

Best Catapult Lrm Boat
#1
Posted 21 January 2014 - 08:50 PM
#2
Posted 21 January 2014 - 08:56 PM
If you decide "Nnnnnngh, only LRMs is not quite what I had in mind, you can toss in 2xLRM15, 2xSRM 6and 2x SSRM2 for example, creating the "3 in 1 Terrorpult", which is 1/3 Streakcat, 1/3 Splatcat, and 1/3 Trollpult (but keeping the 15/arm salvos). The name alludes to it being 1/3 each of 3 `Pults that most people do not enjoy finding.

If /When the take the consumer electronics package off of my ears, I might start driving mine again....
Edited by Zerberus, 21 January 2014 - 08:59 PM.
#3
Posted 21 January 2014 - 09:47 PM
The C4 I prefer for using SRMs, since you can take a sufficient number (4 launcher is plenty) and you can take along either some kind of LL or a pair of MLs.
I'm not a fan of the A1 since it has no recourse once the ears/ammo are gone.
#4
Posted 21 January 2014 - 10:28 PM
#5
Posted 21 January 2014 - 10:34 PM
Zerberus, on 21 January 2014 - 08:56 PM, said:
Sadly, with the consumer electronics package uglification, PGI nerfed the missile tubes. A1 can only launch 80 missiles in a salvo now, and that's with 2x LRM20 + 4x LRM10. I'm happy that they're busy fixing the stuf that is clearly broken and OP. (sarcasm)
C4 is honestly the most useless LRM boat of the three, since having many smaller launchers is preferable to having a few really big because of shorter recycle times. If you're going for small launchers, get A1. And if you plan to use large launchers, you won't be able to reasonably fit more than 2 of those in anyway, and you'll have more backup weapons in the C1.
Also, in the ugly patch, C4 lost it's only saving grace, that it could launch 2x LRM20 in a single salvo. All missile Catapults can do that now.
#6
Posted 21 January 2014 - 10:40 PM
C1 - 2 big LRMs (15 or 20) + 4 Medium/Small lasers of some kind, maybe 1 being a TAG.
C4 - tricky, could go
---2 big LRMs (15 or 20) + 2 SRMs/Streaks + 2 Medium/Small lasers of some kind. Probably would not use TAG here.
---1 Large Laser of some kind + 4 SRMs/Streaks.
I do not understand this fascination lately with multiple LRM5. I read it was suggested to avoid Ghost Heat, look just use 2 big launchers, you still avoid Ghost Heat and do not have the higher heat problems caused by lots of LRM5 plus have points free for close range defense weapons especially when you run out of LRM ammo.
#7
Posted 21 January 2014 - 10:46 PM
#8
Posted 21 January 2014 - 11:12 PM
Merchant, on 21 January 2014 - 10:40 PM, said:
3 major reasons:
Recycle time. 1x LRM15 recycles in 4.25s, 3x LRM5 recycles in 3.25s. That is a major boost in DPS.
More concentrated damage. The 5s fly in tighter pattern than 15s, for example.
Making the target's life hard. Getting hit by a constant stream of missiles makes it much harder to shoot back. If the target has AMS, just alpha and it's still more effective than one large launcher for the above mentioned reasons.
#9
Posted 21 January 2014 - 11:23 PM
#10
Posted 21 January 2014 - 11:30 PM
#11
Posted 22 January 2014 - 05:28 AM
Davers, on 21 January 2014 - 11:30 PM, said:
It is extremely hard to mount large LRMs and ACs on the jager A.
The A is my most used mech, I've tried that and then some.
Sans ballistics the A is a great missile boat. With ballistics it is decent packing smaller LRM packages, like x4 LRM 5s but to get to the point you'll either have to limit ammo count or engine size, take your pick.
#12
Posted 22 January 2014 - 11:43 AM
zztophat, on 22 January 2014 - 05:28 AM, said:
It is extremely hard to mount large LRMs and ACs on the jager A.
The A is my most used mech, I've tried that and then some.
Sans ballistics the A is a great missile boat. With ballistics it is decent packing smaller LRM packages, like x4 LRM 5s but to get to the point you'll either have to limit ammo count or engine size, take your pick.
I run 2 AC/5's. 4 LRM5s, and 2 medium lasers. I do run a bit slow due to a standard engine, but in could always strip off the ballistics and put on larger LRMs. It's that versatility that makes the Jäger such a good mech.
#13
Posted 22 January 2014 - 02:52 PM
Merchant, on 21 January 2014 - 10:40 PM, said:
The most obvious and most immediately impactful reason to favor multiple LRM5s over single larger launchers is efficiency.
LRM5 is 1 critical slot and 2 tons.
LRM10 is 2 critical slots and 5 tons (one more ton that a pair of 5s).
LRM15 is 3 critical slots and 7 tons (the same as a 10 and a 5, which again means it's one more ton than three 5s).
LRM20 is 5 slots and 10 tons (one more slot than a pair of 10s, though it matches weight, and is both larger and heavier than a 15 and a 5).
The LRM5 is by far the most space and weight efficient launcher available, in addition to its much tighter spread and its higher rate of fire.
There are two reasons why you wouldn't always simply stack 5s. First, if you don't have the hardpoints then you can't do it at all. That's why an A1 can get away with replacing a pair of 15s with six 5s - it has a bunch of hardpoints. The C1, with only one hardpoint on each arm, is better off using larger launchers to get a more meaningful volley (I prefer 15s for several reasons, including that they are the next-most-efficient launchers after 5s).
Second, if you want to use Artemis IV then you are better off consolidating launchers, since each seperate launcher adds +1 ton and +1 critical slot. Far better to lose initial efficiency and then make up for it in spades with add-on efficiency in that situation (better an LRM20 with Artemis than 4x LRM5s with Artemis). This is aside from the fact that small launchers need Artemis IV far less than larger ones do.
#14
Posted 23 January 2014 - 12:55 AM
Levi Porphyrogenitus, on 22 January 2014 - 02:52 PM, said:
Personally, I practically always use Artemis with LRMs just for the shorter lock-on time.
The weight and space difference between 4x Artemis LRM5 and 1x Artemis LRM20 is just one ton and 2 crits. I personally often consider that a very reasonable tradeoff for higher DPS and chainfireability. It's uniformly more efficient (purely damage output wise) to use all available missile hardpoints with smaller launchers than use just one large one, unless of course you have other uses for those hardpoints.
Anyway, I think this is bordering personal preference, whether you find it more beneficial to sacrifice some weight and space for that extra LRM DPS or have it somewhere else, like a bigger engine, more armor, more heatsinks, more ammo or additional weapons.
Edited by Kyynele, 23 January 2014 - 12:58 AM.
#15
Posted 23 January 2014 - 06:54 AM
Cat A1, practically no armor, tiny engine, 6 LRM15s

I ran the 6 LRM5. It was fun. Nothing like a continous waterfall of LRMs.
#16
Posted 23 January 2014 - 06:58 AM
Fast, enough close range firepower to discourage fast attack mechs if used well, and enough ammo to do some serious damage over the course of a match.
#17
Posted 23 January 2014 - 07:14 AM
Josef Nader, on 23 January 2014 - 06:58 AM, said:
Fast, enough close range firepower to discourage fast attack mechs if used well, and enough ammo to do some serious damage over the course of a match.
This is what I used for LRMs before they made the C1 ears huge. There are better heavy mechs for LRMs now including as mentioned the JM6-A and the ON1-VA. Excluding assault LRM boats like the AWS-R, BLR, and STK of course.
#18
Posted 23 January 2014 - 07:56 AM
tayhimself, on 23 January 2014 - 07:14 AM, said:
Neither of your choices have jumpjets, which if you know how really makes the difference when firing over hills that you wouldn't be able to without them.
Here is just about the best C1 build going. Mason Grimm came up with it and I have used it for a long time now. With speed tweak it is going 82 so it can get out when you need it too.
CPLT-C1
I tried the AWS for LRMs and found it too slow for what you get out of it, making it a liability. You want an LRM boat to both last till the end of the round and also have ammo so that it can finish off anything that is still a threat.
The only other LRM 'boats' I have had success with are the ON1-M.
ON1-M
... and the Thunderbolt.
TDR-5S
If narc gets the redo like Paul posted about then I might try out the trebuchet again.
#19
Posted 23 January 2014 - 08:36 AM
The C1 has the most options for backup weapons (that won't get shot off in your ears) as well as tag. The A1 champion build looks good (2 15s 4 ssrm2) but highly susceptible to getting your ears shot off.
Beware any all lrm build, 6 lrm5 A1, 4 lrm10 C4. They are absolute rubbish, prepare to absolutely let your team down while someone finds you completely unable to shoot back and stands there ****** you. I have killed so many lrm cats with no backup weapons it's not even funny.
If I see a 6 lrm5 cat and I'm in anything quick I go right for them because it's an easy kill, if they replaced it with 2 15s and 4 streaks I wouldn't go near them. Also dont sell the streaks short, Get an enemy in your optimal range (250m) and you will wreck them.
#20
Posted 23 January 2014 - 10:24 AM
which may seem a bit unusual but it's been so much more worthwhile than an all LRM A1 which I tried a while back since it has backup lasers that work at all ranges. Tag is so vital as well, a must have imo.
A C4 sporting 2LRM15, 2LRM5, Tag and ERLLas might be more efficient on LRMS and heat if you don't mind losing some direct fire damage. Or simply downgrading to 15's instead of 20's and improving the armor, but I like the big vollys.
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