

Lrm Lights?
#1
Posted 05 September 2015 - 06:41 PM
I don't think it would work in Skirmish, and it definitely has too few ammo for any serious match, but it works great in Conquest. I'm thinking of trying this with slightly heavier Lights so I can do more damage before I run dry, so feedback would be appreciated.
In Conquest, being a Light means I can rush the enemy's base extremely quickly (and also disengage quickly). That helps with survivability.
Once at the base, I pose double threat--I'm capping, and I'm also spamming missiles on them. This is sure to pull at least 2 enemy Lights from the front line. I usually get a few Mediums too--I think no one expects a paper Locust (gravity could 1-shot me!) to be the one carring LRMs, so they brought backup, just in case.
Once I see them approach, I just run the heck away. You're NOT going to chase down a speed-tweaked Locust. And if they do, that's more time they are spending away from front line. After relocating, I can start spamming away again. It's like LRM boats--EXCEPT FUN (and less useful as far as damage goes)!
My personal score has been tiny (I can barely do any damage with all the ECMs and only 2xLR5s). But I think I'm very capable of sowing chaos everywhere!
#2
Posted 05 September 2015 - 06:45 PM
5 lrm-6 and 1 srm-4 backup or even 6 lrm-6 with incredible speed... awww
right now kit fox and adder are both decent as lurm lights, capable to bear solid punch and decent amount of ammo, kit fox has ecm too
#3
Posted 05 September 2015 - 07:04 PM
bad arcade kitty, on 05 September 2015 - 06:45 PM, said:
5 lrm-6 and 1 srm-4 backup or even 6 lrm-6 with incredible speed... awww
right now kit fox and adder are both decent as lurm lights, capable to bear solid punch and decent amount of ammo, kit fox has ecm too
Can the new Jenner carry that much weight? An LRM5 weighs 2 tons, and the Jenner is a 25 tons class. I imagine I could pack a similar loadout into Oxide, but ....the IIC seems so much cooler with the chicken leg (yes, I already pre-ordered it. I'm a suck for chicken-legged mechs).
--edit--Oh, Clan LRMs are only 1 ton each? Well..that's new to me. So...more free firepower for no apparent reason? That's pretty insane.--end edit--
How fast does the Kitfox and Adder go? I recall they were actually pretty damn fast, and armed to the teeth. I never liked mechs with hands though, so I have stayed away from the both of them so far.
Edited by Xoco, 05 September 2015 - 07:16 PM.
#4
Posted 05 September 2015 - 07:19 PM
Xoco, on 05 September 2015 - 07:04 PM, said:
--edit--Oh, Clan LRMs are only 1 ton each? Well..that's new to me. So...more free firepower for no apparent reason? That's pretty insane.--end edit--
How fast does the Kitfox and Adder go? I recall they were actually pretty damn fast, and armed to the teeth. I never liked mechs with hands though, so I have stayed away from the both of them so far.
Jenner IICs are 35 Tons. It's clan, so it uses 1 ton LRM5 launchers.
You have roughly 5 tons of LRM ammo if you pack 6 CLRM5 launchers, while moving at 150kph.
I don't recommend an Adder or Kitfox for pure LRM. Any light who sees you will immediately mark you as a juicy target, if an assault LRM boat isnt around.
Edited by GreyNovember, 05 September 2015 - 07:21 PM.
#5
Posted 05 September 2015 - 07:25 PM
if you run them lurm you have to get at least 1 med laser as a back up and be careful staying with close to your team... well like any lurm boat except you can wander further
#6
Posted 05 September 2015 - 07:58 PM
Edited by Dan Baxter, 05 September 2015 - 08:00 PM.
#7
Posted 05 September 2015 - 09:29 PM
I ran the Commando 3A with dual LRM5's to good effect - the medium lasers weren't needed because you will lack the armor to put them to use for long.
I was using LRM's with my Locust 3S but then switched to SRM4's after being completely obliterated a half-dozen times in a row.
Let's keep the pressure on and maybe we will get a Javelin before years end!
#8
Posted 05 September 2015 - 11:34 PM
2 lrm-5 3 ml or something like that, but 2 lrm-5 are of a rather weak effect imo
Edited by bad arcade kitty, 05 September 2015 - 11:35 PM.
#9
Posted 06 September 2015 - 12:36 AM
http://youtu.be/iffLrluf2n4
They work great on assault too.
http://youtu.be/32DSQxOt4Ko
The lrm action gets going midway in the second video and it startz slow but you will cheer by the end.
The first video is a greT long range harrasser game.
#10
Posted 06 September 2015 - 12:57 AM
#11
Posted 06 September 2015 - 08:15 AM
#12
Posted 06 September 2015 - 08:37 AM
#13
Posted 07 September 2015 - 03:58 PM
I'm been experimenting with a PNT-8Z "light lurmisher" -- 3xML in the arm, 2xLRM5, and BAP to help targeting. Seems to work somewhat, but I've never really run LRM's at all.
I already have my heavy laser and ER-PPC panthers (9R, 10K), so I'm just trying to think of something for the poor old 8Z to do.
#14
Posted 07 September 2015 - 04:03 PM
jss78, on 07 September 2015 - 03:58 PM, said:
I'm been experimenting with a PNT-8Z "light lurmisher" -- 3xML in the arm, 2xLRM5, and BAP to help targeting. Seems to work somewhat, but I've never really run LRM's at all.
I already have my heavy laser and ER-PPC panthers (9R, 10K), so I'm just trying to think of something for the poor old 8Z to do.
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.
(Match gets really nuts at minute 5)
#15
Posted 07 September 2015 - 04:54 PM
#16
Posted 07 September 2015 - 05:04 PM
I haven't had much success with LRMs on IS lights to be honest, it just seems like the payloads are too puny, ammo is too limited, and ams shoots down most of it. And even if you do hit, it's not precise. I've had limited success with the Oxide, however, simply because it can mount more tubes.
I haven't played too much Conquest though, but even then I like lights with lots of lasers which allow you do engage quickly and go where you need to go. LRMs might be an effective distraction in Conquest, but I prefer the ability to reliably do a lot of damage in a short amount of time.
#17
Posted 07 September 2015 - 05:11 PM
#18
Posted 07 September 2015 - 05:40 PM
#19
Posted 07 September 2015 - 06:33 PM
It is a mech build back from my mech 4 Days, and honestly it works pretty well i must say.. It doesn't have a ton of ammo, but i find dropping to LRM10, i just end up with tons left.. Id rather just run out at the end of the match, than have 2 tons left over.. though perhaps going LRM10, and adding 2 heat sinks might be better for some, but honestly it barely bumps the DPS, and only a few % heat bonus.. You could also add the heat sinks, and drop the tag for another laser, and use the LRM's much more as a secondary weapon, or longer range skirmishing, But honestly at that point i would just load up an SRM6 instead. Play around see what you like.
Behold the Classic LRM raven!
http://mwo.smurfy-ne...98b59c4e474246e
Edited by JC Daxion, 07 September 2015 - 06:34 PM.
#20
Posted 07 September 2015 - 09:34 PM
GreyNovember, on 05 September 2015 - 07:19 PM, said:
Congratulations- you just described any LRM orientated mechs.
"but catapult has 2 more lasers then the adder and jumpjets!" sure, the kitfox and adder are also about 20 to 40 kph faster then the average LRM catapult C1 and thus can run away from most enemies, reposition better to strike, and if it can't out run the enemy it at least leads it to the team.
back to the OP:
Locust, Commando, Arctic Cheetah, and mist lynx can be used for LRm's but it's the most viable- not saying you shouldn't try, but a high skill cap is required and in group que you better hope you are not awaiting for a ROLFstomp- granted you would not be able to survive a 6 to 12 match that is already 2 minutes so far in the game but an LRM locust feels even more helpless then a mech that can at least reliably shoot.
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.
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