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Vest Lrm Boat


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#61 Arnold J Rimmer

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Posted 22 January 2014 - 06:31 PM

View PostJust wanna play, on 22 January 2014 - 06:27 PM, said:

your forgetting its a stalker...heat isn't produced all at once...(fail math warrior)

As I said, haven't tried building one. Therefore, can't have used one. Still, though, I'd be interested in seeing your build. I don't see how you could get a decent amount of ammunition in without either being a turret or made of wet paper.

#62 Just wanna play

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Posted 22 January 2014 - 06:32 PM

XD actually, its both a turret AND made of wet paper (1980 rounds though, WITH artemis) :D the whole reason i brought it up was to just prove ghost heat isn't much

#63 Arnold J Rimmer

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Posted 22 January 2014 - 06:35 PM

View PostJust wanna play, on 22 January 2014 - 06:32 PM, said:

XD actually, its both a turret AND made of wet paper (1980 rounds though, WITH artemis) :D

... Okay.

#64 Just wanna play

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Posted 22 January 2014 - 06:42 PM

HOLD UP, wait....i was just saying victor is wrong, who is you? wrong person, so confused > . <

#65 Arnold J Rimmer

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Posted 22 January 2014 - 06:47 PM

I was basically weighing in on his side, to be honest.

Don't worry about being confused, it's a rare experience for me, too.

#66 Just wanna play

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Posted 22 January 2014 - 06:53 PM

well okay then, any way

View Postkaizobi, on 13 December 2013 - 10:12 AM, said:


Firepower: Firepower is dependent on two things for LRM boats: Missile Hardpoints and Missile Tubes. The hardpoints decide how many missile weapons you can carry, but the tubes decide how many missiles you can fire in one volley. The fewer missiles you have in a single volley, the more you will lose to AMS fire. The Awesome has the others beat here as they only have 50-52 missile tubes and the Awesome has 60. This is why most people recommend the Awesome. But a lot of people don't realize that right now, LRM hit detection is bugged. Only about 20 or so missiles can hit a target at once and still be detected. Any more than 20 and it's wasted ammo. So you can shoot 60 missiles at once but only 20 will actually hit the target. The way around this is to chainfire your shots so you launch 15-20 at a time, but when you do this, the number of missile tubes makes less difference and the Awesome loses its advantage.

Secondary Weapons: Ignore secondary weapons at your own risk! Many a mech pilot has loaded up his mech with the biggest heaviest missile weapons he can carry and all the ammo he can shoot and he is ripped apart by the first light mech to come within 180 meters of him. The battlemaster has enough tonnage left over (thanks to that XL engine) to equip 3-4 medium lasers which gives you a way to defend yourself from mechs that make it inside the minimum range of your missiles.

The Awesome is a great LRM boat but it won't come into its own until hit detection is fixed. Until then, the Battlemaster is the way to go.

im curious though, about side weapons, why didnt you mention the mechs ability to actually use the back up weapons? mainly ability to torso/arm twist and keep up with fast mover, none of the other assaults can match the awesome in this aspect, also, i wouldn't say the battle master has a hard to hit side

i mean 1s has torso only lasers, and the torso only moves 80 degrees, awesome have 100 degree torso movement (which may also come in handy when looking for locks), and the 8t for example has 4 energy weapons on the arms (8r has two), which can move an additional 40 degrees

you also didn't mention the advantage in having all the launchers on either the arms or the torso, which allows you to better clear obstacle by aiming torso around obstacle then free looking and using arm aiming cursor to get the lock (for torso only launcher mechs) for catapults, just get lock, quickly free look and aim over an obstacle (cant aim around them, only over) fire then release free look button, quickly bringing aiming cursor back down to lock

#67 Void Angel

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Posted 22 January 2014 - 07:01 PM

It's your natural state. Embrace it. Also:

First, that's an awful build. The first light who comes across you is going to wet himself with glee and dismember you at leisure. I mean he's seriously going to leg you and then start on the arms. You still haven't posted the build that I saw, but given that have 5 ALRM20s, travel 19 kph, and 1980 rounds of ammunition, your build has to look like this. Sure, you can fire it once, generating "only" 45.62 heat out of a total capacity of 48, with the dubious benefit of cooling while your torso launchers push out missiles in four waves. But you're not going to be able to keep up with the team, and you're not going to be able to take a hit, and you're not going to be able to maneuver to get good effects.

Certainly, you can have good damage games with this monstrosity, but only when the match devolves to a sniper-warrior whack-a-mole contest. If they have any lights with a brain, they'll see your massive cloud of missiles and lick their chops with anticipation. A viable build, particularly in these days of fast mediums, is going to have to have the mobility to avoid being isolated and to get good firing angles on the enemy - and it's going to have to have reasonable armor. 3.5 tons (2.5 with TAG) simply will not cut it. The realities of the battlefield simply do not allow for your view - you may argue if you wish, but you'll just be proving that you're more stubborn than reasonable.

#68 Just wanna play

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Posted 22 January 2014 - 07:02 PM

as has been stated.... IT WAS BROUGHT UP ONLY TO PROVE THAT GHOST HEAT ISN'T THAT BAD, never did i say it was good....

looks like you are the confused one

Edited by Just wanna play, 22 January 2014 - 07:04 PM.


#69 Navy Sixes

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Posted 22 January 2014 - 09:02 PM

Gonna go with the Cats for LRM's over the assaults, but that's all about preference. I think it's really sad to see assault-class mechs waste all that armor "prowling the backfield" in support roles. The Cats have hit boxes that will let you safely run an XL (I'd recommend a 300) so you can get some speed out of it... being able to bail from a newly hairy position is a virtue, especially in the PUGs, a virtue that the assault classes really don't have. I'm not big on anything more than LRM30, with the rest of your weapons put toward being able to offer something once you're out of ammo or the enemy is inside your minimum.

Sometimes I like to run an A-1 with 2xLRM15 +4xSSRM2. I call it my "Roach Motel." It's like a light hunter, except I just do fire support until the lights come to me... roaches check in but they don't check out!

Lately, I've been getting solid results with an LRM30 Griffin N-1. I like the speed and maneuverability, along with it's durability. A good "lurmisher," I think.

#70 Koniving

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Posted 22 January 2014 - 09:11 PM

View PostArnold J Rimmer, on 22 January 2014 - 06:35 PM, said:

... Okay.


If you're wondering you can see Just Wanna Play's build as well as my own in this video.


You can also see him again in this video. (Second match 5:58 in).


#71 Void Angel

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Posted 22 January 2014 - 10:26 PM

View PostJust wanna play, on 22 January 2014 - 07:02 PM, said:

as has been stated.... IT WAS BROUGHT UP ONLY TO PROVE THAT GHOST HEAT ISN'T THAT BAD, never did i say it was good....

looks like you are the confused one

Ah, perhaps so; It's been known to happen upon occasion. The thing with the Heat Scale penalty system is that it's not designed to be a hard-limitation on mass-firing of weapons. It's designed to be limit - sometimes drastically- the efficiency of certain high-alpha builds. If that's what you were trying to point out, please accept my apologies.

I generally ignore Victor, since while he is sometimes correct, he is seldom reasonable.

#72 Arnold J Rimmer

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Posted 23 January 2014 - 03:48 AM

This is the closest I could come, and I couldn't even fit the last heatsink in.

I don't even...

#73 LiGhtningFF13

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Posted 23 January 2014 - 04:00 AM

Only have two LRM boats: Catapult A1 and the Battlemaster 1S

#74 Cavendish

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Posted 23 January 2014 - 05:09 AM

Since Im new to the whole LRM boat deal (im a light driver at heart) I just wanna ask;

Everyone seems to bring up the CPLT A1, but never the CPLT C1? Why is this? I cant see any major faults with the C1 yet every damn build I look up is something like 2xPPC then some crappy SRM/Streak build....

Playing around with the C1, Ive managed to get some decent 2xLRM20/BAP/Tag builds with it, but obviously Im missing something.

#75 LiGhtningFF13

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Posted 23 January 2014 - 05:56 AM

View PostCavendish, on 23 January 2014 - 05:09 AM, said:

Since Im new to the whole LRM boat deal (im a light driver at heart) I just wanna ask;

Everyone seems to bring up the CPLT A1, but never the CPLT C1? Why is this? I cant see any major faults with the C1 yet every damn build I look up is something like 2xPPC then some crappy SRM/Streak build....

Playing around with the C1, Ive managed to get some decent 2xLRM20/BAP/Tag builds with it, but obviously Im missing something.


I have to say "don't have any clue" on this one. To be honest, I don't really like LRM weapons. So I don't really care about the Catapult variants.

#76 rolly

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Posted 23 January 2014 - 06:11 AM

View PostTheRAbbi, on 17 November 2013 - 05:15 PM, said:


Seriously, though. If a Catapult isn't good enough for you, you must want a Unicorn. It's the best LRM boat in the game right now, and there are plenty with something more than JUST LRMs on them...


Posted Image

UNI-K0Rn

100 tons
XL Engine
Endo/Ferro-furberrous armor

Built in TAG with
Arrow IV Launcher

Edited by rolly, 23 January 2014 - 06:18 AM.


#77 Arnold J Rimmer

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Posted 23 January 2014 - 06:22 AM

Wouldn't mind an Arrow launcher... it'd make the LRMpocalypse look like a tea party.

#78 Just wanna play

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Posted 23 January 2014 - 01:51 PM

View PostArnold J Rimmer, on 23 January 2014 - 03:48 AM, said:

This is the closest I could come, and I couldn't even fit the last heatsink in.

I don't even...

im sorry, the artemis one may have dropped down to 1800 rounds, one had 1980 and a tag and other none sense (one even had 5 small lasers :huh:) i kept messing with it lol

lol and notice in kons video when they said they were getting ready to rush i turned around SLOWLY XD and then you guys had targets so you see my arrow SLOWLY turning back around ROFL god imagine if i had actually ran with a proper scout or a team that didnt kill stuff so fast > . <


biggest point for that build was to cover the teams artillery needs with out taking up to much weight, kind of like an urban mech, low cost fire power solution,(aka think two catapults with like 2 lrm 20s vs me with 5 lrm 20s and not weighing much more) that....and i really hate 6 ppc stalkers and pop tarts, hence me thinking up that catapult a1 that could fire one MASSIVE cluster of 90 missiles to follow them back down the hill :D

that took the saying "artillery is a force multiplier" to the extreme, it either made good teams better, or made bad teams worse, although there is the one time i nuked the base rushers going through the water on forest colony before they killed me lol....

Edited by Just wanna play, 23 January 2014 - 01:58 PM.


#79 Just wanna play

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Posted 23 January 2014 - 02:15 PM

i was surprised by how accurate the missiles were though, both of us never did stupid high damage but we got kills (and we got to use spider legs as pimp canes...), some was vulturing, but on canyon i killed at least one person my self and the missiles were almost solely hitting the ct, which surprised me a lot

#80 lsp

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Posted 23 January 2014 - 02:34 PM

View PostMycrus, on 17 November 2013 - 05:12 PM, said:

Medium - treb 5N or 3C / hunchie 4J
Heavy - tbolt / pult
Assault - aws 8R / battlemaster S

Some highlander with massive tubes, but I haven't tried one of those..

You left out the 5m.





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