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Lrm Lights?


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#21 Kjudoon

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Posted 07 September 2015 - 09:54 PM

Because of this, I rebuilt my LRM Jenner. Changed it a little and have had a lot of fun.

#22 jss78

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Posted 08 September 2015 - 11:34 AM

View PostKjudoon, on 07 September 2015 - 04:03 PM, said:

It works well with an ERPPC, but you have to realize what it is. Long Range harrassment.

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":

Spoiler


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 :P.

(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 levitas

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Posted 09 September 2015 - 10:39 AM

This is probably about as good as you can get on a light:

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.

Posted Image

Edited by solar levitas, 09 September 2015 - 12:49 PM.


#24 jper4

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Posted 12 September 2015 - 04:51 AM

ah the good'ol Locust LRM dingy (cause it's too small to be a boat- and yes i'm trying to make LRM dingy a thing still :) ). I kept it for conquest back in the old super slow cap speed days because i'd be bored silly waiting for the box to turn blue so I tossed a couple LRM5s in and lobbed away. did keep a ML backup but yah once something that can stay close to you finds you you're out of luck. current using a hybrid dingy for the 3S- one LRM5, SRM2 and MPL on it. does a bit better since you have "some" up close weapons.

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 Christopher Hamilton

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Posted 22 September 2015 - 07:01 AM

regarding the commando - i have had some real fun with LRM versions - but i found that it is either 3 LRM5 plus Beagle plus TAG or a LRM10 plus a few lasers - otherwise they wont hurt as much as possible.
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 Bigbacon

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Posted 23 September 2015 - 06:20 AM

I have TONs O FUN with myst lynx prime with 2xLRM5, ECM, and ML...

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 Grayson Sortek

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Posted 25 September 2015 - 10:29 AM

When the adder first came out I ran one of my MW4 builds.

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 timff8

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Posted 25 September 2015 - 04:54 PM

Been covered by many before me but I think clan lights will do this alright, just because LRMs are so tonnage efficient on them.

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 CuriousCabbitBlue

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Posted 04 November 2015 - 05:53 AM

3 erml an one lrm 20 works wonders on a kit fox

also looks like your carrying a shield~!

#30 Thor Sten

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Posted 04 November 2015 - 12:07 PM

View PostGrayson Sortek, on 25 September 2015 - 10:29 AM, said:

When the adder first came out I ran one of my MW4 builds.

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 Fox With A Shotgun

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Posted 04 November 2015 - 03:29 PM

Adder or Kitfox is your best bet for LRM lights. IS LRMs are way too heavy for lights to carry without seriously sacrificing speed, armor, ammo or any combination of these if you're trying to do any real damage (LRM 5 just gets eaten up by AMS without doing much damage).

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 Bruce13F4O

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Posted 05 November 2015 - 02:31 AM

OBSERVATIONS: I am usually pretty set on having at least an LRM15 or a variation of launchers adding up to 15 tubes. The reason for that is that AMS systems will eat up so many of your missles that they become inneffective. My most effective LRM builds for lights have been the Raven 3L with an LRM 15 because of weight for tube counts and ECM or the Jenner Oxide (if you have one or are willing to purchase one when they are on sale) with 3xLRM5s BAP and either one SSRM or just regular SRMs. Also remember that TWO LRM 5s save you one extra Ton, Fire faster, and will not create Ghost heat.
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 Spetulhu

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Posted 05 November 2015 - 04:03 AM

View PostNightshade24, on 07 September 2015 - 09:34 PM, said:

LRM Raven, Jenner, Jenner IIC, Kitfox, Adder, etc are much more heavily built LRM light mechs out there and they are quite worth it for a LRM light job.


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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