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Can Mediums Be A Viable Lrm Platform?


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#81 Lyoto Machida

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Posted 24 January 2014 - 02:22 PM

View PostCapperDeluxe, on 07 January 2014 - 07:36 AM, said:

Sorry but carrying all LRM5's is not an effective LRM boat, it pretty much exists just to troll people.


No idea if you consider this effective but these are my KTO-18 stats with LRM5s...53 kills to 17 deaths (3.12 kdr) isn't too shabby in my book for a troll build: KINTARO KTO-18 42 24 18 1.33 53 17 3.12 11,348 46,074 04:48:30

#82 Sh4dow78

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Posted 24 January 2014 - 04:51 PM

lrm5 are GREAT on medium, i use them on my shadowhawk 4xlrm5 2k missiles, u call that troll i call that CORE THAT CT!!! this thing when used right open mech so fast. Literally u just make rain of missiles onto enemy chest. Sure maybe its not same effect as its when u hit them with 60missiles right into face once, but this is great suppression weapon give ur team opportunity to advance on enemy positions, and if u have light mech doing his job like spot, uav, tag well this thing is quite deadly. And if u have ALOT missiles with u and u shoot in chain fire this thing burns enemy AMS pretty much since most ppl carry only 1t ammo for it. I like my meds with missiles. I even tried this on my cent 9a with 3x10lrm some tag, stay back and pick weakened enemy works good :unsure:

#83 Redshift2k5

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Posted 24 January 2014 - 05:01 PM

In the current iteration of the game, not sure why you'd bring a medium and not a heavy with the same speed; future tonnage caps may change that, however, since LRM30 from a medium will hurt just as much as LR30 from a heavy.

#84 Sandra McCrow

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Posted 26 January 2014 - 04:39 AM

View PostRedshift2k5, on 24 January 2014 - 05:01 PM, said:

In the current iteration of the game, not sure why you'd bring a medium and not a heavy with the same speed; future tonnage caps may change that, however, since LRM30 from a medium will hurt just as much as LR30 from a heavy.

Eeeeh... and which one would that be? Proper LRM medium has JJs and speed above 90kph. And besides LRM mediums I think work best if they are devoted to the role and designed appropriately. ALRM30 heavy mech won't have enough firepower for a brawl really - not in comparison to other direct-fire heavy-class platforms. And it won't be able to stay away as effectively as say Griffin or shadowhawk... Even if it does - than it's more of a waste of tonnage and role.
The point is - while a medium could use more tubes for say ALRM40-60, it doesn't need then to be effective. And it does not need backup that much. While barn-sized heavies cannot do heavier LRM with the same manoeuvrability (not really) and need more backup weapons.

#85 Buckminster

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Posted 26 January 2014 - 07:19 PM

View PostSug, on 24 January 2014 - 01:43 PM, said:

I find that meds have become less effective since 12 vs 12 was implemented because they just can't carry the ammo a heavier mech can.

I think they can still use LRMs as part of a balanced breakfast but to be an effective boat you should be able to launch 40+ missiles with each salvo.

I think there's a couple points here - amount of ammo, and 'boats' vs 'viable LRM platform'.

I carry 4 tons on my LRM30 mediums, and it's been plenty. I do like to make sure that I have a decent energy weapon as a backup, but to date it hasn't been an issue.

As for 'boats' vs 'viable LRM platform' - it's one of the big things with an LRM medium. You aren't a boat. You can't pretend to be a boat, and you can't launch missiles like a boat. You need to use your LRMs at mid range, preferably with direct line of sight and TAG. If you try and make it rain with an LRM medium, you will fail. But that doesn't mean it isn't a viable LRM platform.

#86 DonGardenio

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Posted 01 February 2014 - 07:28 PM

I've had reasonable success with a 2xLRM10 2xLRM5 SHD-2D2. Tag and MLas on the arms. Essentially a 30 tube boat that blows at everything else. But decently fast with an XL300. Armour is fairly high, but not maxed and there's like 1440 missiles to fling around with reckless abandon.

Less tubes than the fatties, but the speed and JJs allows you better positioning.

Also tried a 4xLRM5, 1xERPPC and TAG build. Same engine. I think I packed 1080 missiles into it. Or whatever the 1k number was. Might've been 900ish even. Performs fairly well, the PPC allows for a more direct fire role. And ECM canceling potshots for when keeping your tag on might have been disadvantageous.

#87 zagibu

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Posted 03 February 2014 - 04:10 PM

View PostCody Furlong, on 01 February 2014 - 04:56 PM, said:

I think the Hunchback 4sp makes a good lrm medium mech. Something like this build. http://mwo.smurfy-ne...fa95fde97739686


I agree about the first sentence, but your build doesn't have enough ammo.

#88 Buckminster

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Posted 03 February 2014 - 05:36 PM

Yeah, two tons of ammo isn't nearly enough. You can stretch it a little with some chainfiring, but I'd really rather be bringing 4 tons. I'd also rather have TAG on there instead of one of those MLs - it'll make your LRMs that much more effective.

#89 Shiro Matsumoto

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Posted 04 February 2014 - 01:21 AM

I enjoyed a Treb with 2x LRM15+A, and 3-4 Medium Lasers backup. Nowadays i even have a Centurion im levelling with virtually the same build, as well as a Griffin.

Mediums arnt artillery pieces, standing stil and let it rain.. but very mobile, able to follow a movement of the front, and use their LRMS at medium range, say 200-500 meters, to support more direct. They are also not helpless if they get found by a light.

#90 Victor Morson

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Posted 04 February 2014 - 01:49 AM

View PostJohn McFianna, on 04 February 2014 - 01:21 AM, said:

I enjoyed a Treb with 2x LRM15+A, and 3-4 Medium Lasers backup. Nowadays i even have a Centurion im levelling with virtually the same build, as well as a Griffin.

Mediums arnt artillery pieces, standing stil and let it rain.. but very mobile, able to follow a movement of the front, and use their LRMS at medium range, say 200-500 meters, to support more direct. They are also not helpless if they get found by a light.


You should positively consider dropping the mediums for TAG+BAP.

You are right about the advantages, but it will help a LOT to make your existing weapons better and more focused.

View PostCody Furlong, on 01 February 2014 - 04:56 PM, said:

I think the Hunchback 4sp makes a good lrm medium mech. Something like this build. http://mwo.smurfy-ne...fa95fde97739686


Hunchbacks are MASSIVELY inferior to Centurions in terms of missile port layout, and are also well behind Kintaros in that regard. The Shadow Hawk 2D2 has better ports with jump jets; the Griffin is better than that even, but isn't cbill even.

What I'm saying is the Hunchback is pretty much dead last in terms of mediums that can run missiles.

EDIT: Forgot the Treb, which also has far better missile ports.

Edited by Victor Morson, 04 February 2014 - 02:32 AM.


#91 Rushin Roulette

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Posted 04 February 2014 - 02:25 AM

View PostCody Furlong, on 01 February 2014 - 04:56 PM, said:

I think the Hunchback 4sp makes a good lrm medium mech. Something like this build. http://mwo.smurfy-ne...fa95fde97739686


If you really want to use the 4SP for LRMs, then you could use this build HBK-4SP which I used to use back when the 4SP was one of the only Medium Missile mechs. it still works, but as others have already said, there are better options available currently.

#92 zagibu

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Posted 05 February 2014 - 10:55 AM

View PostVictor Morson, on 04 February 2014 - 01:49 AM, said:


You should positively consider dropping the mediums for TAG+BAP.

You are right about the advantages, but it will help a LOT to make your existing weapons better and more focused.



Hunchbacks are MASSIVELY inferior to Centurions in terms of missile port layout, and are also well behind Kintaros in that regard. The Shadow Hawk 2D2 has better ports with jump jets; the Griffin is better than that even, but isn't cbill even.

What I'm saying is the Hunchback is pretty much dead last in terms of mediums that can run missiles.

EDIT: Forgot the Treb, which also has far better missile ports.



Only Wolverine and Hunchback can have a TAG in the head, though.

#93 Vadafallon

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Posted 05 February 2014 - 11:22 AM

I love my golden boy with 5 lrm 5s.

#94 Para B

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Posted 06 February 2014 - 04:34 PM

I'm currently doing quite well with my KTO-18:

http://mwo.smurfy-ne...e8abc1f3bbb0f0b

#95 LastPaladin

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Posted 06 February 2014 - 05:14 PM

I've made quite a few nice medium LRM mechs, but I definitely like to design them to have some decent backup weapons. When you play this style, it involves some "running & gunning", to ferret out targets and keep them in range, rather than lying in wait for them to stray into the wrong spot, like a heavier LRM boat might do. So, you will probably find yourself away from the group, and having to fend off light mechs that you can't outrun sometimes.

Here's a build that gives you a good short range anti-light punch too:

http://mwo.smurfy-ne...ab0e913dabfe78a

The LRM20 is only going to do so much with its slow refire rate, so I tend to use it to soften a target up while approaching them, skipping in between cover. Then, try to keep them in the sweet spot of 180-270m, where you can hit them with both the LRMs and streaks, and target open sections with the medium lasers when you can spare the heat.

This one I use for a little different strategy:

http://mwo.smurfy-ne...1fccd013fe03aff

Only 3 LRM5s gives makes it marginal as an LRM platform, but if you catch people without much AMS cover, the fast fire rate can do some damage. Having the tag on the head is very handy, because you can peek just slightly over a ridge or obstacle and keep them lit up, while shielding the rest of your vital areas. You've also got a left shield arm, with a bit of reduced armor, but still useful for soaking up damage. Finally, those 2 ER large lasers let you fall back to a passable sniper role, if you run out of ammo or can't get past enemy AMS. And the jumpjets are a bonus for getting to sniping/LRMing platforms on some maps.

Don't expect either of those to do 1000+ damage most games, but if you use them right, you should be able to easily get 400-500 and a couple kills, and they can be a lot of fun too.

#96 Buckminster

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Posted 06 February 2014 - 06:35 PM

View PostLastPaladin, on 06 February 2014 - 05:14 PM, said:

I've made quite a few nice medium LRM mechs, but I definitely like to design them to have some decent backup weapons. When you play this style, it involves some "running & gunning", to ferret out targets and keep them in range, rather than lying in wait for them to stray into the wrong spot, like a heavier LRM boat might do. So, you will probably find yourself away from the group, and having to fend off light mechs that you can't outrun sometimes.

I threw a large laser on my LRM Griffin, and I've loved it. Having that direct fire punch is fantastic for the target that's trying to peek out of cover, or to put that final nail in the coffin of a mech that has a stripped armor section.

I've been so thrilled with it that I modded my Cat C1 to use something similar - 2 ALRM15s, TAG and 2 Large Lasers. It's really quite fantastic.

Edited by Buckminster, 06 February 2014 - 06:36 PM.


#97 Sparks Murphey

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Posted 06 February 2014 - 07:00 PM

My Trebuchet TBT-5N. Clocks up 106 km/h after speed tweak. The key to playing it is this: you're a spotter. Not a scout, there to find the enemy in the first place, but a spotter to mark targets for LRMs. Use your speed to flank around an enemy and pop a TAG on them. Wait for your friendly LRM boats to start firing, then add your own to the mix, further overwhelming the enemies' AMS. Because you are flanking, you can find angles where your target is exposed when they think they have a nice cliff/building/ship/other piece of terrain to hide behind, making them panic and step back out into the killzone in an effort to find more cover. Once something is softened, dart in to clip off that unarmoured side torso with your lasers, then out again before the enemy can respond.

#98 kesuga7

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Posted 23 April 2014 - 09:58 PM

old thread yeah

anyway here is
two lrm 15 artemis - 1080 lrm ammo - 2 medium lasers - 1 tag - 99.8 kph - 272 armour Trebuchet 5N
http://mwo.smurfy-ne...56df4fcd410fb42

or take out a medium laser - add a tonn of ammo and a half tonn of armour - but go - 96.2 kph
http://mwo.smurfy-ne...882412535fca345




Or Do 1 LRM 15 - 1 LRM 10 - TAG - 1 medium laser - 1260 lrm ammo - 286 armour
but go 114 kph
http://mwo.smurfy-ne...c03637bfd344b6f



or do 1 LRM 15 artemis and 1 LRM 10 artemis going 105.1 kph - and same stuff as above but with - 304 armour
http://mwo.smurfy-ne...f78011940e96705




or
3 medium lasers - 2 lrm 15's - 1260 lrm ammo - tag - 96.2 kph 288 armour
http://mwo.smurfy-ne...22e642f58173d32

Edited by kesuga7, 25 April 2014 - 12:49 PM.


#99 Rear Admiral Tier 6

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Posted 24 April 2014 - 07:09 AM

View PostJohn McFianna, on 04 February 2014 - 01:21 AM, said:

I enjoyed a Treb with 2x LRM15+A, and 3-4 Medium Lasers backup. Nowadays i even have a Centurion im levelling with virtually the same build, as well as a Griffin.

Mediums arnt artillery pieces, standing stil and let it rain.. but very mobile, able to follow a movement of the front, and use their LRMS at medium range, say 200-500 meters, to support more direct. They are also not helpless if they get found by a light.


3C Treb is the king of medium lrm-boats,followed closely by lrm 5x5 kintaro 18

nice thing about treb is that it is really good out of the box

Edited by Cookiemonter669, 24 April 2014 - 07:09 AM.


#100 Barkem Squirrel

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Posted 24 April 2014 - 07:58 AM

This is only a few months old, but does need repeating.


Mediums are great for LRM support.

1. You have the speed to get to where you are needed.
2. Can get out of a bad situation
3. Can determine the engagement range and keep it below 500m.
4. You can have speeds above 80 kph, but also over 90 or even 100 kph where the ability to hit you with direct fire weapons is different for some reason.

I just started the Centurions with Dakka and streaks, then changed over to LRMs. There was a total difference even with just two LRM 10's with artemis. The wolverines, shadowhawks, hunch backs Trebs, and kintaros are all good.

Now the Griffin with the torso twist, you can be almost running away from someone and LRMing them all the way to cover.

On alpine or caustic valley if you focus on one mech in the open it will take 20 to 30 seconds to kill, even an atlas.

Also remember that there are high perches to target from on the different maps and a heavy or assaults just can not get up there at all or as fast.

After I get the four cents to master I will be starting the trebuchet or the kintaros. I am just not sure of which first, since I see playing them both a little different. Kintaros with LRM 5's and speed, but the trebuchets with two larger launchers.

Edited by Barkem Squirrel, 24 April 2014 - 07:59 AM.






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