Can Mediums Be A Viable Lrm Platform?
#101
Posted 25 April 2014 - 11:37 AM
http://mwo.smurfy-ne...a8ec6b78812ad89
#102
Posted 25 April 2014 - 08:51 PM
LRM's or Light Hunter/Mech Escort looks to me to be the future of mediums.
#103
Posted 26 April 2014 - 12:55 AM
3 Medium lasers
2 LRM 15 artemis - 1260 LRM ammo
http://mwo.smurfy-ne...637086290a4c565
You could drop a medium laser and do 82.6 kph for 336 armour
Probably fanciest LRM boat you can do for a medium
or you can do 1 less medium laser and put it on griffin
but jumpjet - lrm 10 - lrm 20 artemis griffin at 82.6 kph
with TAG - BAP - AMS - 288 armour - you could do 79.4 kph for .50 tonns of armour
http://mwo.smurfy-ne...a22bd4702a757b7
or the 3 lrm 10 artemis - 1260 lrm ammo
1 medium laser - tag - ams - bap - 1 jumpjet - 304 armour griffin 1N
http://mwo.smurfy-ne...bc3a26d1678359d
OR the 7 Jumpjet - 2 LRM 15 artemis - TAG - 1260 lrm ammo - 95.6 kph - 304 armour griffin
http://mwo.smurfy-ne...0bf221e9f536790
you could also do 90 kph with 1 lrm 10 , 1 lrm 15 , 1 lrm 5 artemis to avoid misile tube shortage with 7 jumpjets still http://mwo.smurfy-ne...ca3533ce8dcd5e2
Edited by kesuga7, 26 April 2014 - 01:10 AM.
#104
Posted 26 April 2014 - 04:34 AM
Supplemental weapon system - Couple of small launchers like 5's with a couple tons of ammo. It's a nice Indirect fire option that uses very little tonnage and has excellent damage to weight/heat ratio.
BOAT - those LRM assaults and catapult's with the huge racks of missiles tend to boat like boss.Lots of launchers, lots of supplementary equipment like Tag, artemis and lots of ammo. Folds at close range since they rarely have more than a couple of medium lasers for close quarters.
Primary weapon system - These are your mediums, normally 20-25, 30 at most tubes. They don't rely on massed volleys, they don't need to indirect fire. They don't use stuff like artemis etc because they just don't have the tonnage. What they do have is the speed and mobility to constantly reposition to negate cover, lots of speed and enough mobility to keep LOS untill their missiles are on target. In addition to this their smaller launchers cycle faster so they can put out excellent DPS, In addition to this smaller launchers tend to hit CT more often so they can waste less missiles on non essential components. The Griffin, hunchback, trebuchet and kintaro are excellent examples of chassis suited for this style.
I use a LRM25 Griffin alot and it's pretty easy to pull some decent damage in it. This was literally the first screenshot I opened.
#105
Posted 26 April 2014 - 05:31 AM
Goregrimm, on 07 January 2014 - 06:08 AM, said:
Have you been able to build a high damage medium using LRM? What is the strategy?
Yes ... SHD-2H lrm build
I do above 400 damage, usually about 600 if I make it through out the match. How is simple ... I usually am with in 300 to 400 meters of the enemy mechs to help use that faster speed of the missiles to get a full 25 damage or 20 damage onto the enemy mech. I normally run out of lrms though because I am very good at keeping my mech behind cover (builds, hills, or even friendly mechs). Once I am out it is use the large laser to help poke weak sections into the enemy mechs (open armour sections). If I lose all of that I normally go shut down some where in turrets if on Assault or hide to drag it out.
SHD-2H lrm boat with bap
Oh and I also have 37 mechs about 1/4th of them are missile boats until SRMs get fixed.
Edited by clownwarlord, 26 April 2014 - 05:34 AM.
#106
Posted 26 April 2014 - 12:17 PM
http://mwo.smurfy-ne...4ad44eae34c2709
#109
Posted 27 April 2014 - 08:46 AM
Edit: Just to clarify, I'm a HUGE fan of mixed LRM builds. The general idea is that it gives you a lot of flexibility when you fire. You can alpha a large volley to pound a target and breach AMS, you can chainfire them to steadily pummel and shake a target, or you can fire a single LRM5 to make their "incoming missiles" warning pop up and force them to move into cover. There's a lot more to LRMs than the "how many missiles can I get into the air" theory.
Edited by Buckminster, 27 April 2014 - 11:29 AM.
#110
Posted 28 April 2014 - 09:17 PM
Buckminster, on 27 April 2014 - 08:46 AM, said:
Edit: Just to clarify, I'm a HUGE fan of mixed LRM builds. The general idea is that it gives you a lot of flexibility when you fire. You can alpha a large volley to pound a target and breach AMS, you can chainfire them to steadily pummel and shake a target, or you can fire a single LRM5 to make their "incoming missiles" warning pop up and force them to move into cover. There's a lot more to LRMs than the "how many missiles can I get into the air" theory.
Same problem here with the Griffin, I try to use the same setup (15+10+5) and the LRM5 keeps getting moved to the top "barrel" launcher. That makes the LRM15 take up the 10-tube spot.
I've seen some workarounds that involve selling off all your launchers, rebuying them and then doing some ritual dance but seriously, PGI fix this at some point.
#111
Posted 30 April 2014 - 05:59 PM
http://mwomercs.com/...gend-continues/
#112
Posted 01 May 2014 - 12:33 PM
I've been running a trip ALRM-10 build with 2 MLas. It has an XL250 Engine and 1080 ammo I believe.
There are the occasional times where I run out of ammo, but generally it's right on the money. I chose to do 3 10's so I have the option to stream, or I can lob 30 and eat a little Ghost Heat if AMS in heavy play.
Tonight I think I'm going to switch to a dual ER LL trip ALRM-5 build, just because I love how high the energy points sit. I think I could be nasty that way. And it's a change of pace.
#114
Posted 02 May 2014 - 02:11 AM
http://mwo.smurfy-ne...81b7d1d2f74c875
#115
Posted 02 May 2014 - 06:50 AM
kesuga7, on 02 May 2014 - 02:11 AM, said:
http://mwo.smurfy-ne...81b7d1d2f74c875
Oof, no BAP and no back up weapons makes me cringe.
#117
Posted 02 May 2014 - 07:26 AM
Ended with LRM 15 and 20 with Art, 3 SSRM2's, 2 ML and 1 Tag. EDIT: was 15 and 10 not a 20.
Direct fire with Tag is just insane mechs melts from that firepower.
Mediums with speed and size are mighty nice LRM mini-boats. Seems to fit well in 20-35 range of missile tubes any more then that and start giving up to much tonage to it.
Artemis while another slot and ton totally worth the boost
LRM 5 great harasser enemy doesn't know whats incoming but there warning screams regardless. 2 tons and 1 ton of ammo for 36 total shots is mighty nice.
Edited by Mad Ox, 06 May 2014 - 03:00 PM.
#118
Posted 02 May 2014 - 12:18 PM
Nicholas Carlyle, on 02 May 2014 - 06:50 AM, said:
Oof, no BAP and no back up weapons makes me cringe.
could take out 6 jumpjets lol - build i posted already had .50 tonns to spare
fit bap and 2 medium lasers
http://mwo.smurfy-ne...924eb21eb2c91e7
Edited by kesuga7, 02 May 2014 - 12:21 PM.
#119
Posted 02 May 2014 - 12:30 PM
mogs01gt, on 02 May 2014 - 06:54 AM, said:
SHD-2D2
Im really surprised on how versatile the other Hawk variants are compared to the 5m which is more cost effective.
I ran a build similar to this. Thing was nasty from 180 to 270m.
Mad Ox, on 02 May 2014 - 07:26 AM, said:
Trying to picture fitting an ALRM 15, ALRM 20, 3 Streaks, 2 ML and a TAG...
What engine were you running in that?
#120
Posted 02 May 2014 - 02:55 PM
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