Can Mediums Be A Viable Lrm Platform?
#1
Posted 07 January 2014 - 06:08 AM
Have you been able to build a high damage medium using LRM? What is the strategy?
#2
Posted 07 January 2014 - 06:28 AM
Victor's semi-recent LRM Commandments post mostly hits on why - with LRMs more than any other weapon, range control is absolutely crucial. You have to dictate the range at which you engage the enemy, and big fat lumbering assault 'Mechs can't do that. Mediums, however, can equip sufficient LRMs (generally 20+ tubes minimum, with 30+ being preferable) to deal considerable damage to the enemy whilst also remaining mobile enough to pick and choose their engagements. It is a combat style generally referred to as LRM Skirmishing (or Lurmishing, if you're awesome), and it is easily the best way to use LRMs at the moment as it offers you the chance to deal heavy damage with your launchers even if the enemy team isn't solely comprised of total idiots fresh off their Cadet bonuses. Which an assault-class missile boat can't do.
My TBT-5N is my favorite LRM 'Mech and something I consider to be a great example of the breed. it's a little slower than I'd like at 89 w/Tweak, but the combination of Artmeis and Tag provides incredibly concentrated LRM barrages that deal considerable damage to the target. I get plenty of extra billz from NARC/TAG bonuses as well, since I'm up there holding locks on targets that less awesome LRM platforms are hitting themselves. The TBT-5N also has a wider twist range than other Trebuchets, allowing it to run away from a target while also retaining its weapons locks - something I've used to great effect against larger, slower targets trying to close in on me and deny me my tubes.
I used to run it with four tons of LRM ammo and three lasers in the right arm, but honestly? I found myself shooting the launchers dry in almost every match I played, and once the launchers were dry the trio of lasers didn't let me do much more than score a few assists anyways. This thing isn't defending itself from enemy lights no matter how many lasers you give it.
Even with just two medium lasers as backup armament, this particular Trebuchet is one of my most consistent damage dealers and just about the only thing I've ever successfully used LRMs on. 500+-damage games are the rule rather than the exception for this little muthah, and that's only because its ammunition limitations kept it from doing more. Lurmishing can be tricky to pick up, but it's also amazing fun once you do and can actually be very rewarding in a C-billz sense since you'll be picking up so many spotting/NARC/TAG bonuses.
Plus, the look on a Spider's face when you're able to maneuver well enough to hit him with repeated LRM barrages from medium range...it is a delicious look, full of sweet robotic tears...
#3
Posted 07 January 2014 - 06:38 AM
#4
Posted 07 January 2014 - 06:48 AM
LRM's in general though have weaknesses so make sure to have some legit backup weaponry. (3 Medium Laser's or a Ballistic)
#5
Posted 07 January 2014 - 07:25 AM
The big thing is that with LRMs on a medium you're using a different approach. LRM assaults work on the "make it rain" theory. With LRM mediums, you need to control range and LOS, and then use that to dump missiles.
#6
Posted 07 January 2014 - 07:36 AM
Actually I found a decent Griffin LRM build that I think can compete well with the previously posted Treb 5N. The difference is that the Griffin can mount jump jets and has 15 degrees more torso twist than the Treb. Since each Griffin has a 20 port and the rest are ten ports, you just accomplish the same with an LRM20 and an LRM10 rather than 2x15's.
You can pretty much choose which Griffin you prefer based on its LRM and energy hardpoints, I just happened to have made it on the 1S at the time.
http://mwo.smurfy-ne...77efff04e54bb85
#7
Posted 07 January 2014 - 08:34 AM
5xLRM5
- 10 tons (15 w/Artemis)
- faster recharge
- ability to chainfire (troll)
- 25 missile alpha
- 15 tons (17 w/Artemis)
- less heat
- 30 missile alpha
#8
Posted 07 January 2014 - 08:36 AM
Regarding OP, one word: Trebuchet.
Edited by Helmstif, 07 January 2014 - 06:43 PM.
#9
Posted 07 January 2014 - 08:45 AM
Skirmish-range LRM use? Very effective.
Each type of loadout (multiple light launchers, a couple medium launchers, single heavy launcher) has advantages and uses based on impact shake, hit chance, crit finding chance, shoot timing and effectiveness of damage delivered when friendlies are a consideration in a furball, AMS susceptibility, effectiveness over available lock-on time, simple player style preference...we can go on and on and on.
#10
Posted 07 January 2014 - 10:15 AM
[smurfy]http://mwo.smurfy-ne...3677ee2f75283f3[/smurfy]
But the default is the speed, no enough quick. Sometimes the five LRM5 and XL280 is better on a LRM GB =)
The trebuchet look very cool with the twin LRM with Artemis!
Medium mech are very good on LRM, with my LRM35 GB, i destroy heavy mech very quickly... It's a different version of the GB ("standard" version with SRM or Streak).
#11
Posted 07 January 2014 - 10:55 AM
#12
Posted 07 January 2014 - 11:07 AM
CapperDeluxe, on 07 January 2014 - 07:36 AM, said:
Actually I found a decent Griffin LRM build that I think can compete well with the previously posted Treb 5N. The difference is that the Griffin can mount jump jets and has 15 degrees more torso twist than the Treb. Since each Griffin has a 20 port and the rest are ten ports, you just accomplish the same with an LRM20 and an LRM10 rather than 2x15's.
You can pretty much choose which Griffin you prefer based on its LRM and energy hardpoints, I just happened to have made it on the 1S at the time.
http://mwo.smurfy-ne...77efff04e54bb85
Trolling as a military tactic is viable. I am not on the battlefield to coddle to my enemy's sensitivities, I am there to kill him or failing that preventing him from killing ME or my buddies. If I am using chain fired LRM 5s to force an enemy to move and stop firing at me then it is a win. Tactical Trolling for the win. When an enemy is doing what YOU want rather than what THEY want is how to win.
#13
Posted 07 January 2014 - 11:12 AM
#14
Posted 07 January 2014 - 11:16 AM
20-30 in the air is all you really *need* per volley to break through AMS, but if you can get close enough, AMS will have less time to chew through your payload. LRMs in general require a lot of sacrifices and they have a bunch of counters, but a 50 tonner is more than capable of doing it. I wish I was better at using them, but I'm more successful at making SRMs work for me personally.
#15
Posted 07 January 2014 - 11:16 AM
#16
Posted 07 January 2014 - 11:16 AM
Edited by Spheroid, 07 January 2014 - 11:17 AM.
#17
Posted 07 January 2014 - 11:39 AM
You can't just sit in the back and throw wet kittens at people - you have to use your maneuverability. My buddy had a Trebuchet using LRM15s. He'd use its speed to get behind the main body and hammer their rear armor with LRMs before running away and re-setting. He'd get multiple kills on a good match, and had some games over 700 damage with multiple kills - but other times he'd get caught and butchered in the backfield.
If you want to do an LRM Medium, head over to Smurfy's Awesome Mechlab, and look at your intended chassis' missile tubes. I personally recommend you have more than 20 missiles that you can throw at once. Three out of the five Trebuchet chassis have two 15-tube LRM hardpoints, which makes them a good choice. The Hunchback 4J, on the other hand, has two 10-tube hardpoints, and my personal experience has been poor with it lately. Still, look at your missile tubes, bring a LOT of LRM ammo, and do not skip the medium lasers for backup weapons - with practice, you should do fine.
Simply make sure, as has been pointed out above, that you are not trying to do the "hide behind the real 'mechs and lob wet kittens at
Edited by Void Angel, 07 January 2014 - 11:40 AM.
#18
Posted 07 January 2014 - 02:21 PM
#19
Posted 07 January 2014 - 02:39 PM
http://mwo.smurfy-ne...058ea4913ab563c
or
2 LRM 15 Atremis, 1440 Ammo, TAg, BAP, 2 SmallLaser, XL 200, Boat Build.
http://mwo.smurfy-ne...682ee24d96812dd
Edited by Revorn, 07 January 2014 - 02:40 PM.
#20
Posted 07 January 2014 - 02:43 PM
Goregrimm, on 07 January 2014 - 02:21 PM, said:
I've had better luck with launchers of equal size, when I've managed to get LRMs to work for me, so you may wish to try the LRM 30 on the GRF-1N instead with 3 10s instead of a 20 and a 10. I had some success with 4 LRM5s on the GRF-3M, but it was highly team dependant (but I'm not great with LRMs). When it panned out, it worked great.
Edited by rdmgraziel, 07 January 2014 - 02:43 PM.
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