Jump to content

1800 Missile Speed Challenge


75 replies to this topic

#1 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 31 December 2014 - 07:46 PM

I think the hunchback 4J is the best missile boat. I'd like to prove it - I think it can shoot 1800 missiles on caustic valley faster than any other mech.

Rules: Load up your favorite missile boat with 10 tons of ammo, and time how long it takes you to shoot them ALL on Caustic Valley.
- all modules are allowed (I don't think they'll help you since they don't affect heat)
- Use Caustic Valley Testing Grounds
- Must have exactly 10 tons of ammo.
- No overheating allowed on the final volley.
- No overriding overheat shutdown.
- Mech must have at least 80% of its armor (my drop build has 80.4%)
- I would prefer you have both a BAP and a TAG loaded, you must have at least one of them.
- No using coolshot (thx El Bandito)

I used this hunchback (I removed 1.5 tons of ammo): My Time: 4:04
http://mwo.smurfy-ne...b35e2da77b7ae28

Tweaked hunchback for this challenge (I removed small lasers, BAP, and added 4 heatsinks): My time 3:03

Edited by Thorasta, 31 December 2014 - 08:23 PM.


#2 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 31 December 2014 - 07:53 PM

I'll take this challenge, with my 8R. BRB. :)

Know that 4J's 2xLRM10s are somewhat vulnerable to AMS in real matches.

Cool Shot module affects heat, BTW, but for the sake of fairness, I will not use Cool Shot.


OK, here is my first attempt with Dual LRM15 8R. I have TAG, 10 tons of ammo. Also, 80% or 494 armor is 396 armor--which I have.

Posted Image



*NOTE* I am starting the clock at 0:30, BTW.

Dual LRM15s--162 seconds, or 2:42. Way ahead of you, bro.

Posted Image

3xLRM15s on chain-fire--172 seconds, or 2:52. 10 seconds slower than Dual LRM15s.

Posted Image

3xLRM10s on chainfire--224 seconds, or 3:44.

Posted Image

2xLRM10s--235 seconds, or 3:55. 11 seconds slower than Triple LRM10s.

Posted Image
.

Edited by El Bandito, 31 December 2014 - 08:55 PM.


#3 Bigbacon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,088 posts

Posted 31 December 2014 - 07:55 PM

No rage quitting allowed when your team doesn't give you targets :P

Just had that in a round....got the "LRMs here" and when we stated, "good, get targets" they rage quit...

So none of that....can you guys post videos if possible? I'd like to see this.

#4 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 31 December 2014 - 07:57 PM

Stalker 3H has the clear advantage. cool down on the LRM20s means the missiles fly faster and reload faster. Less times you need to shoot.

#5 CDLord HHGD

    Member

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

Posted 31 December 2014 - 07:59 PM

I just met a damn 4J on Caustic that was flingin the LRMs like no tomorrow.

Edited by cdlord, 31 December 2014 - 07:59 PM.


#6 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 31 December 2014 - 08:08 PM

View PostThorasta, on 31 December 2014 - 07:46 PM, said:

I think the hunchback 4J is the best missile boat. I'd like to prove it - I think it can shoot 1800 missiles on caustic valley faster than any other mech.

Rules: Load up your favorite missile boat with 10 tons of ammo, and time how long it takes you to shoot them ALL on Caustic Valley.
- all modules are allowed (I don't think they'll help you since they don't affect heat)
- Use Caustic Valley Testing Grounds
- Must have exactly 10 tons of ammo.
- No overheating allowed on the final volley.
- No overriding overheat shutdown.
- Mech must have at least 80% of its armor (my drop build has 80.4%)
- I would prefer you have both a BAP and a TAG loaded, you must have at least one of them.

I used this hunchback (I removed 1.5 tons of ammo): My Time: 4:04
http://mwo.smurfy-ne...b35e2da77b7ae28

Tweaked hunchback for this challenge (I removed small lasers, BAP, and added 4 heatsinks): My time 3:03

Well, just ran my 6x5 LRM Mad Dog following your specs. Chainfired til dry. Took 3:32 seconds. So you got me beat on RoF.

The fact I never went above 12% heat doing so though, well, that counts for something. (I love my 4J, don't get me wrong, but it can heat up pretty fast).

So, you got my beat by 29 seconds. Hail to the king, baby!

View PostBrody319, on 31 December 2014 - 07:57 PM, said:

Stalker 3H has the clear advantage. cool down on the LRM20s means the missiles fly faster and reload faster. Less times you need to shoot.

run the mech,, not your mouth, boy!!! ;)

#7 jlawsl

    Member

  • PipPipPipPipPipPip
  • 242 posts

Posted 31 December 2014 - 08:22 PM

I did it with an 8r with 2 lrm15s and 2 lrm5s. No overheat and always on a target. I guess I could speed that up a lot if I wasn't looking for a proper target. Now that I know where certain mechs are, I can speed up targeting them. Unless you just meant how long it took you to dump 1800 missiles just firing. Then it would take an even smaller margin of time. AWS 8R is probably the best missile boat you can get. It gets better general missile quirks then almost everything down to a locust or commando. It gets all of them too-Range, cooldown and heat at a rate of 12.5, 12.5 and 15%. With another 12.5% to cooldown and range of lrm15s. 1350 meters of lrm60 goodness right there. It always was a good missile boat, now it is probably the best one you can get.

#8 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 31 December 2014 - 08:25 PM

View PostEl Bandito, on 31 December 2014 - 07:53 PM, said:

I'll take this challenge, with my 8R. BRB. :)



*NOTE* I am starting the clock at 0:30, BTW.

First attempt--162 seconds, or 2:42. Way ahead of you, bro.


Well crap! :) didn't even suspect the awesome would be competing. 2:42 vs. my 3:03. very well done.
As for timing, I'm using my phone to time, not even looking at in game time. And yes, after dropping I wait a few seconds for the mech to fully cool before starting.

#9 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 31 December 2014 - 08:29 PM

View PostBishop Steiner, on 31 December 2014 - 08:08 PM, said:

Well, just ran my 6x5 LRM Mad Dog following your specs. Chainfired til dry. Took 3:32 seconds. So you got me beat on RoF.

The fact I never went above 12% heat doing so though, well, that counts for something. (I love my 4J, don't get me wrong, but it can heat up pretty fast).

So, you got my beat by 29 seconds. Hail to the king, baby!


I AM IMPRESSED! Boy, now I really want a MD for when we're clan. That's quite a bit faster than my drop build, and I like the not overheating part.

Edited by Thorasta, 31 December 2014 - 08:31 PM.


#10 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 31 December 2014 - 08:35 PM

I'm curious, has anyone tried this with a LRM15 Trebuchet? I don't have any, myself, but I'd like to see how it compares.

The 8R Awesome is a monster with 4xLRM15. A monster.

#11 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 31 December 2014 - 08:41 PM

View Postjlawsl, on 31 December 2014 - 08:22 PM, said:

Unless you just meant how long it took you to dump 1800 missiles just firing.

Yes, this is what I meant.

#12 Felio

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,721 posts

Posted 31 December 2014 - 08:43 PM

The Trebuchet 3C and 7M both have -40% cooldown and -20% heat for LRM15. The 7M has three launchers and the 3C has two.

http://mwo.smurfy-ne...34108e475639707

I don't actually have the mech anymore to test this, but I think it might be able to beat you.

Both builds are heat neutral with mech efficiencies (OK, yours is cooler; mine takes almost 19 minutes to overheat), but I don't know what the penalty is on Caustic Valley.


2x LRM10 at 1.875s cooldown:
1080 missiles divided by 20 missiles per shot is 54 volleys, times 1.875 seconds is 101.25 seconds.

2x LRM15 at 2.55 cooldown:
1080 missiles divided by 30 missiles per shot is 36 volleys, times 2.55 seconds is 91.8 seconds.

#13 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 31 December 2014 - 09:03 PM

View PostFelio, on 31 December 2014 - 08:43 PM, said:

The Trebuchet 3C and 7M both have -40% cooldown and -20% heat for LRM15. The 7M has three launchers and the 3C has two.



Yeah, Trebbie-3C/7M are under-appreciated LRM boats. I suspect the BLR-1S will also do well since it has large enough engine to cram in one more DHS than the AWS-8R.

Edited by El Bandito, 31 December 2014 - 09:03 PM.


#14 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 31 December 2014 - 09:05 PM

View PostFelio, on 31 December 2014 - 08:43 PM, said:

The Trebuchet 3C and 7M both have -40% cooldown and -20% heat for LRM15. The 7M has three launchers and the 3C has two.

http://mwo.smurfy-ne...34108e475639707

I don't actually have the mech anymore to test this, but I think it might be able to beat you.

Both builds are heat neutral with mech efficiencies (OK, yours is cooler; mine takes almost 19 minutes to overheat), but I don't know what the penalty is on Caustic Valley.


The cooldown and heat bonuses are a little bigger on the Hunchback 4J. Also, 1800 rounds, not 1080.

Kind of need to drive this test, I tend not to trust numbers that aren't measured. (for example - UAC5's used to be UBER, but nobody knew it because they were doing pen and paper math... Once PGI figured it out, they nerfed them to oblivion in comparison to what they were)

Edited by Thorasta, 31 December 2014 - 09:30 PM.


#15 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 31 December 2014 - 09:45 PM

View PostThorasta, on 31 December 2014 - 09:05 PM, said:


The cooldown and heat bonuses are a little bigger on the Hunchback 4J. Also, 1800 rounds, not 1080.

Kind of need to drive this test, I tend not to trust numbers that aren't measured. (for example - UAC5's used to be UBER, but nobody knew it because they were doing pen and paper math... Once PGI figured it out, they nerfed them to oblivion in comparison to what they were)


heh funny story, I had joined a unit back then, and was running a 733C with dual UAC5's. They insisted it was bad, and that I should be running a Gauss Rifle (this was, of course, pre-charge).

Hah. Wasn't for quite a while after that that the UAC5's gross OPedness was discovered :)


#16 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 31 December 2014 - 11:23 PM

View PostWintersdark, on 31 December 2014 - 08:35 PM, said:

I'm curious, has anyone tried this with a LRM15 Trebuchet? I don't have any, myself, but I'd like to see how it compares.

The 8R Awesome is a monster with 4xLRM15. A monster.


Here is a 3c (started at 30 seconds). It would have did it much faster but was way hot. I had a 255 xl engine and was only able to fit 2 heatstinks even with cutting 50% of armor on legs, arms and head.

Posted Image

Edited by Monkey Lover, 31 December 2014 - 11:45 PM.


#17 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 31 December 2014 - 11:37 PM

5m stalker 300 xl engine(for more heatsinkspot), 4x10lrms 10 heatsinks and i almost was able to keep it under 100% just had to let it cool off for maybe 15 seconds.

So sad to see the 5m lrm boat do so bad.

Posted Image

Edited by Monkey Lover, 31 December 2014 - 11:40 PM.


#18 Karl Marlow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,277 posts

Posted 01 January 2015 - 12:15 AM

Can the clan mechs come and play. If all we are trying to do is unload some LRMs you can stack quite a few LRM 20's on a Warhawk.

#19 Thorasta

    Member

  • PipPipPip
  • 81 posts

Posted 01 January 2015 - 12:24 AM

View PostThomasMarik, on 01 January 2015 - 12:15 AM, said:

Can the clan mechs come and play. If all we are trying to do is unload some LRMs you can stack quite a few LRM 20's on a Warhawk.

Yes of course clans are welcome. More 20's won't help you win this challenge, it is about heat mitigation.

#20 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 01 January 2015 - 12:41 AM

View PostBishop Steiner, on 31 December 2014 - 08:08 PM, said:

Well, just ran my 6x5 LRM Mad Dog following your specs. Chainfired til dry. Took 3:32 seconds. So you got me beat on RoF.

The fact I never went above 12% heat doing so though, well, that counts for something. (I love my 4J, don't get me wrong, but it can heat up pretty fast).

So, you got my beat by 29 seconds. Hail to the king, baby!


run the mech,, not your mouth, boy!!! ;)


I can't test it because I am too poor to buy this mech just for this. Though I guess I can do the math.
LRM 20s have a 4.75 seconds.
That stalker has a 20% cooldown for LRM 20s.
That saves about 0.95 seconds of firing time, so almost an entire second (not sure if the game rounds)

So It can fire every 3.75 seconds.

LRM 20s fired all at the same time generate 32.06 heat.
Stalker has a 20% less heat on LRM20s
that is 6.412 less heat units.
So 25.65 heat units per volley.

It has a heat capacity of 63.36 units fully skilled.

So It overheats in more than 2 Volleys.
My build has 2.62 heat units per second dissipation.
So 9.825 heat is dissipated between volleys.

takes 11.25 Volleys to fully empty the ammo. (160 missiles per launch)

1st volley does 25.65/63.36
2nd volley the heat drops to 15.825. Then jumps to 41.475.
3rd Volley the heat drops to 31.65. Then jumps to 57.3
4th volley the heat drops to 47.475. The mech is incapable of firing again till the heat dispiates or it will overheat.
Takes 4.83 seconds to cool down to 0.
Volly pattern continues, 3 Volleys then break.

Totally Time for 3 Volleys.
11.25 seconds + 4.83 seconds for cool down = 16.08 seconds
11.25 volleys needed / 3 per volly = 3.75 Volleys of 3.
3.75 * 16.08 seconds = 60.3 Seconds.

So about 1 Minute to fire off an entire 1800 payload of missiles.
Total damage = 900.

I did not calculate this with cooldown modules. This is pretty much the build I posted. Though I didn't include a tag, so I guess I am disqualified :L

Edited by Brody319, 01 January 2015 - 12:47 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users