Tyman4, on 18 February 2016 - 01:00 PM, said:
Ecm stops it
radar deprivation stops it
breaking lock stops it
your spotter has to hold a lock for 2 minutes to kill something
AND, 1 AMS with overload stops it...
This build is worthless. Either go up to a volley of 40, 60, or 90, or bring something else.
Personally, I prefer the 60 or 90 because it lets you alpha someone for a significant amount of damage. But if you are going to take lrm5 just go down to streaks or srms.
Rant done
Tyman4
Considering light to heavy mechs aim for total "salvo" of 30 LRM's. I see nothing wrong with the mad dog with 6 LRM 5's.
Especially considering the Catapult A1 with 6 LRM 5's is still live and well. Also nothing stops you firing an alpha besides a lil heat spike or firing in 3's thus evading AMS better than any other Clan LRM due to the stream effect. It'll avoid ams more if you fire 6 LRM 5's in groups of 3's than if you got twin LRM 15's or 20's for a clanner.
Why are you not complaining about the 6 LRM 5 catapult or 5 LRM 5 Kintaro? why specifically the mad dog?
Also most of your points (quote:
Quote
Ecm stops it
radar deprivation stops it
breaking lock stops it
your spotter has to hold a lock for 2 minutes to kill something
AND, 1 AMS with overload stops it...
goes for any other missile weapon out there in MW: O right now besides NARC....
Also Radar deprivation doesn't stop it.
Breaking lock stops it... kinda similar story with all other weapons don't you think? most of the time when you lose lock is when they are fully out of sight... hard to hit someone with a gauss rifle when they are behind a mountain.
You do not need to require a spotter to allow you to participate in battle, even then it won't be two minutes.
Let's use a 100 ton mech example as a target. LRM 5 has tight grouping so basically nearly every LRM hits the CT, but for practice sake of this discussion let's pretend 1 of the 5 LRM missiles will always miss or get shot down by AMS or so.
6 x (5 - 1) = 24 damage per 3.5 seconds. 7 seconds will do 48 damage, 10.5 seconds does 74 damage. 14 seconds does 98 damage [100 tonner is cored now, if you are the only one firing... otherwise he's dead], 17.5 seconds and it's 122 damage [dead atlas is dead].
14 seconds to kill say an atlas at any range under 1000 meters and after 180 meters as long as he is facing towards you... With team work he's long dead. But that's ignoring the cooldown module that cuts that off by... 10% was it? Oh and let's not forget this is a situation where 1/5th of the missiles are gone via ams/ missing the CT. some wide profile mechs like an awesome or kingcrab may catch every single LRM... Smaller mechs due to smaller hitboxes will have more 'misses' but the LRM 5 is one of the better missile options to kill a light mech besides SSRM's.
LRM 5's standard is also far more accurate than an LRM 10 with artemis, let alone a LRM 15 and LRM 20...
What other good traits are easily observable here... oh yea, due to the wait saved with doing this build. You can easily have stronger backup weapons, rather it be ER large laser or many medium lasers /w bap.