Here are my picks for Missile Boats. Most of my boats are designed to be rear line assault mechs. Made to lay thick sustained rain to blot out the sun. From the more mobile to the barely moving steel rain chuckers, there are many good designs for different circumstances. Every veteran player knows they better hustle to cover if they hear missile incoming and a persistent rain that doesn't run out can essentially pin several players down in a match. It can assist teammates with whoever they are fighting lengthening your teammates lifespans while peeling off armor/creating weak points for anything slammed with sizable salvos.
My most played solid build balanced between its heavy salvos, decent heat management, and it's ability to move and fend off light mechs considerably with only 2.5 tons of secondary weapons. Stk-3f 60lrm 15x4 10 tons ammo 5 small lasers, Tag, Bap 255xl 53.5kph Fairly decent turn/twist rate to retaliate vs lights (killed many lights who thought a missile boat would be easy pickings, others will see some defense and not pick a close up fight.) Sometimes I alpha the 60 when necessary or desired, but I mainly fire two sets of 15s chain fired at once to not mess with judging how fast you can fire to avoid ghost heat.
http://mwo.smurfy-ne...b6fdb3446999979
Next up is the lrm 80 Artemis just missile launches and 10 tons of ammo. Originating as a joke build. Devastating when it connects, slow as dirt but elited it may drag arse but at least it moves. Just sit close behind your main force. Chuck missiles and hope light mechs don't get to hug you often. You are basically a glass cannon mobile missile turret.
http://mwo.smurfy-ne...3bb9d00bc1c72b3
(put this on the stk-3h if possible)
Lrm 70 variant of the mobile missile turret- Slightly faster with more heatsinks and 1 more ton of ammo + a tag. Hopefully you never use a dangerous position to actually tag anything in this slow cow mech. Better yet I might replace the tag for another heat sink or ton of ammo but it doesn't make much difference in any of the 3 choices a tag can be helpful sometimes even if you should still stay back behind your main forces. The torso launchers are not losing much running 15s vs the 20s of the 80lrm. If there is any opposing Ams because honestly with a 6 missile port, although fast firing it doesn't make much of a change in the sky darkening from the lrm 70 from the 80. The damage is relatively the same result of devastating upon contact if it goes through. I feel it's a worth speed,ammo,cooling upgrade over the 80. (use stk-3h if possible)
http://mwo.smurfy-ne...5a5e61a7709f5dc
Next test subject for my balance build. stk-3f 50lrm vs the 60 Going faster (280 xl) with 11 tons of ammo and more heat sinks. Taking the lrm 5's in the torsos should be slightly less effective compared to the 15's per salvo. The 20s will be doing most of the work and you can always alpha vs ams as you probably should be doing anyway with a build like this it has no potential ghost heat. 11 tons of suppression to burn, use it liberally.
http://mwo.smurfy-ne...8927984c8dd0844
Last but not least and I really want to run and try this. I cannot afford a Battlemaster Chassis though yet. BLR-1S. It seems to have the best of both worlds. Tag, Bap 3 Lrm 50 2x 15 2x10 3 medium lasers lol (as if that matters much) The exact # of missile tubes to chuck everything out at once. 12 tons! of ammo. 14 heatsinks you can chuck them out pretty fast. I would use the 2 sets of missiles set to chain fire to prevent ghost heat though if you are not needing to alpha through heavy Ams. Just sit back and rain. It is armored and has a decent engine that you can tag on proper terrain if you are smart about it if desired.
http://mwo.smurfy-ne...136bb61ea1f0411
Love them or hate them these are my personal preferences. Not the Speediest of missile chucking assault mechs but I feel they are viable for my reasons. Not to diminish 5x lrm 5 streaming mechs which work well and can hold decent armament. These listed above are designed to Sit back, and send hate down range i large quantities. May your salvos be plentiful and your enemies fight in the shade. Happy raining.
P.s the lrm 80 may be a defenseless scumbag but it really is fun to play. Remember 2 groups of 20 on chainfire when you don't need to alpha., This is a decent strategy depending on circumstance for most of your missile mech launching not just on this variant. it gets them out faster than all launchers set on one set of chain fire when you don't need to alpha and eat heat.