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Help Choosing My First (Missile) Mech


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#1 NiceGirl13

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Posted 04 February 2015 - 01:57 PM

Hello everyone

First of all i want to say that i am overwhelmed over so many replies and help i recieved in my first post, and i am still looking at all the loadouts and comments that have been posted. Love that the game is so complex and there are so many possibilities.

So after over 80 games with the TDR-9S (sniper) i want to try something completly different (i know i need to have 3 of the chasis to able Elite in mech skills, and might be smarter to spend my credits on that). However i like to try a little bit of each.

I love missiles (who dosn't???) a mech pumping waves after waves of missiles is just awesome. I have done some research and have found out that there are 3 chasis that pilots prefer as missile boats: The catapult, Stalker, and aws-8r?

however i am having a hard time figuring out wich one to go for, i dont want to be a thin paper, but dont want to loose too much fire power, and just a bit of CC defense would be nice.

I have also been looking at the champions/commander mechs? if there is a good missile mech there but can't seem to find any (from the information i have gathered on the internet). The reason i am looking at them is so i can spend MC instead of credits and the x2 xp (and not credits right?).

Thanks in advanced :D

#2 Jody Von Jedi

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Posted 04 February 2015 - 02:08 PM

I'm limiting my suggestions to your comment about Hero/Champion mechs.

Battlemaster Hellslinger. 3x10 on the missle tubes, lots's of room for backup energy weapons.

Catapult A1(C). It is ammo dependent, no energy hardpoints for backup weapons.

Stalker 3F(C). It's a good beginner assault mech (beginners like to stare at their target, stalkers have great CT armor). Also has energy hardpoints for backup.

#3 Nathan Bloodguard

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Posted 04 February 2015 - 02:09 PM

The tunderbolts are still not a bad line for Missiles. There is also a Hunchback 4j that is currently rocking the LRM boat. (50% cooldown on lrm 10 launchers, which it comes with stock. Replace the small laser in the head for tag. Retain the 4 medium lasers. FF and Endo, increase ammo, and double heatsinks, and its good to go.)

One of the Thunderbolts can do something similar to the hunchback, and still help the other Thunderbolt you already have (towards eliting it at least)

I have also heard that the Awesome is also very good (one of the best from some of my friends) as an assaulting lrm boat. Not much of a fan of the stalker and most would say that it has too small of missile tubes to make it worth it, but not my brother!

#4 NiceGirl13

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Posted 04 February 2015 - 02:11 PM

Awesome. is it possible to get som loadouts? Pics?

#5 HlynkaCG

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Posted 04 February 2015 - 02:12 PM

View PostNiceGirl13, on 04 February 2015 - 01:57 PM, said:

However i am having a hard time figuring out wich one to go for, i dont want to be a thin paper, but dont want to loose too much fire power, and just a bit of CC defense would be nice.


The Hunchback 4J is also a highly underrated missile-chucker, while still being reasonably decent in a brawl (it's still a hunchback).

#6 Koniving

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Posted 04 February 2015 - 02:14 PM

Thunderbolt missile boat? :P


Alternatively, Trebuchets, Shadowhawk (the one with the most missile hardpoints), Kintaros, Griffins, Jagermech Jm6-A, Atlas AS7-S, Jenner JR7-D, Hunchbacks HBK-4SP and 4J, Centurion CN9-A (you'd be shocked; plus it's meant to escort missile mechs while providing its own LRMs to the table).

Battlemaster 1S and Warhawk make my favorite missile boats.

Just don't count on a Banshee being one.

Atlas AS7-S or Centurion CN9-AH in their Limited Edition versions (snag a top tier Urbanmech or a Resistance pack for the cheap ways to get 'em) give you the hero mech cash bonuses and let you truck it in with missiles.

Golden Boy (Kintaro) also works well for this purpose. I personally run an LRM-20, twin Streaks, twin SRM-4s with some pulse lasers on mine. SRMs in the CT so the doors can stay close until I'm ready to hit super hard.

The quirks however support this build for the Golden Boy (different lasers, but spam LRM-5s)

Edited by Koniving, 04 February 2015 - 02:21 PM.


#7 RedEagle86

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Posted 04 February 2015 - 03:19 PM

If you're limiting your choices to Inner Sphere 'Mechs, I might suggest you check out this post. If you're interested in Clan Tech, your two best bets are the Mad Dog (Vulture), Timber Wolf (Mad Cat), and Warhawk (Masakari). Maximum LRM builds are quickly made up for your convenience. They're not the best loadouts there are, but they're what I came up with quickly.

One thing about Clan Tech is that the LRM's ripple-fire, causing them to be much more susceptible to AMS fire.

(Spending real money can get you the Timber Wolf -D - My current build, I'm having a blast with it!).

Edited by RedEagle86, 04 February 2015 - 03:20 PM.


#8 Astrocanis

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Posted 04 February 2015 - 03:21 PM

I have had almost ridiculous success with the Trebuchet 7m and 7k and with the Kintaros (in general). Mostly because having a highly mobile platform really helps with preventing any hunter-killer lights from finding me easily.

I have also had a lot of success with the "worst mech in the game", the Champion Stalker. The point of that mech is to stay out of fights (which means sticking with other snipers) as much as possible.

The KTO is able to keep 5 lrm-5s running pretty much continually. Not huge amounts of kills or damage, but major help to the team. It's very hard for the "bad" guy to shoot your teammates when he's having his fillings shaken out of his head =P

The Trebuchets, on the other hand, are true killers.

#9 SnagaDance

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Posted 05 February 2015 - 12:47 AM

Lrm mechs can be great to play but play them to their strengths. Do not sit at almost max. range and just chuck missiles at locks your teammates get for you. Most of the time you'll waste your missile due to intervening terrain and losing your lock, these things are only worsened by the time it takes for the missiles to actually get to the target.

Stay with the group and give direct support, try and make sure you yourself are seeing your target for maximum efficiency. Less chance of your target hiding behind terrain, less chance of losing your locks and less travel time = good damage.

With that out of the way I've enjoyed 2 missile mechs a lot, I'll illustrate both with Smurfy links:

Centurion AL: http://mwo.smurfy-ne...d542231a7a4bb44

Great medium missile support mech with 45 salvoes of ammo and a very respectful 4 ML back-up arsenal. It requires an expensive XL though and a DHS upgrade. I've left of the Endo upgrade but it's a worthwhile upgrade that gives you even more options. You could take even more ammo, or you could instal Artemis launchers. Or maybe you'd like to drop a bit of ammo and change those ML to MPL's. Or drop some ammo and go for Lrm15 launchers (this last one would leave you with too little ammo IMO). And the extra half ton could be spend on a bit more AMS ammo.

And there's the Awesome 8R you mentioned: http://mwo.smurfy-ne...da2c615d33a10f2

It has got an even more expensive XL engine to keep up with the pack and the mandatory DHS upgrade as well as Endo and an Artemis upgrade. You could forego Artemis and use the freed tonnage and slots for even more ammo. There's also the option of dropping that head mounted ML and getting a TAG there. Personally I like the extra ML, often near the end of the battle when I've run out of ammo I've presented the battered enemy with a fully armoured assault mech wading into their lines. My best yet is getting 3 kills with those lasers alone.
Regardless, it's a monster missile mech with those 4 Lrm15's, and it can hammer enemy mechs into the ground.

I've just acquired the Hunchback 4J that was mentioned above and it also seems a good missile mech. Same goes for the BattleMaster 1S. Due to its tube count that one's better for 2 Lrm15's and 2 Lrm10's though (leaves more weight for ammo).

Lastly my personal opinion on Launcher sizes. Medium should use Lrm10's, Assaults should use Lrm15's, and no mech should use Lrm20's (just too big and heavy for what you're getting). Lrm 5's are interesting as they can be a great troll weapon on any mech capable of mounting enough of them (5 or 6), and can be a nice way of getting in some extra assists for some more close range oriented mechs.

Good luck and don't let the haters complaining about no-skill Lrm noobs get you down. It's easy to chuck some Lrm's, but it takes skill to make them really count.

#10 Nightshade24

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Posted 05 February 2015 - 01:37 AM

There are many missile boats good in the game!

You can find this on the missile-able variants of...

Locust
Raven
Kitfox
Adder
Stormcrow
Nova (Soon™)
ice ferret
trebuchet
hunchback (4J)
Kintaro
catapult
thunderbolt (5S)
Orion
Mad Dog
Timberwolf
Hellbringer
Summoner
Stalker
Awesome (3 variants, the ones that have 2M, 3M, and 4M with 15 count tube +)
Highlander
Battlemaster
and King Crab.


Now I suggest to stay away from the IS light mech LRM boat ideas as these are only for experience LRM'ers that don't just stand and hit the mouse button like how all anti-lrm boat people think LRM'ers work. Once you got the skills you can take the lighter mechs.

Ice ferret is as light as you want to go however still needs skill


Clan lights and mediums do a good platform with speed and firepower and stuff.

I do suggest your first however to be one with quirks for LRM's.



I am an LRM boat expert, I have attempted LRM's on all sane chassis possible (lore wise. people look down on light IS mech LRM boats however when I do more damage then them then they just shut up)


May I ask what exactly you are looking in for an LRM boat? there is so many flavours and choices there and no 2 mechs peform the same!

#11 Smoked

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Posted 05 February 2015 - 10:02 AM

Simple first LRM boat, just get a Catapult A1, C1 or C4. They can use med lasers, (C1 you'll have to use either streaks or srms) for some local defense, carry up between 1400-2000 missiles depending on your loadout and semi mobile to relocate.

Edited by Smoked, 05 February 2015 - 10:03 AM.


#12 wanderer

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Posted 06 February 2015 - 04:11 PM

You can also pull the Jagermech-A- which can do dual LRM 15's just fine.

Orions also qualify in general, having plentiful missile hardpoints with lots of tubes per.

Catapults are the classic LRM boat, but suffer from having big, easily shot-off launchers.

#13 beerandasmoke

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Posted 06 February 2015 - 04:32 PM

I use the hunch J and the trebs with cooldown modules and have had great success in clanwars with them. The Awesome 8R is also a great mech with LRM15 quirks. I run mine with an XL300 3xLRM15art and 2xERLL in CW and it just devastates stormcrows that i catch in the open. Something too keep in mind is that you want a highmounted energy point in a Lurm boat to run a tag which allows you to stay hulldown and minimize incoming damage. Both the hunch J and Awesome have this.

If your talking Clantech than you cant beat a maddog with 6xmissle hardpoints. Plenty of podspace for extra ammo and weapons and it does 90kph. If you want a Hammer of Odin type missle mech than you go with a Warhawk B variant with the center torso mounted missle point. You can do a LRM80 in this mech and launch Haileys blue comet of rage at people. Connect on an LRM80 shot and they will not come out in the open the rest of the match. Really good mech for suppressing the enemy and allowing your team to flank. Its also decently fast for an assualt and can keep up with a push.

GL Beer

#14 DelphiAuriga

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Posted 06 February 2015 - 05:57 PM

Cheap, funny: KTO-18

Weapon groups:

1) MLas+TAG
2) All LRM5s
3) LRM5s in chainfire

#15 DelphiAuriga

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Posted 06 February 2015 - 06:05 PM

View PostRedEagle86, on 04 February 2015 - 03:19 PM, said:

If you're limiting your choices to Inner Sphere 'Mechs, I might suggest you check out this post. If you're interested in Clan Tech, your two best bets are the Mad Dog (Vulture), Timber Wolf (Mad Cat), and Warhawk (Masakari). Maximum LRM builds are quickly made up for your convenience. They're not the best loadouts there are, but they're what I came up with quickly.

One thing about Clan Tech is that the LRM's ripple-fire, causing them to be much more susceptible to AMS fire.

(Spending real money can get you the Timber Wolf -D - My current build, I'm having a blast with it!).



WRONG. Best, hands down, its the Stormcrow, that can spread LRMs along all its body

#16 SethAbercromby

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Posted 06 February 2015 - 06:59 PM

Here's a few tidbits on the missile 'Mechs I have experience with.

A pure missile-'Mech would be the Catapult C4. XL 255, 2x LRM20, 2x SRM6, TAG and a buttload of ammunition. Rain death upon targets at range and whatever gets close enough is greeted by 12 missiles to the face. It's glorious, but some stuff you can do with it can take a bit of guts, so a less difficult option would be to equip 4x ALRM10 instead and add a Medium Laser, but this is very weak up close and can easily be torn apart by a savvy light pilot.

Stalkers are probably the go-to Missile boat for beginners. Durable, several options for back-up weaponry and very easily customizable for all sorts of Missile/Energy builds, allowing for a lot of freedom with experimentation. 5S comes with 2 AMS hardpoints for extra survivability, 3H is compatible with 20-tube launchers in its arms. Great times.

Kintaros are designed for missile spam. Be it SRMs or LRMs, pick your flavor of the day and tape that button down!

Griffins are the advanced version of the Kintaro. Less missiles and more sniping, but has several tricks for survival that can make it more durable than the Kintaro. Might be a good transition 'Mech from sniping to Missile skirmishing.

Centurions, the usually face-grinding brawlers, make surprisingly decent missile boats. Keep both arms free and use them as shields for very long survivability if done right.

#17 DelphiAuriga

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Posted 06 February 2015 - 07:17 PM

View PostSethAbercromby, on 06 February 2015 - 06:59 PM, said:

(...)
Kintaros are designed for missile spam. Be it SRMs or LRMs, pick your flavor of the day and tape that button down!

Griffins are the advanced version of the Kintaro. Less missiles and more sniping, but has several tricks for survival that can make it more durable than the Kintaro. Might be a good transition 'Mech from sniping to Missile skirmishing.

Centurions, the usually face-grinding brawlers, make surprisingly decent missile boats. Keep both arms free and use them as shields for very long survivability if done right.


Owning these 3 as LRM-boats i have to say:

Kintaro's quirks make them a really funny to play LRM spammer, and with more than enough ammo its simply awesome. Twinked mine to get a LLas and more ammo using the XL275:
Spoiler


Griffins arent that good at all. They are WAY better as SRM spammers. Instead, in the same weight class, ShadowHawks are way better due to the position of slots. This mech is really cheap to build and really effective:
Spoiler


Centurions are sub-par with the Hunchback. If u really want survavility and endurance of ur weapon payload in battle, the HBK-4SP can be beaten down. U can sacrifice one side of the mech and still retain half the firepower in all ur weapon systems. Again a really cheap and effective build:
Spoiler


#18 Macksheen

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Posted 07 February 2015 - 05:32 AM

For the new player, I'd suggest hunchbacks as they are a very good spend of your cash, are solid, and you can do darn near everything with that chassis. The 4J is a rocking LRM mech.

You might try on the thunderbolt though.

I personally would avoid the big, slow assault missile boats. As a newer player those are very risky, you may do well but if one light catches you you will be dead quickly and plenty of us hunt for those.

Trebuchet are also solid, but I do like h the hunch better

#19 SethAbercromby

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Posted 07 February 2015 - 06:37 AM

View PostDelphiAuriga, on 06 February 2015 - 07:17 PM, said:

Griffins arent that good at all. They are WAY better as SRM spammers. Instead, in the same weight class, ShadowHawks are way better due to the position of slots. This mech is really cheap to build and really effective:

Centurions are sub-par with the Hunchback. If u really want survavility and endurance of ur weapon payload in battle, the HBK-4SP can be beaten down. U can sacrifice one side of the mech and still retain half the firepower in all ur weapon systems.

Griffin's have high launchers that allow for easy firing over obstacles, decent survivability with its shield arm and has significantly better compatability with larger launchers. The SDH is decent, but imo it's not that much better unless your goal is LRM5 spam.

Centurions can sacrifice both arms and one entire torso and still retain their entire firepower, have impressive tube numbers and come with zombie lasers. If you want missile quantity, the Centurion has the Hunchback beat, but you need more strategic twisting.

#20 Rear Admiral Tier 6

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Posted 07 February 2015 - 08:48 AM

in OP:s situation i would go for the other Thunderbolts.





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