive games, though!

View PostGrimlox, on 21 October 2013 - 03:20 PM, said:

Thanks. I wasn't sure about the ammo locations either, I suppose if I load up arms and legs and head I could go with an XL engine and more DHS instead perhaps. Something to consider. Although then if the arm actually does go by some miracle (usually facing target for tag/lrm lock) then it could take out an XL beside it....


Remember, damage transfers. So if you lose a right arm full of ammo, it will carry over to the right torso, and so forth. Thus an ammo explosion of any great amount will transfer in and blow your engine even if it's not in the arm/leg.

Your best bet is to use a standard engine and CASE the ammo on some designs, but since you are talking about LRMs, you'll probably need XL. Always store in the head first (it's used first AND hard to hit); a ton or two in the right/left arm won't be enough to completely cook a side torso internal either, so that can help distro at least some of it.

#12 Tonosama

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Posted 18 November 2013 - 03:30 AM

You might want to try this instead.

http://mwo.smurfy-ne...19c00a48ca46632

It runs cooler so instead of 30 seconds of LRM alphas, you have over 1 minute of LRM alphas and its faster with an upgraded engine at only 45 LRMs instead of 50 LRMs. This way you can keep firing so overall you will put out more damage and with an upgraded engine you can get into position faster or reposition faster. I also relocated your ammo so you won't lose a torso and arm from ammo explosion.

#13 Father Tork

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Posted 18 November 2013 - 06:17 AM

I run mine as LRM-50 with BAP, using advanced sensors (going to unlock target decay shortly)

If you run it with Artemis, then take Tag. I don't run either, but I usually play mine while my buddy plays a Raven 3L with ECM(to counter enemy ECM) Tag and NARC. The weight saved allows more ammo, and if your designated spotter is good, 3k ammo will eventually run out. The advantage for the good spotter, is spotting/tagging, and counter ECM are both xp/c-bill generators, getting 200k+ c-bills with less than 200 damage is fun ;)

#14 Kjudoon

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Posted 20 November 2013 - 07:03 PM

BAP is worthless for LRMs when you engage outside 250m. I've not noticed any quicker locks or longer holds with it no matter what others say. It doesn't burn through ECM farther than 250m or so giving your LRMs assistance for only an 80m window. I dumb fire in that window. Works like a slow LB10X and I'm running for cover or help. Again. Worthless to the LRM mech who plays it smart.

TAG is worthless if you like to shoot from behind cover OR are outside of 750m. TAG is GREAT on other mechs doing the spotting for you. That's 2 tons more ammo you can put to better use. Mind you, BAP is great for streaks and TAG is great when you're spotting for others or like to get closer to your enemy where they can see you and return fire. I don't. I like buildings and mountains between me and my victims when they're 800-900m out wondering how they're getting blown up when they see no one.

I have noticed an increase of about 20% to damage by installing Artemis. They may SAY it doesn't help when you don't have LOS, but it does seem to tighten up the group for indirect fire enough to make it work better. For me, that meant an extra 100 damage per match on average and the Cbills and XP to go with it.

Adv Sensors and Target Decay are absolutely critical mods.





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