Jump to content

Blr-1S


  • You cannot reply to this topic
13 replies to this topic

#1 bruceisnice

    Member

  • PipPip
  • Survivor
  • 27 posts
  • LocationQuebec, Canada

Posted 13 March 2015 - 01:35 PM

Sooo...

I was trying to master the BLRs and after the 1G and 3M, the 1S caught my eyes.

I'm a 99% laser guy on all my builds, but I finally decided to do the unthinkable and try to configure a Mech as a Missile LRM focused boat.

Without much expectations I must say.

But wow... the amount of damage and kills I can get in this thing with a decent PUG team is ridiculous. Multi 1200+ damage games and 4+ kills games.

So I guess, being a newb to LRMs, Im asking the LRMs veterans out there the following questions:

1) Would Artemis make a big difference for this loadout (4xLRM10s) in term of damage output?

2) Would Tag make any difference for me, considering Im not the fastest mech around and I don't really want to expose myself if not necessary?

3) Any way to improve this build in your opinion? IE, I'm still unsure if I should stack all ammos on one side of the torso, or if its better to leave them as is, kind of padded on both side.

4) Case is of no use AT ALL with an XL engine setup like mine right?

5) Does firing all 4 LRM10 at the same time make the missiles more "loose" and dispersed (kind of like an LRM20), meaning less of them will hit the target, or do they just stack in the same "space" since they are LRM10s?

6) Also, can the 1S be run successfully with SRMs? Any common builds?
Looking for any insights.

And also suggestions for another mech that could LRM in a comparable way in the heavy category (Catapult I guess?). What I like about the BLR-1S is I can charge in to close a game for my team at the end.

Almost forgot: running this atm: MakeItRain40

Edited: Added Q#5 and 6

Edited by bruceisnice, 13 March 2015 - 01:42 PM.


#2 TwoPair

    Rookie

  • Overlord
  • 6 posts

Posted 15 March 2015 - 12:37 AM

I just started running the Battlemaster 1s with 4 SRM 6's, (no artimis on it yet) gives it a nasty in your face punch. 4 ML's take good advantage of the quirks no problem scoring 2 kills a match if I'm carefull.

Tried a BattleMaster with 4 SSRM 2's and a BAP....... Excellent at killing light mechs, and if I could have fit it in would have named it raven's bane, because half my kills were ravens of some type. Though I didn't find the dmg to be worth the weight when faceing anything other than a light.


As to what to mount, everybody's play style is different, my advice is to build it and take it out and try it. My personal experience with the TAG is that the things you need it against are either to fast to keep it consistently on with terrain, or nasty enough that you don't necessarily want the face time (atlas d-dc twin UAC-5's).

#3 Flywheels

    Member

  • Pip
  • Bridesmaid
  • Bridesmaid
  • 10 posts

Posted 18 March 2015 - 12:23 AM

on my blr 1s i run 4 lrm 10's (no arty). 3 med pulse and 1 tag rest in ammo i think the engine is a 325 xl. it does ok. not as good as some other lrm boats but it holds it own

#4 Aranzor

    Member

  • PipPipPip
  • The Referee
  • The Referee
  • 80 posts

Posted 18 March 2015 - 07:45 AM

Probably will catch hell for this but why not.

I also have a 4x LRM 10 BLR-1S so here are answers to your questions based on my experience:

1. Artemis greatly improves lock-on time and increases your time to track. This means that you get faster locks and for longer time, barring any other factors. TAG will even further improve these bonuses, but NARC does not.

2. TAG is entirely essential (at least to me) because it makes you self-sufficient for finding targets. Sure, there's the possibility of a scout running NARC or TAG to assist you, but this puts you beholden to their targets and their skill. On a plus side, the high energy points in the chest give you a good vantage point to mark targets at a distance. This does hurt you on your backup weaponry, but it just means you have to compensate for it.

3. As I said before, I can't really see your build atm because the site is blocked for me, so unfortunately I can't really help there.

4. I believe that CASE would protect to some extent against a critical explosion but yeah, if that torso goes the whole things a wash so I wouldn't worry about it with the XL.

5. Missile Spread does appear to be dependent on not only the size of the launcher but the amount shot at the time. This is why I often switch between firing states depending on the circumstance (ie alpha fire for suppression, chain fire when focusing a mech). Chain fire is also a great way to conserve your ammo. I know it can carry a lot but I hate wasting the damage that could be used elsewhere later in the game.

6. I've seen some out there with success in this but in a very limited capacity. There are much better SRM boats out there, and I do not believe the damage would match what you're going to field with the LRM version.

#5 Inveramsay

    Member

  • PipPipPipPipPipPipPip
  • 621 posts
  • LocationStar's End

Posted 19 March 2015 - 11:19 AM

It isn't a great mech for SRMs, there are like the other say better ones out there.

My preferred build is linked below (2xLPLas, 2xLRM15+A, TAG, BAP, XL325). I'm not a big fan of the 4xLRM10 set up as you run in to ghost heat when firing all together and while the constant stream of LRMs are pretty they get effectively neutered when two or three enemies run AMS.

BLR-1S

#6 rangergord

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 47 posts

Posted 20 March 2015 - 08:13 AM

I also only run 2xLRM15A's in mine. Putting a missile system in the LT means the pod sticks up above the cockpit and makes an extra target, which is especially bad when running an XL. If you really want more than 30 tubes, I'd consider going 3xLRM15A. It weighs the same as 4xLRM10A and has about the same DPS, but less heat.

#7 rangergord

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 47 posts

Posted 24 March 2015 - 08:37 PM

Just to throw something else out there, now that the 1S has general missile quirks instead of LRM15 quirks, I just brought my SRM brawling 1S out of retirement and I think I'll be sticking with it.

#8 UndeadEdd

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 63 posts

Posted 25 March 2015 - 04:24 AM

Why waste awesome energy quirks (+25% range) on LRM?
BLR-1S
Hitting targets with quad LPL at ~500m for full damage is fun.
Though I guess spamming LRM from a safe spot, without the need to aim, while your teammates eat enemy fire is also considered fun, for some.

If I had to go LRM, I'd try this:
BLR-1S - 4xLRM5

Edited by UndeadEdd, 25 March 2015 - 04:28 AM.


#9 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,188 posts
  • LocationThe Far Country

Posted 25 March 2015 - 04:40 AM

View PostUndeadEdd, on 25 March 2015 - 04:24 AM, said:

Why waste awesome energy quirks (+25% range) on LRM?
BLR-1S
Hitting targets with quad LPL at ~500m for full damage is fun.
Though I guess spamming LRM from a safe spot, without the need to aim, while your teammates eat enemy fire is also considered fun, for some.

If I had to go LRM, I'd try this:
BLR-1S - 4xLRM5


I agree generally but those legs...that XL...too squishy for me. I run 4LPL with a STD335 and basically full armor.

#10 rangergord

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 47 posts

Posted 25 March 2015 - 09:11 PM

The range is nice, but the DPS on quad LPL is slightly better on the 3S than the 1S. As for the build, the XL is a tradeoff that can work, though I agree on the legs.

Edited by rangergord, 25 March 2015 - 09:15 PM.


#11 Tiamat of the Sea

    Member

  • PipPipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 1,326 posts

Posted 25 March 2015 - 11:39 PM

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

1) Would Artemis make a big difference for this loadout (4xLRM10s) in term of damage output?


Generally speaking, no. Artemis tightens your missile grouping and improves their turn rate, which is largely only useful for hitting very fast or very small targets- Lights and Cicadas. Those are enemies you should leave to people who have pulse lasers and other high-damage quick-fire weapons.

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

2) Would Tag make any difference for me, considering Im not the fastest mech around and I don't really want to expose myself if not necessary?


It would because getting your own target locks is very useful to improving yourself in the game with LRM use. However, the BLR-1S does not have the energy hardpoints to spare. What you've constructed is not really a missile boat, because those four medium lasers are actually pretty significant secondary weaponry. Removing one of those lasers, particularly given that the chassis is quirked for them (although less so than other BLRs) is not recommendable.

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

3) Any way to improve this build in your opinion? IE, I'm still unsure if I should stack all ammos on one side of the torso, or if its better to leave them as is, kind of padded on both side.


Consider reducing your ammo load a little bit in favor of heat sinks. I can't imagine you get close to running out of ammo that often, and four non-5 LRM racks triggers ghost heat with consistent fire. You don't really need 2k+ missiles, particularly given you're an assault 'mech and therefore part of your role is to be durable. Yes, even with an XL engine. I'd say dropping two-three tonnes of ammo for more heat sinks would be a good idea. You should also consider shunting some ammo out to the arms, since Battlemaster arms rarely take much fire. Finally, I would be extremely leery of keeping the legs underarmored while simultaneously stocking ammunition in them. Do one or the other of those two things, but not both.

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

4) Case is of no use AT ALL with an XL engine setup like mine right?

Correct. CASE prevents the ammo explosion from continuing beyond the component with CASE installed, but it does not save that location- so any ammo explosion WILL still lose you a vital component and thus your engine (or head, on the off chance that actually happens).

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

5) Does firing all 4 LRM10 at the same time make the missiles more "loose" and dispersed (kind of like an LRM20), meaning less of them will hit the target, or do they just stack in the same "space" since they are LRM10s?

Kind of both of these. The missile cluster will wind up bloated by the number of missiles you have firing, but the fact that they're all 10-racks means they'll cluster relatively tightly anyways. Imagine each 10-spread to have its own circle. When you fire them individually, these circles eventually take the same route. Fired as a group, they overlap mostly, but can't perfectly overlap at any point. It's not going to cause you serious problems unless you're, for some reason, trying to hail LRMs down on a Light 'mech.

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

6) Also, can the 1S be run successfully with SRMs? Any common builds?
Looking for any insights.

Absolutely! My own 1S uses two LRM-15s in the arms and a pair of 6s in the left shoulder, like so: BLR-1S Warlord . I find this thing an absolute blast to run- I huck missiles at long range until I run out of ammo, then I'm still fast and stompity to run in and bludgeon stripped things to death. Tonnes of fun.


View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

And also suggestions for another mech that could LRM in a comparable way in the heavy category (Catapult I guess?). What I like about the BLR-1S is I can charge in to close a game for my team at the end.


The Catapult unfortunately only ever has six hardpoints. You wind up having to choose between only missiles (terrible, since they're all arm-mounted and those rabbit ears are easy to clip), two missile and four energy (less missiley by far) and four missile and two energy (and since the energy are center torso, options there are limited).

The closest you're likely to get in the heavy class is the -V or -VA Orions, which have three and four missile hardpoints respectively and a mixture of energy and ballistic hardpoints as well that you can use to bulk out your damage potential. You can also sort of improvise a bit with the Jagermech-A, but other than that you just aren't going to have enough missile hardpoints at the same time as a decent number of other hardpoints in a weight class below Assault. You can almost do something similar with the Kintaro, but that's a Medium and thus a near-completely different beast altogether.

#12 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,188 posts
  • LocationThe Far Country

Posted 26 March 2015 - 06:32 AM

View Postrangergord, on 25 March 2015 - 09:11 PM, said:

The range is nice, but the DPS on quad LPL is slightly better on the 3S than the 1S. As for the build, the XL is a tradeoff that can work, though I agree on the legs.


You're right about the 3S (12.5% heat gen). I ran it on the 1S (10%) before the last quirk change when it was still 12.5% and because I hate LRMs. I'm actually running it on the Hellslinger (also 12.5%) now as a cash grinder. The 3S I haven't leveled yet, but it can do so many more things, though this will be my fallback if needed. :)

As for STD/XL...I know people run XL assaults, but I also know that I twist, shield and spread damage effectively. My humanoid assaults virtually always make the enemy take a ST before they kill me, so for me, the 78 speed isn't worth it over the 70 I have with a STD. The XL build is a bit cooler, but it's so, so much squishier. As a firm believer that assaults need to be able to soak damage as well as put it out, STD all the way for me.

Edited by Terciel1976, 26 March 2015 - 06:36 AM.


#13 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 26 March 2015 - 06:50 AM

View Postbruceisnice, on 13 March 2015 - 01:35 PM, said:

Sooo...

I was trying to master the BLRs and after the 1G and 3M, the 1S caught my eyes.

I'm a 99% laser guy on all my builds, but I finally decided to do the unthinkable and try to configure a Mech as a Missile LRM focused boat.

Without much expectations I must say.

But wow... the amount of damage and kills I can get in this thing with a decent PUG team is ridiculous. Multi 1200+ damage games and 4+ kills games.

So I guess, being a newb to LRMs, Im asking the LRMs veterans out there the following questions:

1) Would Artemis make a big difference for this loadout (4xLRM10s) in term of damage output?

2) Would Tag make any difference for me, considering Im not the fastest mech around and I don't really want to expose myself if not necessary?

3) Any way to improve this build in your opinion? IE, I'm still unsure if I should stack all ammos on one side of the torso, or if its better to leave them as is, kind of padded on both side.

4) Case is of no use AT ALL with an XL engine setup like mine right?

5) Does firing all 4 LRM10 at the same time make the missiles more "loose" and dispersed (kind of like an LRM20), meaning less of them will hit the target, or do they just stack in the same "space" since they are LRM10s?

6) Also, can the 1S be run successfully with SRMs? Any common builds?
Looking for any insights.

And also suggestions for another mech that could LRM in a comparable way in the heavy category (Catapult I guess?). What I like about the BLR-1S is I can charge in to close a game for my team at the end.

Almost forgot: running this atm: MakeItRain40

Edited: Added Q#5 and 6

Try this.
http://mwo.smurfy-ne...5008252c3eb8aed

There is a very specific reason for those launcher choices. 2 tons lighter , 2 points cooler.

10 tons of ammo should suffice really. That will give you 40 full volleys if my math is on. That's a solid battle load if you are careful with your missiles and don't just spam like vikings in a diner.

1. Yes, artemis. Your lethality in the end game will be crucial to you.

2. No. Tag is only necessary if you ditch the BAP. Even then, your better suited with ammo and armor.

3. You're running an XL, Just don't put it in the arms, and don't put yourself in a situation where they can take shots at you till you've burned through half your loadout. Soften them up first, THEN use the 3MPLs to finish the job.

4. The spread is what you're referring to. That's also why the 5s and 15s. The best two spreads in the game. And with Artemis, if you can see them, bam... nice and tight to tear them up worse.

5. Tried SRMs, but they seem to be a waste. Seriously, the strength in this mech is to hang back, soften them up and then charge in and finish them with better armor and secondary weapons than what should be left standing. You're in an XL, and with the size of the hitboxes, don't brawl.

My 1S is a much different variety because I made it into a fast flanker. No I'm not giving out the build. It's mean, but I'll give you a hint. It's the worlds biggest, meanest Kintaro and I can rack up thousand point games pretty well and scare people with the weapons loadout because they don't expect it.

As for a Heavy, same missile loadout on a ON1-VA. It's the Pain Train class. Your secondary weapons aren't as great, but let's face it, if you get into it where you need them, you're in deep deep doo doo. And I have won more than a few games with only my "Mighty Medium Lazor of DOOOOOooooooommmmmmmm!!!!"

#14 rangergord

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 47 posts

Posted 26 March 2015 - 06:55 AM

The other nice thing about the 3S is that unlike the 1S it has 3 energy hardpoints in each torso, which means you can put three LPL in one side for better corner peeking and the ability to fit one extra DHS in the torso, but unlike the 1G and 3M it doesn't have the negative torso twist quirk.

Edited by rangergord, 26 March 2015 - 06:55 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users