![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/davion.png)
Which Mech For Lrm Support?
#1
Posted 22 January 2016 - 02:16 PM
The Catapult-C4 : 2 energy and 4 missile and 1 Ams hardpoint. It has 2 small lasers and 2 LRM 20s.
Since I basically want to be LRM support this one looks great. And I have 2 small lasers for close combat. Even though it won't help much
Then there is one more Catapult I am looking at and that is the
Catapult-C1- 4 energy and 2 missile hardpoints.
Has 4 Med lasers and 2 Lrm 15s. Makes me feel better knowing I have those 4 med lasers but this is really about improving my skills as an LRM specialist.
This is what I need help with. I have one more mech which I didn't expect to see.
The KitFox-D
4 missile hard points
2 Lrm 15s, 1Lrm 5, 1 Narc
The reason I looked at this was the speed. It's a faster mech. Less tons and armor but still a fast mech.
What I am trying to figure out is should I go for all missile hard points and take advantage of using them and risk not having any other weapons for close range . or should I have some back up weapons. These three mechs are just the ones I quickly considered. As there are probably a few more suitable choices. Your feedback is greatly appreciated. Thanks.
#2
Posted 22 January 2016 - 02:17 PM
Don't be a lurmtard.
Just don't.
Edited by Appogee, 22 January 2016 - 02:17 PM.
#3
Posted 22 January 2016 - 02:22 PM
#4
Posted 22 January 2016 - 02:25 PM
CPLT-C4 is also good with 4xLRM10s
HBK-4J with dual LRM10s also works... but its crazy cooldown was nerfed recently, on top of global LRM cooldown nerf
Playing a LRM support take a lot more skill than you think. Positioning is key. You must have TAG or BAP. and you must not rely on your teammates for locks. Ask for UAVs.
Also... don't listen to the hate. You might see me (or others) in game offering free narcs for everybody
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
Edited by Navid A1, 22 January 2016 - 02:31 PM.
#5
Posted 22 January 2016 - 02:28 PM
Flutterguy, on 22 January 2016 - 02:22 PM, said:
That or the 4J...still prefer the 4J over the 4SP but I have both set up for LRM duty now. Why the 4SP? Structure quirks?
#6
Posted 22 January 2016 - 02:31 PM
Lyoto Machida, on 22 January 2016 - 02:28 PM, said:
That or the 4J...still prefer the 4J over the 4SP but I have both set up for LRM duty now. Why the 4SP? Structure quirks?
Superior structure, mobility, and laser quirks and it only loses 5% missile cooldown compared to the 4j.
#7
Posted 22 January 2016 - 02:31 PM
Appogee, on 22 January 2016 - 02:17 PM, said:
Don't be a lurmtard.
Just don't.
#8
Posted 22 January 2016 - 02:31 PM
Lrms do get a lot of hate though, be rdy.
#9
Posted 22 January 2016 - 02:39 PM
Yes putting LRMs on an assault is tempting but the only one that can still do it while carrying enough backup weapons and speed is the Warhawk in my opinion. "Boating" will more often then not leave you up the creek without a paddle...
#10
Posted 22 January 2016 - 02:46 PM
Hunchback HBK-4J. Even after the quirk reduction... 2x LRM 10 with 5 medium pulse lasers. Put some LRM 10 cooldown modules on it and some ammo. Stay mobile and stay with the team while chucking missiles and slicing off chunks of armor with the lasers. Careful of heat... fire control. As a medium you aren't penalizing your team much and doing good support. Those 10s are like having two 15s with quirks and modules.
If you're running with weight... don't go all in on missiles. At MOST... 50% weapon weight. (Ex 2x LRM 10 @ 10t and 5 Med Pulse @ 10t.) I call that a missile boat. Usually I'll call it ok at 25% to 33% weapon weight for LRMs.
For ammo quantity, its personal. I know that for my firing habits that if I take 25 salvos for any weapon I'll be ok for quick drops. CW drops require more ammo. Like I said.. it's personal. I have a buddy that can burn through 60 salvos in a match (missile/ballistics). He sprays and prays, I only shoot if I know it's a solid shot. <shrug> up to you.
![:)](http://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
Edited by Griffinhawk, 22 January 2016 - 02:48 PM.
#11
Posted 22 January 2016 - 02:51 PM
ChapeL, on 22 January 2016 - 02:39 PM, said:
Yes putting LRMs on an assault is tempting but the only one that can still do it while carrying enough backup weapons and speed is the Warhawk in my opinion. "Boating" will more often then not leave you up the creek without a paddle...
AWE-8R and BLR-1S are great LRM boats in their own right. Sure, speed is nice for angles/repositioning but it's not always necessary.
#12
Posted 22 January 2016 - 02:52 PM
Been a while since I posted, thought I'd jump back in with this fun question.
*** Disclaimer ***
I am an Inner Sphere Only pilot.
I guess it depends on 'HOW' you like to LRM. There are mobile ways, and pillbox ways. Being more mobile allows you to be 'less' a target to fast moving lights looking for pillboxes..
Pillbox builds allow you to rain ungodly amounts of steel from above, but do require a level of team support to succeed.
Mobile LRMs fall into the Medium mech category ( tho the Oxide can dump alot of LRM5s if you choose )
Mobile Medium King Had been the Hunchback J. I have been away for several months doing the Fallout 4 thing, and read that Quirks were muted. So...
But here are the Chassis that I did rather well in the Mobile Medium category. The Kintaro did well, the Trebuchet did really well. These mechs were designed to LRM to a degree. Other Mediums have the ability to LRM, but weren't really designed to ecel LRM'ing.
The Catapult is one of my favorite mechs. I love the limited JJ capability Decent Speed, and Dual Artemis LRM15. A great LRM machine. Other Heavys can LRM, but the mix of JJ, Speed, and FirePower allow the Catapult to do well. It is a bit squishy...
But ... bad team plays bad, good team plays good... you will never bail a bad team out as a LRM'er....
As Far as Assaults.... I think the Stalker is the King Pill Box, BUT... The BattleMaster, and Highlander
have also been know to add some pain to the other team via the LRM. Hell.. even the King Crab can drop an effective LRM 40 on others...
So... Pillbox, average mobility, or high mobility.
Edited by Flak Kannon, 22 January 2016 - 02:55 PM.
#13
Posted 22 January 2016 - 04:06 PM
#14
Posted 22 January 2016 - 04:16 PM
Flak Kannon, on 22 January 2016 - 02:52 PM, said:
Been a while since I posted, thought I'd jump back in with this fun question.
*** Disclaimer ***
I am an Inner Sphere Only pilot.
I guess it depends on 'HOW' you like to LRM. There are mobile ways, and pillbox ways. Being more mobile allows you to be 'less' a target to fast moving lights looking for pillboxes..
Pillbox builds allow you to rain ungodly amounts of steel from above, but do require a level of team support to succeed.
Mobile LRMs fall into the Medium mech category ( tho the Oxide can dump alot of LRM5s if you choose )
Mobile Medium King Had been the Hunchback J. I have been away for several months doing the Fallout 4 thing, and read that Quirks were muted. So...
But here are the Chassis that I did rather well in the Mobile Medium category. The Kintaro did well, the Trebuchet did really well. These mechs were designed to LRM to a degree. Other Mediums have the ability to LRM, but weren't really designed to ecel LRM'ing.
The Catapult is one of my favorite mechs. I love the limited JJ capability Decent Speed, and Dual Artemis LRM15. A great LRM machine. Other Heavys can LRM, but the mix of JJ, Speed, and FirePower allow the Catapult to do well. It is a bit squishy...
But ... bad team plays bad, good team plays good... you will never bail a bad team out as a LRM'er....
As Far as Assaults.... I think the Stalker is the King Pill Box, BUT... The BattleMaster, and Highlander
have also been know to add some pain to the other team via the LRM. Hell.. even the King Crab can drop an effective LRM 40 on others...
So... Pillbox, average mobility, or high mobility.
Most of the Stalkers have tube issues...makes the LRMs all streamy like CLRMs. AWE-8R for 60 tubes at once.
#15
Posted 22 January 2016 - 04:46 PM
The Stalker isn't great for LRM-boating. Only average. The engine cargo space is too small, being maxed with a 315 engine, giving you about 60 kph. With 60 kph you stay behind the crowd, get isolated, involved in close combat with light mechs. But the Stalker is not suitable for close combat, its too slow and not agile enough. If you have equiped all missile hardpoints with LRMs, you're too weak in close combat then. You'll have to rely on additional SRMs for close combat, leaving you with a 2-tube-based LRM-30 or LRM-40. That isn't great for 85 tons.
My best LRM boats, by far, are the Battlemaster BLR-1S and the Zeus-6T, both assault mechs. They are worth their weight in battle. They are much better than the Awesome AWE-8R. The Awesome is generally overated. It is too slow while suffering from poor close combat abilities. That is a deadly combination. For its pilots.
I'd like to suggest that you speed up your LRM boats as much as possible. 70 kph are a reasonable speed if you wanna stay with the crowd. Saves you from a lot of headaches and keeps the nasty light mechs at distance.
#16
Posted 22 January 2016 - 05:03 PM
Lyoto Machida, on 22 January 2016 - 04:16 PM, said:
Most of the Stalkers have tube issues...makes the LRMs all streamy like CLRMs. AWE-8R for 60 tubes at once.
The Mauler 1R can do all the tubes you want. It's got tonnage for plenty of ammo, mine has 2340 missiles. It's also got great quirks and you can run it with a 325xl.
#17
Posted 22 January 2016 - 05:14 PM
And please bring at least a couple medium lasers. LRMs can be effective, but LRM *boats* are never as useful as they seem on paper, mainly due to the situational effectiveness of the weapon and crazy spread of big volleys. Also, the heavier your mech, the more you should taper out LRMs are bring in different weapons.
I would recomment the HBK-4J, but I would agree with those recommending mediums in general. It's harder to dodge the rain if a faster mech is squirting it out, and 50-55 tons for IS is a pretty balaced weight given how much slot/tons/speed you'll need. LRMs on anything bigger serve better as secondary weapons, and anyone boating on assaults is too subscribed to the idea that more missiles = very dangerous robot.
You might be amazed at how many missile volleys can miss vs a good team.
Kitfox is probably a sub-par choice because it's not very fast, and those launchers really hurt it's options as far as back-up gear to defend itself. Ic you want cLRMs, I'd recommend the Mad Dog MDD-A with 6xcLRM5 (skip Artemis) at 60 tons. Chain-fire to mitigate heat scale and bring back-up weapons on the arms as appropriate.
Edited by Hornsby, 22 January 2016 - 06:14 PM.
#18
Posted 22 January 2016 - 05:18 PM
Mad Dog (10% missile cd bonus if do sidetorso pods with only 1 missile slot)
Timber Wolf-C (with energie hardpoint in the center torso for tag)
Stormcrow
Ebon Jaguar
Warhawk-B
IS:
Hunchback-4J (pretty strong quirks for missiles)
Catapult (except K2&Jester)
Orion
Stalker (but too slow imo)
Awesome 8R (same as Stalker)
Zeus 6T&9S2
Archer (when it comes in March)
#20
Posted 22 January 2016 - 06:03 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users