Khobai, on 19 December 2013 - 03:50 PM, said:
The real question is why would you ever use LRM10s? Theyre so bad. LRM10s have needed a buff for a very long time.
Even spamming LRM5s is bad IMO. For example, if youre playing an A1 and had to choose: six LRM5s or two LRM15s and four streak2s. Youre obviously better off with the streaks so you can defend yourself. Its also only two tons for artemis instead of six tons.
IMO the best launchers are LRM15s/LRM20s. Because all your other missile hardpoints can be used for streaks. And one thing all LRM boats need is to be able to defend themselves vs lights.
My BLR-1S runs 4 x ALRM 10 and it does nicely, I usually fire them in groups of 2 with a small delay to kill GH, but have also used them chain fired on occasion. Against fast lights / mediums chainfire seems to increase leg damage as the missiles are constantly hitting behind the mech causing bits of damage until it lops off a leg and the big salvos come in.
Back before LRM's were buffed/nerfed into the floor I used to run 15's and 20's , very rarely would I run 10's and never 5's. Its only more recently that in order to satiate my LRM desire I have had to dial down the salvo size to 30-40. Its one of those issues thats hard to quantify because the problem can be part design philosophy and part HSR.
Perhaps if I ran in groups I would feel differently but in a PUG match I cant count on there to be a spotter, or even someone to hold locks for that matter. I cant rely on lights / fast mediums to watch my back while I launch "come get me" flares at the enemy. For me the mech has to be:
Not too slow (I like to stick to 64+ kph minimum if I can)
Heat Efficient (as much as possible)
Ammo heavy or efficient (either 1, cant usually have both)
Standard Engine (If possible)
In other words self sufficient.
Things with GH being as they are IMO 20's are out since anything 10+ coupled with this becomes a 20 itself, so either 2 x 20 2 x lrm 5 or just 2 x 20's (my old favorite of 2x20 2x15 is out due to penalties)
Things like missiles not registering, terrain clipping, losing locks / poor quality locks are 10 x more frustrating on larger salvos. The bigger the launcher the more you pay in terms of wasted ammo. Thats why ive opted to switch to LRM 10 for my boats, with not being able to count on the reliability of the missiles themselves I have to rely on expending less per salvo and carrying more ammo / support weapons.
Tried a true LRM boat a week or two ago and found it to be a real liability to myself and the team due to speed, heat, ammo etc. IMO the bigger launchers just tend to run so damn hot for me, even when I try to factor in things like GH. The 5 and the 10 dont seem to give me this issue, allowing me to actually play support and fight off lights at the same time. Honestly tho to each his own, ive seen people do well in todays meta with lrm 20 and lrm 15, its just that in my experience they look better on paper than in practice.
*Just to be clear, im using LRM 5 - 10 in lieu of 15-20 due to factors mentioned above, if there were some changes id love to go back to 15-20, I tend to agree they need a buff as well)
Edited by Bobdolemite, 19 December 2013 - 04:39 PM.