Looking To Explore The Lrm
#1
Posted 26 January 2014 - 08:34 PM
Thinking about getting into the catapults, but I don't want to sit still to fire and I want to be able to return fire when things get hairy. Thoughts?
#2
Posted 26 January 2014 - 08:45 PM
#3
Posted 26 January 2014 - 08:54 PM
#4
Posted 26 January 2014 - 09:01 PM
#5
Posted 26 January 2014 - 09:26 PM
The CPLT-A1 is decent at this too, but it is limited by ammunition and once you lose your "ears", you're a stick. If I were to build one, it would look similar to this: http://mwo.smurfy-ne...ec9cbe4720830bc
The CPLT-C1 makes a great multi-purpose LRM mech. It sacrifices 2 of its missile slots for 2 energy slots, enabling it to defend itself. While it still should be behind the lines, it is capable of being in a more LOS role and should be built that way. Here is one such build: http://mwo.smurfy-ne...18f41018777d59f Don't let the low heat efficiency fool you, you shouldn't be firing the LRMs and the Large Lasers at the same time anyway. Alternately, you could drop to one Large Laser, and 3 medium lasers and use the extra weight for heatsinks.
The key is to ensure that you have enough ammo for about 40 salvos from all tubes. This has been tinkered with by the various LRMers in my unit and we have come up with thisnumber as a reasonable amount of ammo that typically gets you through the end of the match. Also, because of incredibly hard to hit ST hitboxes, you should always run an XL engine in a Cat. I have only been killed by a ST core about 10% of the time. It also makes it a great place to shave a few points of armor from if you need the weight. I find that the XL 275 to 285 range are the sweet spot for a catapult, but that's just me.
Edited by MnDragon, 26 January 2014 - 09:33 PM.
#6
Posted 26 January 2014 - 09:54 PM
Still, if I were going to get back into hardcore LRMing, I'd wait until the narc patch hit.
#7
Posted 26 January 2014 - 10:11 PM
#8
Posted 26 January 2014 - 10:34 PM
luxebo, on 26 January 2014 - 10:11 PM, said:
I've tried a 2x LRM15 build on the CN9-D and while it is fun running around at +100kph while lobbing lurms, I didn't find it that great for some reason.
That said, I'll second Catapults. They have the speed to run away when things get hairy and the jump jets help in positioning and firing from vantage points (firing while flying is definitely viable). Personally, the best choice right now would probably be the C1 since those 4 energy points let you mount a tag plus some backup lasers. I can't speak for the C4, but the A1 is pretty weak right now since SRM builds are basically out the window and it can't mount a tag to be an effective LRM carrier. Still, it is fun running it with builds like 6x LRM5s and what not, although your effectiveness is pretty much determined by whether or not the other team has ECM or not.
A pretty common and effective build for the C1 is 2x LRM15s (with or without artemis), 3 ML and tag.
Something like this: http://mwo.smurfy-ne...ce4f480aad16e64
You can change it according to taste (less heatsinks for more ammo etc) but you can't really go wrong with it.
#9
Posted 26 January 2014 - 10:58 PM
Catapult isn't a bad ride from what I've heard. Just try to balance out LRMs with SSRM/SRMs or some of the variants, or have one be a different role (Use the K2 instead of another LRM Cat)...
There are many options open, and it all depends upon what you wish to do, and what you expect to get out of your mech. Personally, I love my Hunchback 4SP LRM mech, as well as my LRM based Stalker. My Quickdraw (with LRMs) seems to be one of my deadliest rides I own, and seems to have the best K/D out of the mechs I've used (but my Stalker is starting to overtake, now that I found a build that works for me better).
There are a ton of builds one can suggest, and each will depend upon the skills one possess, and what one wishes to get out of their mech. Make a suggestion on a chassis, and we will probably be better at helping you determine a build that you can tweak and make your own.
(If you don't already know about it, this site is great at coming up with builds before buying/using/changing a mech: http://mwo.smurfy-net.de/mechlab )
#10
Posted 27 January 2014 - 02:52 PM
P.S. Heavy mechs are way much better if you elite them.
Edited by Dimitry Matveyev, 27 January 2014 - 02:54 PM.
#11
Posted 27 January 2014 - 03:24 PM
Dimitry Matveyev, on 27 January 2014 - 02:52 PM, said:
What isn't
I don't have a lot to add to this, other than to be aware that:
LRM lose their one big advantage when you try to mini-max their stats (IE only indirect fire weapon, but does better damage when you have line of sight yourself)
So if you do play with them, do not be afraid to be "that guy" (in a positive sense) that has the sense to stand ON! the cap point whilst fighting.
#12
Posted 27 January 2014 - 03:29 PM
Tight groupings, light weights, fast fire, low heat... and with Artemis even moreso.
#13
Posted 27 January 2014 - 03:31 PM
#14
Posted 27 January 2014 - 03:37 PM
The 2 AC2, 2 LRM5, 2 MedLaser Variant can be funny to play as well
Edited by Revorn, 27 January 2014 - 03:38 PM.
#15
Posted 27 January 2014 - 04:01 PM
Verdict: Wait for the Clans
I'm going to be straight with you, Deathsani - nothing in the current line-up hits all those marks, at least not perfectly. The closest I've ever gotten is my TDR-5S(P), and as much as I've come to enjoy that particular messed-up nonsensical FrankenHeap...my Thunder Hammer is only almost mobile, almost a good LRM platform, and not entirely {Scrap} as a direct-fire infighter. Medium Lurmishers do LRM abuse better, half the heavyweight list does mobile better, and pretty much anything that doesn't devote two-thirds of its weight to weapons which are useless in a close-in fight is going to be better in a close-in fight. That's really the takeaway from any LRM thread - nothing you can do is ever going to make an LRM 'Mech a proper infighter, so maximizing the potential of your LRM systems is pretty much the way to go.
Please, by all means run the Catapults. Catapults are great fun, I wish I owned a set. They have an excellent Hero chassis and can be surprisingly versatile amongst all their various variants. But do not ever for a second think that three medium lasers in a CPLT-C1 (assuming TAG) is going to win you close-range fights against close-range 'Mechs. The only time that'll happen is if the close-range 'Mech has already lost a fight somewhere else and you just so happen to finish the job.
#16
Posted 27 January 2014 - 04:04 PM
#17
Posted 27 January 2014 - 04:43 PM
Revorn, on 27 January 2014 - 03:37 PM, said:
The 2 AC2, 2 LRM5, 2 MedLaser Variant can be funny to play as well
Saw one running 4LRM5 - that one looked fun (same alpha as your 20, but with chainfire options)
#18
Posted 27 January 2014 - 06:18 PM
YES they are assaults, but they do LRMS great with out the cheese of stalker LRM boats.....
#19
Posted 27 January 2014 - 06:40 PM
#20
Posted 27 January 2014 - 06:58 PM
Griffin: http://mwo.smurfy-ne...75b76757b25b392
4 weapon groups - chained LRM5s, all LRMs, TAG and Large laser. Use the chained LRM5s to launch a longshot, to make someone move or take a little ding. Launch all to punch through AMS. The LL gives you a solid punch - be it the nail in the coffin or a pot shot at someone that is ducking into cover and hard to hit with missiles. A good LRM based hit and run medium with lots of mobility.
Catapult: http://mwo.smurfy-ne...c606bd8c86e9af4
Fairly classic. The big thing is to make sure that you can fire one LRM if needed, so you aren't dumping 30 missiles into a hill. WIth the 300XL and the jump jets, it's a very maneuverable mech.
Twist on the Cat: http://mwo.smurfy-ne...cc63af79c315c3a
Replaces the 3 medium lasers with two large lasers, at the expense of some engine size and jump jets. A little slower, but more direct punch.
Edit: A lot of people think that mediums can't be LRM platforms, because they don't have the capability to carry tons of missile tubes and ammo. Everyone thinks of the LRM40-LRM50 (or more) heavies and assaults as the only "viable LRM mechs". Don't get me wrong, making it rain is impressive, but isn't the only way to make LRMs effective. Using a medium as an LRM mech means controlling the engagement with your speed - keeping your LRM alphas at direct line of sight, preferably with TAG. Make every missile count. Don't be afraid to get lock, jump, and to unleash those missiles in mid air. Use the fact that you can move, and LRMs will be deadly.
It's honestly the same general approach I take with my Catapults. I don't plan on staying back and hurling a cloud of missiles (although an LRM90 A1 looks awesome). I move, I get position, I tease with a single shot at the targets I'm unsure of, and I dump a full load when I know it's going to hurt. And don't forget to throw in the lasers! Because that well placed direct shot can be just as effective as several volleys of LRMs, if you can focus and hit that weak point and take them down.
Edited by Buckminster, 27 January 2014 - 07:20 PM.
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