Jump to content

Looking To Explore The Lrm


54 replies to this topic

#41 SkkyHigh

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 201 posts
  • LocationOntario, Canada

Posted 17 February 2014 - 09:25 AM

View PostShar Wolf, on 27 January 2014 - 04:43 PM, said:

Saw one running 4LRM5 - that one looked fun (same alpha as your 20, but with chainfire options)

The 5x5 Jager Build
Dual AC5, Quad LRM5 + Art, XL255 with either more ammo or twin Mediums for backup.
It is fun.

LRMS try the STK-3F(C) trial with it's Quad LRM15s with art.
You can't go wrong with either the CATA-C1 or C4

#42 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2014 - 09:29 AM

View PostSkkyHigh, on 17 February 2014 - 09:25 AM, said:

LRMS try the STK-3F© trial with it's Quad LRM15s with art.


Beware it's XL engine though...

#43 z00med

    Member

  • PipPipPipPipPipPip
  • 206 posts

Posted 17 February 2014 - 09:33 AM

If the OP may consider a change in weight class: Stalker 3H.
Perfectly for the way an effective LRM Boat has to work (its more mid-range missiles than long range imho).
2x20LRM + Artemis is quite optimal (rocketvolleys bigger than 40 at once cause problems with hitreg, imho).
It can put a TAG in one of its arms, which are above the Cockpit (so peek over ridges, TAG em, fire).
And last but not least, in addition I had space for 3ML and 2x2SSRM (a lot of lights which smelled easy pray learned to fear that) and an AMS (LRM-duells happen quite often^^).

Oh, BAP and Advanced Target Delay are obligatory of course;) Here on the forum are very good LRM guides... especially one on "rocket bending"... thanks to this my Stalker 3H has a 2.44 KD ratio, tendency rising...

P.S: The Trial Stalker is quite... meh. XL = death row, 4xLRM15... maybe if chainfired or 2 at once... otherwise you just cause extreme ghostheat and from my experience a volley of 60LRM makes the hitreg go crazy (e.g. half of the damage dissapears :))

Edit: @Catapults: imho they suffer from their weight class and hardpoints. In a 4man drop they have potential, I assume. but in PUGs they are quite often light-fodder. With the low mounted Energie Slots they need to expose themselves for TAGging and you always are stuck between "more LRM ammo" and "at least some secondary weapons".

Edited by z00med, 17 February 2014 - 09:45 AM.


#44 Commodore Perspicuous

    Member

  • PipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 103 posts

Posted 17 February 2014 - 09:34 AM

Probably not what you are looking for in terms of mobility, but this is what I play when I want to focus on missiles. It fits the "not helpless in close combat" motif and I have had good success with it.

ON1-V: http://mwo.smurfy-ne...f8f917e50a6a924

I prefer to switch out the Artemis for room for AMS and BAP, but that's going to be personal preference.

#45 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2014 - 09:44 AM

View Postz00med, on 17 February 2014 - 09:33 AM, said:

If the OP may consider a change in weight class: Stalker 3H.
Perfectly for the way an effective LRM Boat has to work (its more mid-range missiles than long range imho).
2x20LRM + Artemis is quite optimal (rocketvolleys bigger than 40 at once cause problems with hitreg, imho).
It can put a TAG in one of its arms, which are above the Cockpit (so peek over ridges, TAG em, fire).
And last but not least, in addition I had space for 3ML and 2x2SSRM (a lot of lights which smelled easy pray learned to fear that) and an AMS (LRM-duells happen quite often^^).

Oh, BAP and Advanced Target Delay are obligatory of course;) Here on the forum are very good LRM guides... especially one on "rocket bending"... thanks to this my Stalker 3H has a 2.44 KD ratio, tendency rising...

P.S: The Trial Stalker is quite... meh. XL = death row, 4xLRM15... maybe if chainfired or 2 at once... otherwise you just cause extreme ghostheat and from my experience a volley of 60LRM makes the hitreg go crazy (e.g. half of the damage dissapears :))


Sounds very close to the Stalker 3F I play myself: http://mwo.smurfy-ne...1b0fed418ebb28e

2 ALRM15s (8 tons ammo)
2 SSRM2s (1 ton ammo)
4 med lasers
Std 300 engine

I will admit I don't have TAG on the mech, but that's personal preference. One can always drop a ton of ammo to place a TAG in somewhere...

Edited by Tesunie, 17 February 2014 - 09:45 AM.


#46 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 13 March 2014 - 12:35 PM

View Post1453 R, on 28 January 2014 - 12:51 AM, said:

An interesting point of note is that medium Lurmishers (example provided for sake of clarity) can often pull down just as much damage, if not more, than the so-called 'make it rain' Lurmageddon sixty-tube assault 'Mechs, despite having, often, literally half (or less!) the tube and ammo counts.


This is very true, and I swear by the Griffin and Wolverine in that regard. 15-20 tubes with the extra speed is trading brute force for higher connection rates- a trait faster Catapults also share. I -do- also suggest secondary weaponry- you've got the tonnage for it. A few MLs/Streaks to go with that TAG designator, because the heat from a single LRM launcher gives you opportunity to add in comments from your other launchers or a little laser love to peel more armor back before the missiles come in- and if you get a chance to drop your LRM ammo completely, you're now fast enough to exploit weakened targets up close. Scouts do NOT like that you have a triple Streak rack backing up that LRM launcher on a -3M, especially when your TAG rips the ECM shroud off. Both of them also have excellent torso twist ranges, with the Griffin 5 degrees ahead on the deal- but 125 is darn good, 130 is just a bit better.

If an Atlas is a siege weapon and a Catapult artillery, the 55-tonners are the calvary vehicles. The Griffin-1S or Wolverine-6K both give you a big ol' energy battery, the Wolverine-6R can balance similar number of SRM and LRM tubes for it's main punch, while the Griffin-3M gives you the scout-hunting Streak package to go with your long-range launcher. Wolverine-7K for me was a balanced mix of medium lasers, Streaks and the LRM.

I DO suggest Fast Fire be your first Elite perk over Speed Tweak. The extra speed is nice, but cycling that single launcher can be better. The more energy-heavy chassis can also go with a more traditonial LRM-30 or 25 layout, making them mini-Cats.

#47 Lyoto Machida

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,081 posts

Posted 13 March 2014 - 12:45 PM

View PostDeathsani, on 26 January 2014 - 08:34 PM, said:

Here's the deal, I play mediums. Absolutely love my 4sp but it doesn't have any jump jets. None of the mediums I like do and while it does a decent job being a dymanic lrm platform it is just too light and slow to do the job as long range direct fire support.

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?


Top LRM boat in the game is the BLR-1S...just my opinion though. I've spent over a day in the AWE-8R and the 1S is head and shoulders above it. Positioning is a huge part of LRMs and having an XL360 in the 1S makes it very mobile for an assault.

#48 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 13 March 2014 - 05:24 PM

View PostLyoto Machida, on 13 March 2014 - 12:45 PM, said:

Top LRM boat in the game is the BLR-1S...just my opinion though. I've spent over a day in the AWE-8R and the 1S is head and shoulders above it. Positioning is a huge part of LRMs and having an XL360 in the 1S makes it very mobile for an assault.


Unless you are me... I sucked in the Battlemasters... all of them. My Stalker I found to be a better mech for my LRM style of play. But, of course, this is just me. Battlemasters have gotten a lot of good remarks by other people, and they aren't a bad mech. I'm just better personally with the Stalker.

Sometimes, it's also being in a balance of weapons, but position is very important too. The slower you go, the more important position becomes. That's kinda a general rule I find with all mechs, no mater what role it is. However, if you know you are slow, it is often a good idea (in my opinion of course) to bring a balanced build. If you have LRMs, you know people can and will get in your face. You can't keep your distance. So, put on some close range weapons to help yourself.

A couple of examples of what I mean:
Stalker 3F: http://mwo.smurfy-ne...1b0fed418ebb28e
Has LRMs for long range support. Anything that gets within 270m range faces off with SSRMs and med lasers, leaving me not completely defenseless against fast mechs (or generalized close combat), as well as eats my LRMs. Anything within 180m can face with just my close range weapons, and find me still a well able unit. (Built to be more of a guard mech to other LRM mechs, but works well as a solo unit too.)

Shadowhawk 2D2: http://mwo.smurfy-ne...0ef2b36422b21b2
ERPPCs are for long range, almost exclusively, but still useful up close if desired. The 4 SSRM2 systems ensure a decent punch up close, even against light mechs. Snipe when you need to. Close in when you have to. (I've been finding this design makes a great "rush" mech. It seems to be good at rushing an enemy position and spearheading a charge. But don't forget it can also hang back if it needs to.)

Raven 4X: http://mwo.smurfy-ne...98482fb6aa1c943
As far as Light mechs go, this one's an unusual bird. The LRMs are to support the team, while waiting for the "end game", AKA: When people are hurt and have armor breaches to exploit. This mech was designed to be a "carrion" bird, just like a real Raven. It needs to stay with someone (or the bulk of the team) and support. Use your speed to close onto "injured pray" and take a section, then run.

Basically, a balanced load out of weapons that complement each other can work very well. These mechs I've posted are some of my best performers. However, that is for me. It might not work as well for you.

#49 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 13 March 2014 - 05:30 PM

What engine did you have in your Battlemaster? I've had terrible luck in mine, but I'm currently saving up for a larger XL engine to see if that helps. I've had people say that the thing really shines when you jam a 400XL in it.

#50 Ashan An

    Member

  • PipPipPip
  • The Bold
  • The Bold
  • 63 posts

Posted 14 March 2014 - 02:52 AM

I personally think that the Orions make great lrm boats, both the V and the Va.
In particular i'm playing around with something like This, it's fast and doesn't rely entirely on lrms do fight and can actually stand up on direct fights and you are fast enough to keep optimal distance (you want to be about 500m from you target). You can play around with ammo balance or drop 1 ton of it for a tag but you'd risk to run low.
If you want a more traditional lrm boat than the Va is there for you

#51 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 14 March 2014 - 08:47 AM

View PostBuckminster, on 13 March 2014 - 05:30 PM, said:

What engine did you have in your Battlemaster? I've had terrible luck in mine, but I'm currently saving up for a larger XL engine to see if that helps. I've had people say that the thing really shines when you jam a 400XL in it.


At first, I had the std engine it came with. My newer designs now have an XL400. The XL helps a bit, but I still suck in them personally. Going at 80KPH can be good, and sometimes unexpected. However, once the surprise is over, it's not fast enough to escape most times (same problem I tend to have with a Dragon. Fast enough to get into trouble, not fast enough to get out). If you can curb your speed a bit and not go off alone, the speed is helpful to come to grips with the foe. It is also helpful if you know how to use terrain well, as you can quickly bounce between terrain or just in and out of it.

For me, it's just the weapon placement and the hit boxes that I think doom me. I like my missiles and lasers, but seem to not fair will with ACs. Then, I preform better with the same build ( http://mwo.smurfy-ne...1b0fed418ebb28e and http://mwo.smurfy-ne...d83edc6e97ad3eb ) between the Stalker and the Battlemaster. Of course, this is with a smaller engine in the Battlemaster than it's max, so that may change some results. However, I found the Battlemaster with an engine size larger than my Stalker still left the Battlemaster feeling sluggish when moving side to side, and my best weapons to defense are on the chest, which twists less than the Stalker...

These are points I found myself. I's just recommend one comes to their own conclusion, as I could not find a build that worked for me yet. I actually have sold all my Battlemasters except for the 1G(P), because I can't sell that one...

View PostJeanMarks, on 14 March 2014 - 02:52 AM, said:

I personally think that the Orions make great lrm boats, both the V and the Va.
In particular i'm playing around with something like This, it's fast and doesn't rely entirely on lrms do fight and can actually stand up on direct fights and you are fast enough to keep optimal distance (you want to be about 500m from you target). You can play around with ammo balance or drop 1 ton of it for a tag but you'd risk to run low.
If you want a more traditional lrm boat than the Va is there for you


I haven't played with Orions yet, but they look fairly promising. Nice balance of weapons on them. I have a few build designs for them if I decide to pick them up myself.

For your design, it does look very light on LRM ammo, and I'm not sure how an Orion treats an XL engine. Besides that, fairly well balanced. I could see this design being a "Use LRMs to open the game, and when they get close or you run out of LRM ammo, close in for the kill". The LRMs appear to be a support weapon, and not the focus of the build (which is fine).

I'd have to ask, what is your intended role for this mech? How do you intend to use your mech?
If you are trying to use the LRMs primarily, you might want to consider more ammo. Maybe reduce the engine size a few steps to get that in. TAG and AC5s also share a similar range profile, so with the smaller engine you could see about placing in TAG.
If you are trying to use LRMs as a "while out of line of sight, start of the match" system, then this looks fairly good. You start with the LRMs, and finish with the AC5s.



If interested, these are my Orion concepts (untested so far):
Orion V: http://mwo.smurfy-ne...2dec55e64e4e075
ERPPCs are for sniping, SSRMs, MGs and PPCs are for close up. PPCs to be used sparingly up close. (Was based off someone else's concept, and I liked it enough after I made some changes.)

Orion VA: http://mwo.smurfy-ne...37a9096ca069cdf
Very similar concept as before, but with cooler ERLLs instead. Contains more SSRMs for more punch. (Seems to work well on my Shadowhawk 2D2: http://mwo.smurfy-ne...0ef2b36422b21b2 )

Orion M: http://mwo.smurfy-ne...bbe1c785fdc2c45
This one I created with the environment of getting closer in. 2 LPL paired up with a med laser for some 600m range punch, and SSRMs for faster targets or anything within 270m. SSRMs also for cooling off.


I could also easily enough probably come up with LRM versions of these. (I thought two of them had LRMs, and the last one SSRMs and ERPPCs... oops. Sorry. A little off topic... :P )

#52 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 14 March 2014 - 08:54 AM

View PostTesunie, on 14 March 2014 - 08:47 AM, said:


At first, I had the std engine it came with. My newer designs now have an XL400. The XL helps a bit, but I still suck in them personally. Going at 80KPH can be good, and sometimes unexpected. However, once the surprise is over, it's not fast enough to escape most times (same problem I tend to have with a Dragon. Fast enough to get into trouble, not fast enough to get out). If you can curb your speed a bit and not go off alone, the speed is helpful to come to grips with the foe. It is also helpful if you know how to use terrain well, as you can quickly bounce between terrain or just in and out of it.

For me, it's just the weapon placement and the hit boxes that I think doom me. I like my missiles and lasers, but seem to not fair will with ACs. Then, I preform better with the same build ( http://mwo.smurfy-ne...1b0fed418ebb28e and http://mwo.smurfy-ne...d83edc6e97ad3eb ) between the Stalker and the Battlemaster. Of course, this is with a smaller engine in the Battlemaster than it's max, so that may change some results. However, I found the Battlemaster with an engine size larger than my Stalker still left the Battlemaster feeling sluggish when moving side to side, and my best weapons to defense are on the chest, which twists less than the Stalker...

These are points I found myself. I's just recommend one comes to their own conclusion, as I could not find a build that worked for me yet. I actually have sold all my Battlemasters except for the 1G(P), because I can't sell that one...

Hm. I'm always curious to see what other people think of the mechs, especially since I've had trouble with them as well. I also find it interesting that the Battlemaster's arm actuators required you to tweak you build, that you couldn't exactly replicate the Stalker build in the Battlemaster.

I guess some of it comes to mech shape and size, too - the Stalker presents a much smaller front profile.

Not that I ever really plan to buy a Stalker, I'm a generally medium to heavy guy, but I don't feel so derpy knowing I'm not the only one that can't get a hang of my Battlemaster.

#53 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 14 March 2014 - 09:46 AM

View PostBuckminster, on 14 March 2014 - 08:54 AM, said:

Hm. I'm always curious to see what other people think of the mechs, especially since I've had trouble with them as well. I also find it interesting that the Battlemaster's arm actuators required you to tweak you build, that you couldn't exactly replicate the Stalker build in the Battlemaster.

I guess some of it comes to mech shape and size, too - the Stalker presents a much smaller front profile.

Not that I ever really plan to buy a Stalker, I'm a generally medium to heavy guy, but I don't feel so derpy knowing I'm not the only one that can't get a hang of my Battlemaster.


The differences I saw when building the two mechs:
- The Stalker, if it lost a side, only lost half it's weapons. The Battlemaster had most of it's weapons on one side. If it lost that side, it was reduced by more than half it's weapons. In reverse though, if it lost the other side, it retained more weapons.
- I retained the std engine that came with the Battlemaster. This caused some minor problems with ammo, as it has a less tons of ammo. (I count one less ton.) Also, unlike my Stalker, I was not sure where to place said ammo. Stalker has nice safe arms for the most part. Battlemaster has safeish side torsos...
- Lasers on the Stalker's arms gave it a higher shooting point, which was helpful. It could also shoot higher and lower because of that. Battlemaster's main close combat weapons (lasers) were on it's chest. More protected (in theory), but was reduced in it's ability to sweep, as the chest doesn't twist as much as the Stalker's does.
- The hit box for the side with the SSRM2s was a larger target. I did not realize this till later, but I did tend to lose that side more often, which also mean more of my weapons were missing.

Gameplay:
- The Stalker (3F to be precise) has a large twist range. This means that, with proper movements, I can keep a light mech under my reticule with more ease. The Battlemaster has arms to counter this, but when my arms have LRMs, I really needed my lasers there for better defense.
- Even with a slightly better stock engine, I saw the Battlemaster as having a much slower twisting rate than the smaller engined Stalker. Sure, the Battlemaster can place larger engines to speed this up, but my point is that the Battlemaster needs this larger engine to twist as fast as the Stalker does with it's smaller engine.
- Hit box locations are different (not a bad thing). With the Stalker, I can (with it's faster twist speeds for these engine sizes) twist damage real easy from an injured side/CT to another side. This means I can redirect damage to better armor. I use armor more effectively. The Battlemaster can sometimes twist damage to an arm, but it can't spread damage as well as the Stalker can (I find).
- With my builds, I find I don't need too much larger of an engine than the stock engines. I have LRMs for range, and SSRM2s and med lasers for close up. It matters little to me where people engage me. Thus, the larger engine that the Battlemaster can fit was not needed within my designs and play style. (Personal choice here.)
- The Battlemaster shoots off one large 30 LRM wave. The Stalker has to shoot in two waves, 20 and 10. There are advantages and disadvantages to each. (Stalker also has bay doors, reducing arm damage if I understand that correctly.)

Overall:
- The Stalker is a better mech to take hits with and keep on going. You can be mauled on one side, and keep going with half a mech. The Battlemaster is not so lucky. It can't spread the damage as well or easily, and it depends upon which side it loses as to how well it will continue to function. If it's not lucky, and can be stripped down to nothing fast.
- The Battlemaster can achieve higher overall speeds. This can be helpful for placement, distance, and avoiding some damage. However, it requires an XL engine to do so. (Which leads me to...)
- The Battlemaster can fairly easily use an XL engine, but if you do I suggest you use no torso mounted missiles. The hump makes that side more easily damaged. The Stalker though is not XL friendly in the least, unless you are really good at spreading damage...
- For the same configurations, the Stalker is better with the smaller engine. Better twist speed. Better twist range. Better hit box placement. Better weapon placement. However, the Battlemaster can go faster overall, while still carrying a similar payload to the Stalker, with a larger XL engine. This bumps it's twist speeds back up to Stalker levels, or faster even.


As far as other Battlemasters, I have a hard time with their blend of weapons. The ACs are always shooting the ground for me (and I'm not good with ACs for some reason). The chest mounted missiles expand the side hit box. The lasers are placed high, which is good, but can blind you as they are all around the cockpit at the same time.

My best suggestion would be to try to run it and see what you get.

(If it helps any, these are a few builds I used.)
Spoiler


To be honest here, I'm also more of a medium/heavy pilot myself. Most of the mechs I own are lights to heavies. Not so keen on Assaults still, except for my Stalker. My best mech for me so far by stat line has been my Quickdraw, followed by my Stalker, and then the Raven 4X.

(My medium LRM mech lineup, with a few lights tossed in for good measure.)
Spoiler


#54 Ashan An

    Member

  • PipPipPip
  • The Bold
  • The Bold
  • 63 posts

Posted 14 March 2014 - 10:39 AM

View PostTesunie, on 14 March 2014 - 08:47 AM, said:

I haven't played with Orions yet, but they look fairly promising. Nice balance of weapons on them. I have a few build designs for them if I decide to pick them up myself.

For your design, it does look very light on LRM ammo, and I'm not sure how an Orion treats an XL engine. Besides that, fairly well balanced. I could see this design being a "Use LRMs to open the game, and when they get close or you run out of LRM ammo, close in for the kill". The LRMs appear to be a support weapon, and not the focus of the build (which is fine).

I'd have to ask, what is your intended role for this mech? How do you intend to use your mech?
If you are trying to use the LRMs primarily, you might want to consider more ammo. Maybe reduce the engine size a few steps to get that in. TAG and AC5s also share a similar range profile, so with the smaller engine you could see about placing in TAG.
If you are trying to use LRMs as a "while out of line of sight, start of the match" system, then this looks fairly good. You start with the LRMs, and finish with the AC5s.


XL on the Orion is a bit risky but the payoff is also great, in a similar way of the Jager, the Orion has a lot of firepower potential and the Xl let's them use it at maximum, but if you want to brawl with them and you don't really need the extra tons/speed getting and STD can help you survive, that big lrm shoulder makes the XL.

As for my build, it has barely enough ammo, it can work but it's the bare minimum and usually you'll finish the game with little to none left.
As for the role i play it as a fire support with the philosofy of: "If you can't see him, use the lrm soften him and when you see him add the ACs for the real damage while keepeing your distance"
It also has enough armor to take a few shots without blowing up so you can put your face out to fire those ACs.

I personally would not drop the engine for a tag, the speed really helps this build since you need to keep distance, and you can't really afford to drop ammo for it... maybe some armor from arms/legs or maybe a ton of ac ammo, but you'll need to fire every shot with 100% accuracy or you'll run out really fast without doing much.

The main problem i had is the Orion, at least in the beginning, is design itself, that has both AC mounted really low on the hips so it's harded to aim and you can't peek from hills because it fires really low, but you can do that with the lrms at least, still it's a minor complaint that needs just a few runs to get used to.


EDIT:

Quote



Raven 4x: http://mwo.smurfy-ne...98482fb6aa1c943
Made to scavenge kills towards the end of the game. Use the LRMs to support to start (hopefully running out of ammo), then close in with the lasers and MGs when you see a gap in someone's armor. Take that section, and scamper back into your team. Not a scout or a traditional light mech. Don't play it as such, or you will see very poor performance. (It can play as a scout, but it's not good at it.)



This looks really good o.O i would had prefered to had seen it a week ago, but it could make me pick up the raven 4x again and actually elite it...
i would also think about downgrading the lasers to small (similar range as mgs, half tonnage and almost the same dps) and removing the external dhs for a bigger enginge...by dropping 1 top of ammo or the artemis you could actually get the top rating and have a decent speed [RVN-4X]

Edited by JeanMarks, 14 March 2014 - 03:34 PM.


#55 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 14 March 2014 - 04:28 PM

As for the Orion (before I remark on the rest), if you are only dropping by a level or two (one ton, maybe two), it shouldn't slow you down too much I was thinking. It might be worth it to get a TAG and 1 more ton of LRM ammo. (Then link the TAG into every weapon system, so if you are shooting, the TAG goes off. Play as though the TAG isn't there, and you will still see it's benefits.)

Don't know if I posted this build, but I'd be making the Orion very similar to it: http://mwo.smurfy-ne...f9634c0c93c9903
I use the AC and TAG for direct fights, and LRMs as long as I have a target. (Of course, this is my concept, without playing the mech.)

However, if it works for you, keep at it. If you have the parts available, give it a try?

(What I would probably try to do, and see if it works: http://mwo.smurfy-ne...2467287b212406d
TAG can go on either arm. Probably the other arm would be better now that I think of it. Aligns it better for the AC5s.)

View PostJeanMarks, on 14 March 2014 - 10:39 AM, said:

This looks really good o.O i would had prefered to had seen it a week ago, but it could make me pick up the raven 4x again and actually elite it...
i would also think about downgrading the lasers to small (similar range as mgs, half tonnage and almost the same dps) and removing the external dhs for a bigger enginge...by dropping 1 top of ammo or the artemis you could actually get the top rating and have a decent speed [RVN-4X]


Funny thing is, people ridiculed this design when I posted it onto the forums... Funny that.

Hey. Do what you want with it. However, I will add that when I created this design the Raven 4X still had a smaller engine cap. That was the old engine cap (I believe).

I prefer the med lasers for more cutting power, to deal with armor when it comes up. However, I can see the concept with the sm lasers as well. I also found Artemis to be helpful somehow, but if you need to save weight/costs, then Artemis would go long before I would take a 1 ton ammo hit.

With this design, just recall you aren't like a normal light mech. You need your speed to get in, take an unarmored section, and then leave back into your team. For most of the match you should find yourself with your team, moving far less than max speed. More speed isn't a problem for this role, just don't sacrifice too much for it, as going like a light will get this design killed fast. (If that is the case, I'd change the LRMs for SRMs for a closer in punch.)

For the record, this is the only mech and variant that I know of that can actually pull of this interesting combo of Speed, Hard Points, and role mix. Some mechs have this mix of hard points, but not the speed. Others have the speed, but not all the hard points needed. (The LRMs are important, as are the lasers. And it's useless without at least 2 MGs.) You should find that you never feel like you are "letting down the team" with this design, unlike with a Spider being held in reserve for later use of it's MGs (if you know what I mean).





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users