Nathaniel Johns, on 22 January 2016 - 02:16 PM, said:
*snip*
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.
The first thing is that you never, ever have to go stock. And pretty much never should. What a 'Mech comes with should never be what you judge it on, but rather what it can be built into.
It's also good to note that there's actually two different kinds of LRMs. Inner Sphere LRMs are generally fired in large clumps, which are more AMS resistant and hit simultaneously versus over a second or so. They have a dead-zone of 180m- anything they hit before traveling that distance takes no damage as the missile fails to arm. IS LRMs fire faster than Clan ones. The launchers are the heavier of the two types.
Clan LRMs fire in a stream of singleton missiles, hence it takes longer to get a launcher on the way. They also reload more slowly. On the other hand, Clan LRM launchers are half the weight of IS ones and will do reduced damage rather than zero under 180m- the closer they are to point-blank range, the less damage they inflict.
I'd stick to medium or heavy chassis- the ones mentioned above are excellent choices, and I commonly use an Orion myself. One oddball favorite of mine is the Cataphract-2X. Why? It's sort of a hybrid. They get a 20% bonus to missile cooldowns and a 10% boost to missile -velocity-, which effectively increases their accuracy. Unlike most IS 'Mechs, the -2X fires from it's 2 missile hardpoints in groups of 6- this means an LRM 15 launches as a trio of 6-6-3-missile clusters (with the 2xLRM 15 I have on it, that's actually 12-12-6-missile clusters) that hit in a tighter pattern than a normal IS LRM 15. Three energy hardpoints let you mount TAG and a few lasers with no problems, though IMHO the single ballistic slot is a waste (with smaller launchers you could fit something more than an MG, I suppose).
Always have backup weapons to your LRMs, which will be useless or considerably less useful up close depending on whether it's IS or Clan. Ideally, it's something you can add in when at the usual accurate range for LRMs- 500m or less. Even standard medium lasers will at least slightly burn something inside that!
Don't consider LRMs long-range weapons, even if they can travel 1000m. The velocity is so low as to make avoiding them very, very easy at anything much more than 600m, and 300-500m is probably ideal.