Some tips.
Smaller launchers hold tighter groups and have faster cooldown. An lrm5 is 2t and lrm10 is 5t. Lrm5 hold a tighter pattern than Lrm10s. The Hunchie 4J is a great lurmer but is heavily quirked and that might not last much longer. Basically any IS medium that can hold 4 lrm5 is going to be comparable to the 2 lrm10 Hunchie.
The 20 tube count is a sweet spot for a balanced IS medium lurmer.
Chainfiring multiple lrms is called spamming, they hit continuously causing endless screen shakes and explosions for the target, this seriously impairs their ability to fight. Lrm5s have the fastest cooldown. Any medium that can boat 4 lrm5 can achieve this affect. 2 of the cbill available Kintaros and the Hero can, and the 4th is a quirked laser boat that has 3 missile hardpoints, good for srms or streaks. Shadow Hawk 2D2 also has 2 energy and 1 ballistic points and Jump Jets. Trebuchet Loup De Guerre is also a high flyer with 4 missile and 2 energy points. Griffin 3M and 2N both have 2 energy and 4 missile points jj and the 2N has ecm. All of these mechs but the Shadow Hawk can boat 4 srm6, the KTO 18 can run 5 srm6 (nasty).
You can alpha 4 srm6 with out ghost heat and these jj mediums are tons of fun to poptart with srms. Hide behind low cover and watch for targets or use a seismic sensor and jump strait up and shotgun all 4 launchers and fall back. If they don't have LOS they have no idea where it came from usually. I call it rockets from the sky gods.
Plenty of variants of these that can carry 2 lrm10 or 1 lrm10 and 2 lrm5. Doesn't do the chainfire rattle as well because of a pause beore the missiles reload. But are very servicable. You get a chance with all these chassis to explore other fighting styles. These builds can alpha without ghost heat
Most of these mechs are fairly cheap as well.
Mediums can be fairly fast which means you can take advantage of positioning Heavies and Assaults can't. This makes hunting the flank for your own targets much safer. Lurming comes down to positioning and situational awareness being everything.
Anyone can boat lrms and do ok as easy as the hitscan meta. Being a highly proficient rain dancers is one of the most difficult jobs in this game.
Lights are your enemy because even brawlers have a hard time with a couple of them. You need to stay aware of where the enemy lights are at all times and why your main objective should be to stay in the pack until you learn the maps and how to mitigate lights. Its a waste of ammo but if you get a chance to bomb a light, prudence says spend it and kill him.
My favorite mech and build
KTO-18(C)
With a lrm5 cooldown module + modest cooldown quirks this mech produces a never ending stream of lrm5. You can switch up and snipe from a decent range with the adv. zoom module and erll range module. Lrm5 range module is worthless because of travel time, 1125m is about 10 sec.
A build for the Catapult.
Smurf builds take a min, had that link on hand. So a sc for this one.
Chainfire is a must because of ghost heat. Be aware that chainfire spaces them out, don't just go on blast, thats not as much ammo as it looks like. The A1 is hard to protect because fighting lights with srms takes practice.
Edited by Tractor Joe, 13 December 2015 - 04:25 PM.