Jump to content

What Is The Best Possible Way To Utilize A Single Missile Slot?


26 replies to this topic

#1 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 09 March 2014 - 11:12 PM

For the mechs that have them.

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 Whatzituyah

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,236 posts
  • Twitch: Link
  • LocationIn a dark corner waiting to alpha strike his victim.

Posted 09 March 2014 - 11:40 PM

http://mwo.smurfy-ne...9d933c361ebbe65

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 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 09 March 2014 - 11:49 PM

Honestly, until we get Streaks in 4 and 6 packs, I ignore single missile slots.

#4 Whatzituyah

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,236 posts
  • Twitch: Link
  • LocationIn a dark corner waiting to alpha strike his victim.

Posted 09 March 2014 - 11:59 PM

View PostEscef, on 09 March 2014 - 11:49 PM, said:

Honestly, until we get Streaks in 4 and 6 packs, I ignore single missile slots.


Sorry not happening on the Streak 4 and 6 because IS won't get crosstech because its technically a bit of a power creep.

#5 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 10 March 2014 - 12:19 AM

View PostWhatzituyah, on 09 March 2014 - 11:59 PM, said:


Sorry not happening on the Streak 4 and 6 because IS won't get crosstech because its technically a bit of a power creep.

The Draconis Combine unveils Inner Sphere versions of Streak 4 and 6 racks in 3058.

#6 Whatzituyah

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,236 posts
  • Twitch: Link
  • LocationIn a dark corner waiting to alpha strike his victim.

Posted 10 March 2014 - 12:22 AM

View PostEscef, on 10 March 2014 - 12:19 AM, said:

The Draconis Combine unveils Inner Sphere versions of Streak 4 and 6 racks in 3058.


Whats the chances of getting time jumped that far though.

#7 Tahribator

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,565 posts

Posted 10 March 2014 - 12:24 AM

Depends on how many tubes it has to me. If it's less than 4 for SRM's and less than 15 for LRM's, then it goes unused. If the chassis is a fast brawler with a lot of energy, then a single SRM6 can be beneficial for burst damage your build lacks(Like Trebuchet-5J, Quickdraw-5K and Thunderbolt-5SS).

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.

#8 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 10 March 2014 - 12:25 AM

View PostWhatzituyah, on 10 March 2014 - 12:22 AM, said:


Whats the chances of getting time jumped that far though.

Probably close to even money to see it within 18 to 24 months. They've already said they're going to jump the timeline, the question is when and by how much.

#9 CheeseThief

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 580 posts
  • LocationBeyond the Black Stump

Posted 10 March 2014 - 12:37 AM

I'd expect the timeline to jump a few months after clans have been introduced from 3050 to 3058.

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 novelty of clan stomping all over everyone MC spending has dried up I expect the timeline to jump so the IS get their full set of tech 2 weapons.


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 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 10 March 2014 - 12:41 AM

LRM20

#11 Kubernetes

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blazing
  • The Blazing
  • 2,369 posts

Posted 10 March 2014 - 01:07 AM

I dunno, I've taken to putting a single LRM5 (w/o Artemis) on some of my brawlers, like my Misery. The reason is that 99% of people go running for cover as soon as they hear the alarm-- they don't sit around to determine whether it's 5 missiles or 60 inbound. If your primary weaponry is fairly short ranged, a single LRM rack can give you breathing room when some guy is dakka-ing you from a distance.

#12 SweetJackal

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 968 posts

Posted 10 March 2014 - 01:52 AM

The answer should be obvious.

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 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 10 March 2014 - 01:58 AM

one missile slot - want SRM? Take SRM 2 - if DPS is all that count this rack will outgun a single SRM4 or 6 rack all the time.
For LRM - two choices - create disturbance but not damage anything - LRM 5 (again good DPS) alternative LRM 15...best damage/weight ratio

#14 SgtMagor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,542 posts

Posted 10 March 2014 - 03:01 AM

I use a lrm10 on all my mechs if I can only use 1 missile system. it has a good recycle rate, and even though it may not do to much damage its enough to stop an attack and give me enough time to get out of LOS even with a slow moving Atlas , use it to harass snipers, hill huggers, and lights.

#15 MuonNeutrino

    Member

  • PipPipPipPipPipPip
  • 478 posts
  • LocationPlanet Earth, Sol System, Orion Arm, Milky Way Galaxy, Local Group, Virgo Supercluster

Posted 10 March 2014 - 04:24 AM

I usually ignore single missile slots. Most of the time it's just not worth the weight and hassle of managing an extra weapon system if one slot's worth of missile firepower is all I'm getting out of it.

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 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 10 March 2014 - 04:33 AM

De[ends on the chassis. In my Misery, Boar's Head, and La Malinche, I slot in a LRM20.

#17 RiotHero

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 311 posts
  • LocationDetroit

Posted 10 March 2014 - 04:52 AM

I think SuckyJack is pretty much dead on with his post.


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 Kaox Veed

    Member

  • PipPipPipPipPip
  • The Hammer
  • The Hammer
  • 158 posts

Posted 10 March 2014 - 05:03 AM

I used an LRM20 on one of my Wolverines. It depends on what other slots the mech has, sometimes you can just ignore it.

#19 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 10 March 2014 - 05:12 AM

One Arrow IV Launcher.


Wait, that is not in the game? Blast....

#20 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 10 March 2014 - 12:23 PM

The tube limit determines what you can use. The slower the mech, usually the higher the tube limit, so a big LRM launcher has it's place. It can soften people up and give you something to do at a range vs. running in and dying.

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users