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The Lurmaphract 2X


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#1 627

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Posted 22 January 2014 - 02:55 AM

Having all but the 2X 'phract and generally a heavy mech player I thought about how to make this meh-variant work for a long time.

So there are missile slots with 4 tubes... so get all the missiles!

Posted Image

Here's my lurmaphract, exclusively for the lulz:

CTF-2X

XL280, 2xLRM15(6t), 2xML, 1xAC10(4t), 1xTag, 10xDHS

I started with an UltraAC5 and 12DHS and spared 2tons for Artemis but you won't need it. And you won't overheat even with only 10DHs or at least I couldn't so far.

The joke is, you can compete with those 6xLRM5 trollpults firing those LRMs in chain (you'll get 4/4/4/3 two times if timed correctly).

Of course, losing lock is a problem and you'll waste ammo here and there.

If you strip some armor and ammo you could fit a PPC for that tag or at least a LL - together with the AC10 it would be a more serious approach.

Or go full troll and add an LBX instead for teh lulz :)

#2 mogs01gt

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Posted 22 January 2014 - 06:46 AM

LMAO how long does it take for those LRM's to leave?

#3 Buckminster

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Posted 22 January 2014 - 06:48 AM

I always love it when someone gives "the meta" the middle finger. :D

Edited by Buckminster, 22 January 2014 - 07:21 AM.


#4 627

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Posted 22 January 2014 - 07:14 AM

4salvos so 2seconds i guess - if you (manually) chain them you're nearly done when recycle is ready.

It is not thaaat effective but hell its fun. will pack in an lbx if i find one :D

#5 Modo44

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Posted 22 January 2014 - 07:20 AM

View Postmogs01gt, on 22 January 2014 - 06:46 AM, said:

LMAO how long does it take for those LRM's to leave?

It is 3xLRM8 followed by LRM6, which ends up very similar to 4xLRM5.

#6 wanderer

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Posted 22 January 2014 - 07:42 AM

The nice parts of this? It's a narrow stream, so better grouping- and 8-packs are a bit more durable vs. AMS than 5's, so more missiles get through than a 5-pack barrage from an A1.

Approve.

Edit: I'd move TAG over to the same torso as the LRM side- it'll reduce your odds of having a clear firing lane for the missiles and not the TAG, and if someone destroys that side, you keep your full laser complement.

Edited by wanderer, 22 January 2014 - 07:44 AM.


#7 Elyam

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Posted 22 January 2014 - 11:28 AM

2X is one of my favorite chassis. I don't presenlty use it for LRMs, but always with 2 SRM-6. They missiles exit in a tight and quite accurate stream. even at max range (200m+) I can depend on them to hit where I told them to. These get matched up with varieties of beams and ballistics, engine sizes from 275 to 340, always use XL (though risky, the extra tonnage always matters to me).

#8 627

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Posted 22 January 2014 - 11:38 AM

View Postwanderer, on 22 January 2014 - 07:42 AM, said:

The nice parts of this? It's a narrow stream, so better grouping- and 8-packs are a bit more durable vs. AMS than 5's, so more missiles get through than a 5-pack barrage from an A1.

Approve.

Edit: I'd move TAG over to the same torso as the LRM side- it'll reduce your odds of having a clear firing lane for the missiles and not the TAG, and if someone destroys that side, you keep your full laser complement.


If you loose a side you're dead anyway with that XL. You really have to work for your kills with this thing but trolling is seriouz business :)

#9 wanderer

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Posted 22 January 2014 - 03:01 PM

I was more thinking along the lines of losing the TAG arm, assuming you're tanking hits on things. Rather have the TAG on the exposed-for-LRMs side anyway, since that means you can sit there flailing away with LRMs and TAG half-covered on one side, then have fresh armor over your AC/ML side when you swap- since when you're in close, odds are you'll be presenting that side and if you are, you may as well have all the guns there to shoot back.

#10 627

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Posted 22 January 2014 - 03:26 PM

that is a point for sure... after playing this a while I tend to swap a Laser into that arm for more mobility... only torso weapons in brawls are a problem; lets see what mastery will bring.

#11 POOTYTANGASAUR

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Posted 22 January 2014 - 03:35 PM

I don't like lrms so here is my usual build: http://mwo.smurfy-ne...bee42ba15e675d7

The lbx variant: http://mwo.smurfy-ne...75a660db7355037

Joke sniper: http://mwo.smurfy-ne...9e4f6c23a566b88

#12 DodgerH2O

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Posted 22 January 2014 - 04:25 PM

Similar to one of my favorite CTF-2X builds which I've run forever. I'm actually worried that they'll make "dynamic hardpoints" for the CTF and ruin the 4-tube launchers, as that's the only reason it does even halfway decent.

http://mwo.smurfy-ne...8fbba9a1d883a1d

Mine relies more on the AC5 and LL to do damage while the LRMs are used when a good opportunity presents itself (enemy in the open without AMS or alternately behind low cover where direct fire won't hit.) Could probably swap out the extra DHS in this build for more LRM ammo and a ML for a TAG if you wanted to focus more on the Lurming.

#13 80sGlamRockSensation David Bowie

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Posted 26 January 2014 - 01:14 PM

View Post627, on 22 January 2014 - 02:55 AM, said:

Having all but the 2X 'phract and generally a heavy mech player I thought about how to make this meh-variant work for a long time.

So there are missile slots with 4 tubes... so get all the missiles!

Posted Image

Here's my lurmaphract, exclusively for the lulz:

CTF-2X

XL280, 2xLRM15(6t), 2xML, 1xAC10(4t), 1xTag, 10xDHS

I started with an UltraAC5 and 12DHS and spared 2tons for Artemis but you won't need it. And you won't overheat even with only 10DHs or at least I couldn't so far.

The joke is, you can compete with those 6xLRM5 trollpults firing those LRMs in chain (you'll get 4/4/4/3 two times if timed correctly).

Of course, losing lock is a problem and you'll waste ammo here and there.

If you strip some armor and ammo you could fit a PPC for that tag or at least a LL - together with the AC10 it would be a more serious approach.

Or go full troll and add an LBX instead for teh lulz ;)



Here try this.

http://mwo.smurfy-ne...1d85ce297dffb8e

XL280
Endo
13DHS
BAP
Artemis
12 tons of standard armor

2xPPC
1xTAG
2xALRM15's
@5xALRM
Don't get caught in knife-fighting range.

#14 627

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Posted 29 January 2014 - 02:56 AM

View Postmwhighlander, on 26 January 2014 - 01:14 PM, said:



Here try this.

http://mwo.smurfy-ne...1d85ce297dffb8e

XL280
Endo
13DHS
BAP
Artemis
12 tons of standard armor

2xPPC
1xTAG
2xALRM15's
@5xALRM
Don't get caught in knife-fighting range.


Hmm, only PPCs for backup are a bit risky but sounds fun, too :)


By the way, here's my conclusion:
I mastered this mech now after 53 games (with premium I have to say).
I got 36 kills and died 32 times which makes 1.13 k/d which surprised me, to be true.

Damage was 14,650, broken down per match this is 276 on average. Not so good and by no way impacting the game.
Of course there were games where I more or less "carried" with 4-5 kills and damage in 600-800 range. And there where pretty tough stomps where I did zero damage.

Some thoughts about the ammo, I got empty on LRMs only 2 or 3 times, I never got dry an AC10 ammo, not even close.

You could use this for more Heatsinks or squeezing a gauss into the build, but I never had serious heat problems and gauss and LRMs don't really work together in my experience.

To sum this up, that was a funny and absolutely different way to play a cataphract.

Oh and on a side note, I encountered some of our elo elite in some matches... The joke on those meta builds is that there's no AMS - of course I got stomped because cover is OP but I find this very interesting; you can still spam LRMs and keep them in their position for a short while.

In normal PUG land on the other side there's tons of AMS these days and if you see a jester in this build don't bother to shoot your missiles.





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