

What Is The Best Possible Way To Utilize A Single Missile Slot?
#1
Posted 09 March 2014 - 11:12 PM
OFC I realize that they vary wildly (hello 1 tube Raven!), but I was just wondering in general- feel free to bring up any mech that has only one missile hardpoint (or any mech in which you use only one of the available missile hardpoints... if anyone does that ;P) and let us know how you use them.
I'm not sure there is any really good option for the heavier mechs, even the latest hero mech. LRM20s are... just kinda taking up space. SSRMs are no good alone, and Narc won't be useful enough to justify trying to get within Narc range (hopefully they will buff it considerably when they implement the other buffs- at least that'll help). A single SRM6 would be nice for a close range punch, although the meta is not really favoring brawling, netcode aside...
Thoughts? Comments? Escargot?
#2
Posted 09 March 2014 - 11:40 PM
I know this isnt the best build for an Atlas does well on Conquest and Assualt though Skirmish not so much. Obvious reasons of course it has an 400 XL engine but I think for me the best way to utilize one missle hardpoint if you want to brawl that is to use Srm 6+Artimis. I killed a bunch of mechs by rushing them with the Atlas some of them just panic to see an Atlas moving so fast.
Edited by Whatzituyah, 09 March 2014 - 11:41 PM.
#3
Posted 09 March 2014 - 11:49 PM
#7
Posted 10 March 2014 - 12:24 AM
Single missile slots on Assaults/Heavies make most sense when used with big LRM's. An ALRM20-15 is a great "softener" when you can mount it, 22 damage per volley with Artemis is nothing to scoff at.
Then, there are some mechs with absolutely worthless missile hardpoints. The single 6 tube rack on Misery and 5 tube hardpoint on Flame are great examples of this.
#9
Posted 10 March 2014 - 12:37 AM
The clans will turn up with their full array of ER energy weapons, a full set of Ultra and LBX autocannon sizes and a full compliment of streak missiles, and then after the
And the best way to fill a single missile slot is obviously with the biggest something you can stuff into it. Decide which role you want the missile slot to fill, either a backup weapon up close or some long range fire support, and then stuff in the biggest launcher that conforms to that role. Their not going to be world shatteringly effective, but even a single SRM6 will smack someone for 12 damage.
Edited by CheeseThief, 10 March 2014 - 12:45 AM.
#10
Posted 10 March 2014 - 12:41 AM
#11
Posted 10 March 2014 - 01:07 AM
#12
Posted 10 March 2014 - 01:52 AM
LRM20 with Artemis if you're kitted for long range.
NARC when they get around to putting in the NARC change.
SRM6 if you get good hit reg with them.
SSRM2s, SRM2s, SRM4s, and any LRM without Artemis or ranked for 5/10 is dubious for the tonnage investment when limited to a single hardpoint.
An Artemis equipped LRM15 or 20 paired with a set of PPCs or ERLL isn't as bad as people claim. It's just sub optimal in terms of usage. If that works for you then continue using it, it's just something that you'll have to use the A/LRM as a backup for the other weapons. If you can stand using TAG then that can help too.
I wouldn't recommend pairing LRMs with Ballistics, both have a heavy tonnage investments and are ammo dependent. LRMs tend to weigh more than Ballistics once you count in ammo in terms of output, the benefit of being able to indirect fire is dubious at best and an LRM will give you a large heat spike. Atleast with Energy Weapons you'll already be making a heavy investment into heatsinks for the build, pairing LRMs with Ballistics will still give you a Heatsink need as well as even more ammo.
#13
Posted 10 March 2014 - 01:58 AM
For LRM - two choices - create disturbance but not damage anything - LRM 5 (again good DPS) alternative LRM 15...best damage/weight ratio
#14
Posted 10 March 2014 - 03:01 AM
#15
Posted 10 March 2014 - 04:24 AM
In some cases on a medium or below it might have once been worth filling it with a SRM6. If SRM hitreg ever gets fixed that may become true again at some point in the future. It would have to be a mech with a relatively simple loadout otherwise, however, or the issue of it not being worth the hassle comes in again. I have on occasion also been tempted to stick a token amount of LRMs on a heavy (5-10 tubes) or assault (10-15 tubes) that otherwise lacks long range weapons, simply to provide covering and suppression fire as I close. Again, this doesn't get used at the same time as the rest of the guns, so the 'too many weapon systems' issue doesn't come into play.
#16
Posted 10 March 2014 - 04:33 AM
#17
Posted 10 March 2014 - 04:52 AM
I have a mech that had 2xERLL and an AC20. When I switched to a gauss it freed up so much heat that I could drop a bunch of heatsinks and add 1xSRM6
So now with 2xERLL,1xGauss, and 1xSRM6 I've been doing even better. I have a pretty good upclose punch when needed with less heat. I don't carry much ammo for it because it's basically a secondary, or finisher. It's still nice to know I can hit the button for another 12 damage when someone tries to brawl with my long range mech.
#18
Posted 10 March 2014 - 05:03 AM
#19
Posted 10 March 2014 - 05:12 AM
Wait, that is not in the game? Blast....
#20
Posted 10 March 2014 - 12:23 PM
Smaller mechs - or ones with a single, small-tube launcher - are in a harder spot. I guess you can slap an SRM on them, assuming it doesn't create too many weapon groups. Sometimes, you're just better off ignoring missiles on mechs with few launchers or really messed up ones. Victors are an example of this - they have 2 or 3 launchers, but all small tubes, so it's hard to get anything other than missile streams out of them.
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