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Lrm Boat - Help
#1
Posted 05 April 2015 - 03:11 PM
I would like to know which are the best MECH modules for an LRM Boat . Also which are the best Assault Mechs for an LRM boat . Catapults are fine however they can't carry much ammo
Thanks
#2
Posted 05 April 2015 - 03:55 PM
alby910, on 05 April 2015 - 03:11 PM, said:
I would like to know which are the best MECH modules for an LRM Boat . Also which are the best Assault Mechs for an LRM boat . Catapults are fine however they can't carry much ammo
Thanks
For Assault mechs that can boat LRMs, the Awesome and Stalker come to mind. Either one has plenty of missile hard points to work for the role. However, the Stalker has fewer tube count (number of LRMs it can launch in a single salvo) than the Awesome, but at the same given time the Stalker can place better secondary weapons and has nice hit boxes. Out of the mechs I know of, the Stalker is probably the better choice.
As for modules, Advanced Target Decay, Sensor Range for mech modules. For weapon modules whatever LRM sized system you are using Cooldown Module. (Example: If you have 2 LRm10s on your Hunchback 4J, you would want to have the LRM10 cooldown weapon module.) I would also suggest taking a UAV and possibly an Airstrike or Artillery Strike.
Personally, I recommend one to never boat LRMs. I always suggest a decent payload of direct fire weapons to compliment your LRMs, or your LRMs to compliment your direct fire weapons. My preference for mech building in a guide, if you wish to read it.
I also have guides on how to use LRMs, if you find them helpful:
- MWO: Forums - Lrms, Spotting, And You 6/20/13 Most current.
- MWO: Forums - Guide: How To Spot Should be covered in the guide above.
- MWO: Forums - Lrm Guide: Lrms Require Skill To Properly Use The first guide I wrote on LRM usage.
#3
Posted 05 April 2015 - 04:00 PM
My own builds that have LRMs on them, if you find these helpful.
MWO:Mechlab - KGC-0000
MWO:Mechlab - ZEU-9S
MWO:Mechlab - HBK-4J
MWO:Mechlab - STK-3F (Probably one of your better choices for your requests.)
MWO:Mechlab - TDR-5S
MWO:Mechlab - GRF-3M
MWO:Mechlab - BLR-1G
MWO:Mechlab - AS7-S (Can be placed on most Atlases last I recalled.)
I have omitted my lighter mechs with LRMs, as your request are for assaults. I also wish to note that not all armor values are exactly as I play these mechs. Adjust your armor to your preferences if you use any of these builds.
#4
Posted 05 April 2015 - 04:53 PM
Clan lrms don't benefit from ARTEMIS much, just protect the arms and sit a bit back as you are fast enough to reposition if you start in time, fire 2 and 2 15's or all 4 when not too hot.
Edited by Nik Reaper, 05 April 2015 - 04:54 PM.
#5
Posted 05 April 2015 - 05:10 PM
Summoner SMN-B "Suppressor" (5x c-LRM5+A, 1x c-AP)
It's the single most fun missile boat I've ever played. Just... resist the urge to hang back like a ***** and leech off the work of your team mates. Do that only if you're really banged up and wouldn't survive any more abuse. Otherwise: You have speed. You have armor. You have jump jets. You have more than enough ammo. Make use of that. Run with the assaults, pick whatever they're shooting at and suppress the hell out of that target. Use chainfire for a constant stream of missiles. If you are fighting at 250m it becomes borderline impossible to evade the missile hell, the constant barrage will throw any aim off and will make anyone back out. There's very little that can ruin someone's day like the suppression-Summoner.
Edited by Anassi, 05 April 2015 - 05:10 PM.
#6
Posted 05 April 2015 - 05:14 PM
That being said, the optimal engagement range for LRMs is ~300m. Just enough time for your missiles to converge and track, with minimal time for the enemy to respond. Used in conjunction with an Assault that's willing to, well, assault things, it is an extremely effective support tactic - since it makes it difficult for your chosen target to see and aim.
#7
Posted 05 April 2015 - 05:29 PM
Void Angel, on 05 April 2015 - 05:14 PM, said:
Wouldn't claim myself as much of an Atlas pilot anyway... But it's worked surprisingly well for me. At least give me credit that it's less boaty on the LRMs than other LRM Atlases you've seen. (I also find any more close range weapons and I tend to over heat too quickly. I have tried it with SRMs before...) Then again, my Stalker 3F has also been accused of being "a heavy Catapult LRM mech slapped with a Jenner light mech" and been called "ineffective". Meh. It works for me?
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#8
Posted 05 April 2015 - 05:57 PM
alby910, on 05 April 2015 - 03:11 PM, said:
The best Assault Mechs for an LRM boats are those assault Mechs doing all the hard work while the LRM boat hides 800m away and launches missiles that might or might not arrive at the target long after said assault mech killed it.
In other words don´t do assault LRM boats. An assault carries lots of armour. If all that armour hides far away from the battle your team doesn´t have enough armour at the front lines. Which means your front lines will crumble. And the enemy will swarm that sad, ponderous, helpless LRM assault Mech and kill it while it is alone and can´t run away.
Your post count reveals you as a beginner. Which is cool, mind you. But don´t commit the same error so many before you did. You won´t become a better player if you rely on assault Mech LRM boats. It makes you lazy and you will acquire bad habits.
I might sound snarky, but believe me when I say that this roads leads nowhere but the steering wheel underhive.
Edited by Molossian Dog, 05 April 2015 - 06:00 PM.
#9
Posted 05 April 2015 - 09:14 PM
Tesunie, on 05 April 2015 - 05:29 PM, said:
Oh, you get that one! I have seen a D-DC forego ECM to "boat missiles!" It literally had three LRM15 launchers, one Medium Laser, and TAG. It made me want to throttle him and cry simultaneously. For short-range Atlas builds, you want an AC/20 (by preference,) three ASRM6s, and a couple of Medium Lasers. A 340 Engine will round out your heat sinks and allow you to squeeze in enough ammo to kill people to death for several minutes of close combat (balance SRM v. AC depending on use in practice.) Something Like This. Use the Medium Lasers sparingly - they have the least damage/heat. Time to overheat on a heat neutral map is 17-37 seconds, depending on how disciplined you are about the lasers. The lasers are just there for discouraging lights and giving that extra few megajoules of "oomph" when you need to finish someone.
Comparably, your Atlas' time to overheat with just the lasers and AC falls exactly in the middle of the brawler's range - it's just a matter of fire discipline. The Atlas is a very tight chassis to effectively build on, somewhat counter-intuitively. You have a lot of tonnage, but your main weapon groups are all crammed into single locations, and your laser hardpoints are all low. Unlike the Stalker, which can support significant mixed arms by splashing some Medium Lasers and/or SRMs into a long-range build, the Atlas has to choose to specialize - or be outgunned at all engagement ranges. If people are foolish and uncoordinated enough to stand in the rain, you're still effective on paper - just like a Medium LRM boat. But, if it comes down to a real fight, you'll be out-rained, out-sniped, or out-slugged whenever the showdown comes. But then, I think you've possibly heard me argue all this before.
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Molossian, a good LRM boat doesn't play from 800m - you'll waste half your ammo as people duck under cover or break your lock with radar deprivation and ECM. When I play my missile boat (and it is an Assault,) it's from just behind the front line of my forward assault 'mechs. That being said, there is definitely something to be said for not starting out with missile boat assaults. It's a fine way to farm experience for a Stalker or something, but you're absolutely correct that it can breed bad habits if the pilot isn't careful.
#10
Posted 05 April 2015 - 09:28 PM
That said I'm presently goofing off with this one.
CN9A
(and what everyone else said above)
#11
Posted 05 April 2015 - 09:48 PM
Void Angel, on 05 April 2015 - 09:14 PM, said:
Oh wow, at the time of finding this old video and posting it here, it has "333 views" and "3 likes". Heh. 4x3. O.o;
Anyway.
I would look over the assortment of mech quirks over at Smurfy -- which you've got about two dozen links to on this thread. Just hit the "Battlemechs" link on Smurfy and then "Mech Quirks."
There's a number of mechs that are LRM capable. I tend to prefer using heavies for the job, such as to have the speed to move along after dumping the payload. Never the less, the Stalkers and the Battlemaster 1S are my favorite assault mechs for LRM boating. I also enjoy the Atlas S for the disorienting 'spam' factor.
#12
Posted 05 April 2015 - 10:01 PM
#13
Posted 05 April 2015 - 10:47 PM
Modo44, on 05 April 2015 - 10:01 PM, said:
I only agree with you on the last sentence. The rest of what you say is false. If you bothered reading the advice above you would see that there are ways to be effective. Don't give people bad information just because you don't like something.
Luck-based? It's one of the easiest weapons to actually shoot someone with. If you know how to make use of that fact. That might be the biggest disservice it does for a new player.
Maps: you will be less effective on some maps, not useless.
ECM can give you trouble, but you should never use a loadout with only one weapon system. ECM can be countered by several things as it is, i.e. BAP on you, on a team mate, UAV, PPC, TAG.
Also don't put anything smaller than a 15 launcher, maybe a 5+10 if your mech doesn't have the tubes for a 15. I think a 30 volley is best to use.
If you aim, as stated above, for an engagement range of 300m hardly anyone will be able to dodge your volley. At longer ranges only fire experimental shots or to push that enemy off that ridge. You probably won't get damage from it, but it's another nice little suppression weapon. People hear that alarm of incoming missiles and they run for cover.
I can't stress how helpful to a team a little suppression can be.
Edited by Romeo Deluxe, 05 April 2015 - 10:50 PM.
#14
Posted 05 April 2015 - 10:52 PM
Romeo Deluxe, on 05 April 2015 - 10:47 PM, said:
Also the easiest one to counter by using ECM, cover, and direct fire DPS. There is a reason LRMs have no place in competitive matches since forever.
#15
Posted 05 April 2015 - 11:25 PM
#16
Posted 05 April 2015 - 11:32 PM
#17
Posted 06 April 2015 - 02:35 AM
http://mwo.smurfy-ne...640db4066fae870
it is best used sticking with the team and throwing LRMs from about 250-500 meters from the enemy, chain fire the launchers and try to keep your TAG on the enemy.
it can work as indirect fire but is far more effective using the TAG and direct fire, it can also work well for keeping the enemy suppressed (pinned down and reluctant to move from cover) while your team relocates
#18
Posted 06 April 2015 - 02:51 AM
alby910, on 05 April 2015 - 03:11 PM, said:
I would like to know which are the best MECH modules for an LRM Boat . Also which are the best Assault Mechs for an LRM boat . Catapults are fine however they can't carry much ammo
Thanks
Best chassis for LRMs by weight class IMHO. CBill purchase only.
Assault (A serious, fast LRMboat)
Battlemaster 1S
Stalkers are notoriously good, but I find them too slow.
Awesomes have all the problems as Stalkers and worse hit boxes.
Heavy (This is a serious LRMboat.)
Orion VA
Mad Dog (if you MUST use a clan mech. ack barf)
Medium (These are LRMishers. You go out and get your locks and don't play passive.)
Kintaro 18 (the best medium, but very very close behind is: )
Kintaro 19
Shadowhawk 2D2
Griffin 3M
Light (these are IS light harrassers, where LRMs add flexibility, and don't boat them)
Jenner F (The 2 missile hardpoint version. great harrasser)
Panther Z or 10K
The Oxide is the best but that is a hero mech and must be bought so I don't recommend it unless you MUST have an LRM light.
Otherwise, you must look at the Kit Fox for clan mechs (ack barf).
#19
Posted 06 April 2015 - 03:38 AM
alby910, on 05 April 2015 - 03:11 PM, said:
Are you sure? My Catapult A1 carries 7 tons of lrm ammo (which is 1260 missiles) and 2 tons of streak srm ammo (which is 200 missiles). How is that "can't carry much ammo"? Did you make enough space for your ammo in the first place?
Well...if you randomly fire at anything that moves at random ranges then maybe 9 tons might not be enough...
#20
Posted 06 April 2015 - 04:44 AM
dragnier1, on 06 April 2015 - 03:38 AM, said:
Well...if you randomly fire at anything that moves at random ranges then maybe 9 tons might not be enough...
...and this is why your own line of sight is the best bet. You can see before your missiles even arrive if they are going to hit or the opponent is hiding under the bed sheets.
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