Best Missile Boat Chasiss
#1
Posted 10 May 2014 - 05:38 PM
Now for lights, I know that's not really an option (other than some raven builds... surprisingly)
For assaults iirc the best choices for me are the highlander or the stalker. With the highlander being a better choice with the jump jets
#2
Posted 11 May 2014 - 03:05 AM
#3
Posted 11 May 2014 - 03:54 AM
Most of the builds lack jump jets. If I can't adapt easily with jets, the ride just seems slow and ungainly. I need the mobility options.
So it seems to break down like this:
Jump capable (all lrm models)
Medium - Griffin (lrm20 to 25)
Heavy - Catapult (bread and butter lrm30-40; not considering troll builds)
Assault - Highlander (decent comparison to the cats, haven't really done smurfy on them yet)
Non/partial jump capable
Medium - Trebuchet (mini non-jumping catapult) , Kintaro (lrm5 spammer... which I hate)
Heavy - Orion (not so sure if there is a wide number of build options, but been mentioned)
Assault - Stalker (the goto for many, the tube counts make me grind teeth...)
#4
Posted 11 May 2014 - 08:37 AM
#5
Posted 11 May 2014 - 08:52 AM
#6
Posted 11 May 2014 - 08:54 AM
#7
Posted 11 May 2014 - 09:20 AM
MortVent, on 10 May 2014 - 05:38 PM, said:
Now for lights, I know that's not really an option (other than some raven builds... surprisingly)
For assaults iirc the best choices for me are the highlander or the stalker. With the highlander being a better choice with the jump jets
Try these on for size:
Lights :
Jenner D - it has 2 missile points that allow 10lrms. I've had good success with it as a harrasser after the AMS runs dry or on mechs that didn't pack it. It also is great weaponry to startle other lights with who think they're being smart and staying out of your streak range they expect.
Jener Oxide - All missile points means 20lrms are possible. The usual problems will be there.
Mediums:
Kintaros I revisted the KTOs and have been having excellent success. Yes, I miss my jumpjets, but their durability as an LRM5 build is so much fun with the 19 and 20.
Shadowhawks - the 2D2 and 5M are fantastic LRMishers. They pretty much set the class. the 2H is horrible, and I hear good things about the K "Zombiehawk".
Heavies:
Orion. Bar none the best missileboat I have is the VA. Even leaves the catapults in the dust. Far more durable, just as fast, more ammo, but no JJ. I cannot recommend the Orion VA highly enough for this job.
#8
Posted 11 May 2014 - 09:21 AM
Mediums- This is wide open with many good mechs, but the Griffin works wonders. The kintaro is there for the LRM 5 spam, Then the Trench buckets, well one has JJ's.
Heavy, The ca'st will pounce. They are also hard to beat. The Jagermech - A can be a very good LRM boat, but does not have JJ. It can mount a few MG's for clean up, after the LRMs are gone. Also they do not have ears like the Cats to shoot off.
Assaults- The stalkers make me cringe with the tube counts, but this may be an advantage for kills. Due to speed indirect fire may be used a lot. Battlemasters, well the 1S is hard to beat, with 50 tubes and the ability to run around 70. The highlander has JJ's so it does have mobility, and the ability to mount other back up weapons.
What I would use,
Lights Jenner K or the huggin (still trying to figure this bird out)
Medium, Griffin (i still want to try the kintaro and the trenchbucket out.)
Heavy Jagermech A (chain firing 4 LRM 15's is great after the initial volley of 60)
Assault Battlemaster 1S (hard choice due to the highlanders)
#9
Posted 11 May 2014 - 09:28 AM
Edited by Ruccus, 11 May 2014 - 09:28 AM.
#10
Posted 11 May 2014 - 09:28 AM
#11
Posted 11 May 2014 - 09:29 AM
Yes the JM missile boat is a very fun mech, but... if you don't elite them, you're permenantly hamstringing yourself.. and I don't run non-missile mechs by choice. YMMV
BTW, the Victor can be fun, but it can't boat.
Edited by Kjudoon, 11 May 2014 - 09:30 AM.
#12
Posted 11 May 2014 - 09:33 AM
#13
Posted 11 May 2014 - 09:54 AM
#14
Posted 11 May 2014 - 09:56 AM
Ursh, on 11 May 2014 - 09:33 AM, said:
On Alpine, within 750 m of my griffin. I chose the engagement area, time and from what direction to attack from.
All though I have seen people put an LRM 10 with two SRM 6's in there to keep heads down while advancing.
You can slap in an LRM 15 or an LRM 20 and 2xLRM10's in the atlas So when you hit fire that is 22 missiles and .5 seconds later 13 or 18 missiles. There are interesting effects when using launchers larger than the number of tubes for the hard point.
#15
Posted 11 May 2014 - 10:29 AM
#16
Posted 11 May 2014 - 10:35 AM
Don't forget the Kintaro in the medium chasis. The Golden Boy has more tubes than any other mech.
#17
Posted 11 May 2014 - 04:23 PM
The BLR 1S has the hardpoints and the tubes and mounts energy weapons as high as the cockpit, making it ideal to shoot or TAG over hills. The build I run is slow, but has a hard hitting rocket punch, backup weapons for close range and some long range pinpoint punch. It is also perfect to troll DDCs with as you can disable their ECM with the PPC and rain missles on them.
This Highlander also performed well for me and plays similar to the Battlemaster, however I gave up on mobility with the small engine and no JJs. But it sure packs a punch.
However I do feel more comfortable with the Battlemaster as energy hardpoints go better with LRMs because you can pack incredibly weight- and slot effective, infinite ammo weapons like Medium Lasers.
I found 40 tubes to be enough for a LRM boat. You can fire a deadly amount of missles with a manageable heat buildup, dont waste your ammo too fast when you miss some shots and still have room for some backup weapons, AMS and BAP. But even if you want more missles, the Highlander and Battlemaster got the tubes.
#18
Posted 11 May 2014 - 04:40 PM
#19
Posted 11 May 2014 - 06:41 PM
Zigeunerskat, on 11 May 2014 - 04:23 PM, said:
TAG disables ECM so no need for PPCs to do that job
i'v been playing LRM mechs almost exclusively for the last 4 months, and my jag-A is my go-to LRM mech - JJ are a waste on an LRM mech IMO. the Catapult could do the exact same job ever so slightly better than the jag, but as a chassis i think all the jags are individually way more useful than any 3 Cats. i only chain LRMs so i prefer to have 4+ LRM mounts
http://mwo.smurfy-ne...e23ca232983fab9
i just basic'd 2 BLRs so i could buy this baby next
http://mwo.smurfy-ne...45947a506ac54d0
i think this is the single best LRM mech in MWO - high mounted TAG, good speed and lots of armour to stay out of trouble, and ammo, ammo, ammo
#20
Posted 11 May 2014 - 06:59 PM
Escef, on 11 May 2014 - 08:37 AM, said:
No ams, no BAP. One ECM light mech dancing around it and it is good as dead (I have a fondness for RVN-3L's with the 360 targetting module), as it cannot fire and if the enemy has missiles it is in for a world of hurt. With a BAP, even if you cannot shoot at the light, you can still get lock-ons to other enemy mechs. The other problem is the STK-3H may be both slower and easier to flank, but with 2LRM5's and 2LRM20's, instead of 2LRM10's and 2LRM15's, the STK-3H has less ghost heat issues (My STK-3H and BLR-1S have the same tube count and number of DHS, but the BLR-1S has worse heat issues)
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users