Lrm Light Mechs
#21
Posted 11 February 2014 - 03:04 AM
You can get 2 LRM5's and a medium laser with 125 Armour ,max everywhere but head, with a XL 180. You will have 2 tons ammo and plenty of speed after speed tweek. I found this to be the best variant for 3S.
You have 36shots and medium laser to get more c-bills and Xp. I really didn't, want to drop speed but with tweek it isn,t that much of a lost.
#22
Posted 11 February 2014 - 10:58 AM
#23
Posted 11 February 2014 - 11:07 AM
LRMs typically are a utility, and the ability to cockpit shake / stun opponents even with a few LRM 5's makes for a great utility mech, but at the same time, they are not going to do much damage compared to their counterparts.
But, lights can get those nice flanking positions and really bug the heck out of opponents.
Working as a team, they have a place, but in single drop PUG's, its going to be tough to capitalize on their strength without making up for their weakness'
#24
Posted 11 February 2014 - 03:23 PM
http://mwo.smurfy-ne...f79bac84c2d2687
1453 R, on 09 February 2014 - 11:50 AM, said:
God's speed man. Personally I'd just drop the damage of cLRMs to .85 damage per. missile and give them a near-ballistic flight path. I hope that you get through to them.
#25
Posted 11 February 2014 - 03:48 PM
Osric Lancaster, on 11 February 2014 - 03:23 PM, said:
http://mwo.smurfy-ne...f79bac84c2d2687
God's speed man. Personally I'd just drop the damage of cLRMs to .85 damage per. missile and give them a near-ballistic flight path. I hope that you get through to them.
Consider this, you are burning up their AMS at an accelerated rate, better than any other method possible because it must kill EVERY missile, and activates on every volley.
#26
Posted 11 February 2014 - 05:31 PM
Introducing... The Coolest Jenner Ever! Literally!
Introducing... Caesium Oxide! aka Explosions!
Edited by DavidHurricane, 11 February 2014 - 05:52 PM.
#27
Posted 11 February 2014 - 05:49 PM
Still fairly cool at 67%, but you aren't helpless when you run out if ammo. You could even swap the MLs for a TAG and 2 SL to make even more of the LRMs.
#28
Posted 11 February 2014 - 05:57 PM
Spiketail Drake, on 11 February 2014 - 05:49 PM, said:
I market boats, and the concern of a true boat is not what happens when you are out of ammo. Take the CTP-A1 for example.
But, if you want a fast boating Mech with Lazer Gunz
Introducing... The LRM 20 X5!
Edited by DavidHurricane, 11 February 2014 - 06:07 PM.
#29
Posted 11 February 2014 - 06:05 PM
nice
#30
Posted 11 February 2014 - 06:07 PM
#31
Posted 11 February 2014 - 07:09 PM
1453 R, on 09 February 2014 - 11:50 AM, said:
Yeah well, considering what they did with the heat scale and how many iconic IS mechs are already f**ked because of it, is it really that surprising?
Just take a look at the Awesome 8Q and how opposite of awesome it is. It stalls out in 10 seconds flat, 14 when mastered. The Hunchback 4P stalls out in 8 seconds, 10 mastered.
EDIT: What kills me is that in all the previous titles, stock builds were decent, not as good as a customized mech, but decent. In MWO, certain types of builds are just horribly gimped.
Considering that clan mechs tend to run hotter...well...we're going to see some massive amounts of nerd rage going on....
Edited by TB Freelancer, 11 February 2014 - 07:11 PM.
#32
Posted 16 February 2014 - 03:20 AM
http://mwo.smurfy-ne...19d85c21104b03f
or the lrm 30 117 kph version with no other equipment but lrm's - can drop one lrm 15 to a 10 for 2 tonns
http://mwo.smurfy-ne...79d041542ba1313
also the lrm 20 128 kph treb with only lrm's and lrm ammo or lrm 15 treb going 133 kph
or the er large -2 small -1 medium- lrm 10 - 128 kph treb
http://mwo.smurfy-ne...7c5c4f2f0f97f60
or the 4 mids - lrm 15 - 128 kph treb - drop engine or a medium to a small for leg armor
http://mwo.smurfy-ne...57046b3e26600bb\
anyway on topic
the small size and maneuverability of light mechs definitely allow them to get in good flanking positions to lrm enemy
nothing like sneaking up on some guys camping a hill and lrm'ing from behind
Edited by kesuga7, 16 February 2014 - 03:28 AM.
#33
Posted 17 February 2014 - 06:52 AM
however the lrm 5 light may get it's LRMs ignored or eaten by enemy AMS but at the same time it can serve as an indirect scout and ECM detector. fire that 1 LRM 5 at the one guy who wandered too far from the ecm- watch five sets of AMS open up on it and "guys there's at least 5 mechs over that ridge with at least 1 ecm". all without actually having to see the mechs and risk getting shot at. granted the 3M and whatever firestarter has dual AMS is going to throw that count off but if it keeps that guy who says "ooh mech by itself. CHARGE!" from charging into 5 enemy mechs then it's worth it.
#34
Posted 17 February 2014 - 07:30 AM
A LRM Locust makes for a really good "Trainer" Locust. What I mean by that is it helps you recall that IT IS NOT A JENNER... If you get in close and get hit your prolly dead real quick.
Over the x2 weekend the wife asked my help to master out her Phoenix Locusts, I got her to start off with a twin LRM 3s with the admonition "Do not get deliberately close to the enemy until your ammo bin is empty" And it worked, she scored better than 100 damage most matches and was able to get the skills that she wanted. Oh and a couple of kills with those dinky LRMS to boot!
Each mech plays a bit differently from each other. The "Good Mech/Bad Mech" argument doesn't make much sense to a non competitive player like me as you really can have fun (without meaning to Troll) in any chassis.
Who knows when (if) Tonnage limits hit we'll be glad somebody posted a thread like this as we'll have some sort of build for the Lo-cost to make some sort of contribution to the team with.
#35
Posted 17 February 2014 - 07:54 AM
Catalina Steiner, on 09 February 2014 - 04:28 PM, said:
My best weapon ever was and currently is being underestimated. So at least I should thank you for your post.
My Atlas and I will be ready for you when ever you are.
#36
Posted 14 December 2015 - 03:31 PM
Ladies and Gentlemen, The Loxide
http://mwo.smurfy-ne...31fcbba9ea72451
#37
Posted 14 December 2015 - 03:46 PM
#38
Posted 14 December 2015 - 03:47 PM
#39
Posted 04 January 2016 - 01:45 PM
http://mwo.smurfy-ne...669b85fd18d8469
This is how i have my Kit Fox D.
Edited by LuxNyx, 04 January 2016 - 01:49 PM.
#40
Posted 04 January 2016 - 10:28 PM
LuxNyx, on 04 January 2016 - 01:45 PM, said:
http://mwo.smurfy-ne...669b85fd18d8469
This is how i have my Kit Fox D.
Assuming you never stop firing, you are firing 10 LRMs every 3.5 seconds, or 170 LRM/min. There is 2070 LRM on that - enough for just over 12 minutes of non-stop fire. You do realise that a match is 15 minutes long, of which the first 2-3 min is usually people getting into position, right? And that most matches end much earlier than that? Not to mention 2 CLRM5 gets chewed up really badly by AMS?
You'd be better served switching two LRM ammo packs for another 2x LRM5. 4x LRM5 lets you (sort of) go through AMS, and lets you get those missiles out in a more timely fashion. 1710 LRMs, dumping 340 LRM/min. It's a more reasonable estimate of LRM usage.
KFX-D
Edited by ArcturusWolf, 04 January 2016 - 10:29 PM.
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