

Lrm Lights?
#21
Posted 07 September 2015 - 09:54 PM
#22
Posted 08 September 2015 - 11:34 AM
Kjudoon, on 07 September 2015 - 04:03 PM, said:
I don't see why it shouldn't do as well as this one either which packed only one LRM5 I'm sure 2 woule have been better.
Yeah, I seem to be getting pretty good games out of my PNT-8Z "lurmisher":
There's a pretty nice synergy between the ML's, LRM's, and the BAP giving locks within 360 m, which is where I want to stay anyway to bring my ML's to bear also. If the cover/ECM situation is bad for LRM's, I can fall back to playing a "normal" direct-fire Panther for a while.
It's fun for a change of pace, anyway, and like so many things it seems to be good enough for the tier where I'm at

(I was going to comment on the amount of ammo you had in your Youtube videos, but LRM 5's with cooldown module/quirks do seem to run through ammo pretty quickly.]
#23
Posted 09 September 2015 - 10:39 AM
http://mwo.smurfy-ne...bc91b457b506046
High mounted lasers for 21 damage at a decent range, lrm30+Artemis, and 810 lrms.
Take a uav and make peace with the fact that ecm may force you to lean on your lasers.
You could bring lrm10s to fit a CAP, but at that point you aren't scary against anything.
Edit: Just tried it. This build can do some serious work. That said, I'm pretty sure this was a crap tier game.

Edited by solar levitas, 09 September 2015 - 12:49 PM.
#24
Posted 12 September 2015 - 04:51 AM

tried it in the commando but not as fun- then again commandos have been a trial for me since I bought them- almost mastered though. Jenner could work since you can still have a decent amount of energy slots with it. Jss78's build looks like fin though- may have to try it.
#25
Posted 22 September 2015 - 07:01 AM
it is nowhere as good as anything else but a nice filler for 25 tons of fun during a light raid in CW - no one expects LRM Support on a light raid.
#26
Posted 23 September 2015 - 06:20 AM
it doesn't do all that well but the speed and JJs you can just jump around and launch and run. Works best on the swamp map.
Edited by Bigbacon, 23 September 2015 - 06:20 AM.
#27
Posted 25 September 2015 - 10:29 AM
2xLRM15 with 720 ammo, 2xML, and 1xFlamer because I couldn't remove it at the time.
I was able to get lots of dmg, component destructions, and kill assists. I had to keep my head down for most of the match, then during the brawl phase I would target energy heavy builds and give them the flame. I didn't do a lot of damage during the brawl part, so I just tried to stick with teammates and give them as much support as possible.
#28
Posted 25 September 2015 - 04:54 PM
Really this is something I'd put on a kitfox just because it lets you do what it does best; max fire support per tonnage. Slap an ECM or 3 AMSs on there too and it should do fine, or as well as a support light can.
#29
Posted 04 November 2015 - 05:53 AM
also looks like your carrying a shield~!
#30
Posted 04 November 2015 - 12:07 PM
Grayson Sortek, on 25 September 2015 - 10:29 AM, said:
2xLRM15 with 720 ammo, 2xML, and 1xFlamer because I couldn't remove it at the time.
I was able to get lots of dmg, component destructions, and kill assists. I had to keep my head down for most of the match, then during the brawl phase I would target energy heavy builds and give them the flame. I didn't do a lot of damage during the brawl part, so I just tried to stick with teammates and give them as much support as possible.
I have used pretty much the same build (2xLRM15+5Tons of Ammo, 2xER-Med-Laser) and came to similiar results. Stick with the others, maybe scout a little ahead. Ädders can take quite some punishment, so it's OK to take a few hits while scouting, but don't go to far, or the others won't catch up with you.
#31
Posted 04 November 2015 - 03:29 PM
If you're literally going to be doing nothing but lurming:
ADR-A LRM40
KFX-C LRM40
ADR-A LRM30 / TAG / NARC
Note that the adder can at least have a tag to help with LRM accuracy and targeting, while the kitfox can't. The kitfox also carries 1 ton less ammo, which seriously hurts its long term damage.
Edited by ArcturusWolf, 04 November 2015 - 03:30 PM.
#32
Posted 05 November 2015 - 02:31 AM
TACTICS: I have run the commando with LRMs before. In order to counter AMS with a low tube count I would try to fire at the other mechs that are equal to or less than 500m away. A good way to do this is to shadow the assaults and wait till the engagement starts then begin firing. Remember that you still dont need Line of Site for this (I wouldnt recommend it). People will not worry about the LRM 10 launcher, but it adds up. Those same People will write you off until there armor is cored as well. Good luck and Have Fun.
#33
Posted 05 November 2015 - 04:03 AM
Nightshade24, on 07 September 2015 - 09:34 PM, said:
Aye. My LRM KFX carrying two LRM-5 and two LRM-10 + Active Probe is often more useful than the other variants I have. I'm helpless if someone closes in, but with the speed I have I can usually run to a team mate for help. Often I don't even need help - I can relocate fast enough to avoid lights looking for me. It's the first mech to score me three kills in a match, and I got Creeping Death too. Just stayed behind friendlies and rained death on everything. LRMs spread, that's true - but getting rear shots on damaged mechs will hurt them.
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