Is there a significant disadvantage to putting oversize-for-the-location LRM launchers on clan mechs?
I know that on IS mechs, if you put (say) an LRM15 into a spot designed as having 5 tubes, then firing the LRM15 will result in three separate groups of 5 missiles being fired over a short period of time.
Given that clan LRMs launch a stream of missiles (rather than the salvo fire of IS launchers), are they affected by tube limitations in some way?
I'm messing around with a Summoner-B, if you're wondering why...


Oversize Lrm Launchers On Clan Mechs
Started by Ano, Dec 14 2014 01:15 PM
7 replies to this topic
#1
Posted 14 December 2014 - 01:15 PM
#2
Posted 14 December 2014 - 01:36 PM
My best guess (seen as I don't own clan mechs yet), I'd have to say probably not. Only real effect it may have is to make the stream last a little longer when you shoot with that launcher. But, this is a guess.
Why don't you test it out yourself and let us know? The Prime have a bigger launcher tube slot than the arm ones...
Why don't you test it out yourself and let us know? The Prime have a bigger launcher tube slot than the arm ones...
#3
Posted 14 December 2014 - 01:41 PM
Tube count doesn't seem to have any negative effect on clan LRMs due to the stream-fire mode. most clan LRM launchers scale up to 20 tubes anyway although a few are only 10 or 15.
Larger launchers will give you bigger hitboxes, though.
Larger launchers will give you bigger hitboxes, though.
Edited by Redshift2k5, 14 December 2014 - 01:53 PM.
#5
Posted 14 December 2014 - 02:07 PM
Platform: Summoner B, with one LRM20 in the torso (20-tube) and one LRM20 in the arm (10-tube)
Test: Put both LRM20s in a single firing group. Find a target in testing grounds. Hold down the fire button and observe
Results: No apparent difference in firing rate or cycle time. The two launchers stayed perfectly in sync for 5 salvos (after which I got bored).
So to answer my own (lazy) question: No, tube counts make NO difference to clan mechs.
Test: Put both LRM20s in a single firing group. Find a target in testing grounds. Hold down the fire button and observe
Results: No apparent difference in firing rate or cycle time. The two launchers stayed perfectly in sync for 5 salvos (after which I got bored).
So to answer my own (lazy) question: No, tube counts make NO difference to clan mechs.
#6
Posted 14 December 2014 - 02:58 PM
Ano, on 14 December 2014 - 01:15 PM, said:
Is there a significant disadvantage to putting oversize-for-the-location LRM launchers on clan mechs?
I know that on IS mechs, if you put (say) an LRM15 into a spot designed as having 5 tubes, then firing the LRM15 will result in three separate groups of 5 missiles being fired over a short period of time.
Given that clan LRMs launch a stream of missiles (rather than the salvo fire of IS launchers), are they affected by tube limitations in some way?
I'm messing around with a Summoner-B, if you're wondering why...
I know that on IS mechs, if you put (say) an LRM15 into a spot designed as having 5 tubes, then firing the LRM15 will result in three separate groups of 5 missiles being fired over a short period of time.
Given that clan LRMs launch a stream of missiles (rather than the salvo fire of IS launchers), are they affected by tube limitations in some way?
I'm messing around with a Summoner-B, if you're wondering why...
They are not affected in such a way. Rather than pauses of 5, they will fire 1,1,1,1,1,1,,1,1,1,1,1,1,1, etc until done.
#7
Posted 14 December 2014 - 10:33 PM
Raven 3L used to do that with LRM 20. It was funny at the time. Less so now.
#8
Posted 15 December 2014 - 01:10 AM
Ertur, on 14 December 2014 - 10:33 PM, said:
Raven 3L used to do that with LRM 20. It was funny at the time. Less so now.
I fondly remember the time I tried that with a CDA-X5, it was ready to fire again about 2 seconds before it finished firing the first volly, I can only assume it would take 10 seconds or so to fire an LRM20 from the single tube launcher in the 3L
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users