Why Large Lrm Launchers Are Pointless Now
#1
Posted 17 May 2014 - 07:30 AM
Not a very scientific test, but should give you a fairly good idea of the difference between boating smaller launchers vs larger ones. Small >>>>>>>>. large. There is zero reason to use the LRM-20s now given the horrible spread, and most mechs dont have 20 tubes anyway. You are much better off using 2x LRM-10s.
Also fun fact ; 183 meters is still close enough so that LRMs do no damage. Im guessing the 180 meter min range is counted from the launcher whereas the distance you see on the HUD is counted from a different part of your mech...
#2
Posted 17 May 2014 - 08:10 AM
#3
Posted 17 May 2014 - 08:14 AM
Sure, it'd spread LRM damage more, but is that a bad thing? It would spread it more consistently, too, so instead of there being a concentration disparity between launch profiles. Small launchers or small multiple-volley firings from larger launchers would no longer super concentrate, while those launchers designed to fire large volleys all at once would no longer be far less efficient at damage distribution.
#4
Posted 17 May 2014 - 08:15 AM
Khobai, on 17 May 2014 - 08:10 AM, said:
If you're having fun with it, it's not pointless.
(now, I do agree it could be much better if certain features were actually released... but that's a different topic from this thread's)
#5
Posted 17 May 2014 - 08:19 AM
2. A sole LRM 20 is inferior to 4xLRM5 - except that it only takes up 1 hardpoint & with each having Artemis it weighs 1 ton less. Mostly the hardpoint.
3. Against lights - the spread isn't all bad. When they're running - the top of the spread will hit their legs instead of missing entirely.
Edited by Charons Little Helper, 17 May 2014 - 08:20 AM.
#6
Posted 17 May 2014 - 08:32 AM
Scratx, on 17 May 2014 - 08:15 AM, said:
If you're having fun with it, it's not pointless.
(now, I do agree it could be much better if certain features were actually released... but that's a different topic from this thread's)
Fun is it's own point. You can still have fun doing something pointless.
#7
Posted 17 May 2014 - 08:33 AM
Charons Little Helper, on 17 May 2014 - 08:19 AM, said:
2. A sole LRM 20 is inferior to 4xLRM5 - except that it only takes up 1 hardpoint & with each having Artemis it weighs 1 ton less. Mostly the hardpoint.
3. Against lights - the spread isn't all bad. When they're running - the top of the spread will hit their legs instead of missing entirely.
1. This, pretty much.
2. Just the hardpoint, the 4x LRM5 _don't_ need Artemis.
3. Yeah, I noticed that. Still not a very productive use of LRMs, but at least LRMs don't suck horribly against lights anymore. They're just mildly effective.
#8
Posted 17 May 2014 - 08:34 AM
#9
Posted 17 May 2014 - 09:47 AM
A lrm 15 is generally a best large lancher in the game.
However, other mechs can support a large launcher well enough. for example my TDR-9s has limited tubes so when i mount a lrm 20 it fires 2 spreads which works rather well.
I could not find a good build for that toy so i fiddled around with it and whatever junk i had in my invenotry and ended up with a lrm 20, tag, and 4 med. I don't generally run lrms unless i can mount several but this build seems work nicely on this mech. I tend to get a few kills a game, about half are lrm kills the rest med lol.
#10
Posted 17 May 2014 - 10:11 AM
Also quick coring does not equal maximum match score.
#11
Posted 17 May 2014 - 03:31 PM
Its much easier to stack multiple smaller launchers than using one big launcher as most mechs dont have 15 or 20 tubes. Without the proper amount of tubes, using a larger launcher will add about an extra half second per volley, which gets very significant. A LRM-20 takes forever to fire from a 6 slot launcher.
#12
Posted 18 May 2014 - 08:07 AM
Now, as someone else pointed out earlier, LRMs need to adopt the same spread mechanics of Streaks. But, instead of sending groups of 5 to each location, you simply send each missile to a separate location. It helps vs. fast lights/mediums and it gives TAG, NARC, and Artemis an added effect in that those three pieces of equipment could be changed to increase the likelihood of sending missiles to the torsos. Problem solved.
#13
Posted 18 May 2014 - 08:37 AM
Edited by Flaming oblivion, 18 May 2014 - 08:37 AM.
#14
Posted 18 May 2014 - 12:46 PM
#15
Posted 18 May 2014 - 12:58 PM
If you run into a group with multiple AMS, the LRM 5 is pointless but with the 10 a few missiles still get through.
I find the LRM 20 is only useful where you have a single hardpoint with a high tube count on a mech such as the Banshee hero. Otherwise it has the same problem as running a Catapult A1 with LRM 5s. If the other side has two AMS at the target point....no damage.
#16
Posted 18 May 2014 - 01:14 PM
Jun Watarase, on 17 May 2014 - 03:31 PM, said:
...
Artemis and NARC do not work together. Artemis and TAG work fine together.
http://mwomercs.com/...0089-breakdown/
Edited by Asakara, 18 May 2014 - 01:18 PM.
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