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Stop Building 6 Lrm5 Maddogs


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#101 wanderer

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Posted 18 February 2016 - 10:42 PM

View PostXimineto, on 18 February 2016 - 04:17 PM, said:

Well,i have 2 15 LRMs on my Mad Dog Prime,should i need to care????


Mostly about which pods you've got on it. MDDs actually can pull some interesting tricks, like putting all your guns on one side and swapping to C omnipods on the "dead" side, giving you a heavily armored/structured side to turn towards enemy fire and not get your weapons shredded. But the Prime works best with two decently sized launchers if you want to put it's missile quirks to best use and don't change any of it's pods.

#102 1Grimbane

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Posted 18 February 2016 - 10:44 PM

my average mixed build score is around 500, laser spam builds more like 600. but when i get on a good team with lights that flank properly, my 6 x lurm5 vulture usually nets a solid 1000 or more. i play a real real frantic lurm style constantly trying to maintain los and my big key is constantly switching targets, i won't focus on one for more than 3 or 4 chainfire cycles through all 6. then i switch and repeat, since i started doing that i'm way closer to getting the shredder achievement .
now the flip side of that is if they rush and our team is weak then i'm nearly useless and will start brawling at 250-300m and will even 100% of the time end up face-hugging the enemy while putting near useless lrm's into them. i have only gotten 3 kills from doing it up close like that and it was against almost cherry ct's gotta say it's a very fun time though. fast paced as i hate sitting in the back lobbing em lazily over a hill...

Edited by 1Grimbane, 18 February 2016 - 10:46 PM.


#103 Ex Atlas Overlord

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Posted 18 February 2016 - 11:13 PM

How'd losing to an LRM atlas taste OP?

A little salty perhaps?

Edited by The Atlas Overlord, 18 February 2016 - 11:14 PM.


#104 DovisKhan

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Posted 18 February 2016 - 11:35 PM

View PostRoadkill, on 18 February 2016 - 01:07 PM, said:

I sense much butthurt.

6 x LRM-5 Maddog is actually a really powerful Mech.

You don't have to chain fire the missiles, you know. And Ghost Heat on LRM-5s is pretty negligible. Plus you can carry backup weapons, so it's not like you're 100% reliant on the missiles anyway.


2 X LRM15 is still much better, you save 3 tons more to spend on whatever and the burst is stronger

#105 1Grimbane

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Posted 18 February 2016 - 11:55 PM

View PostDovisKhan, on 18 February 2016 - 11:35 PM, said:


2 X LRM15 is still much better, you save 3 tons more to spend on whatever and the burst is stronger

unless your running a dps lurm build... thats where the chain-fired 6 lrm's come in handy
i've tried it with 2 lrm10's and 4 fives but still not sure which i like better that or all 6 lrm5's

Edited by 1Grimbane, 18 February 2016 - 11:56 PM.


#106 crashlogic

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Posted 19 February 2016 - 12:37 AM

Ummmm no.
500 damage 1-2 kills and 6-8 assists is a pretty average match for any of my four 6lrm 5 mad dogs.
Yes I have the occasional 125 or lower match, but that's offset by my 1100 damage matches, or matches where I have four kills and 6 assists.
I have put Lrms on maddogs in every possible combination..my two favorites are 3x15s and 6 x 5s. Always run artemis, always run bap, lrm range and cooldown. Two medium lasers is not a bad way to say hello at the end of a match, and with fives I can always play whack a mole with peek and pokes. Is fun watching guys who get a missle warning from 5 lrms run and hide. More fun when I chainfire sixty because they don't hide.
Im not tier three because I run LRM boats, I am tier three because i love battlemasters.

#107 crashlogic

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Posted 19 February 2016 - 12:50 AM

View PostDovisKhan, on 18 February 2016 - 11:35 PM, said:


2 X LRM15 is still much better, you save 3 tons more to spend on whatever and the burst is stronger

except the two fifteens cycle much slower
I can get 60 in the ari for your thirty, and my lrms fives will hit in tighter groups and get more kills and more components.

#108 DovisKhan

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Posted 19 February 2016 - 12:50 AM

View Post1Grimbane, on 18 February 2016 - 11:55 PM, said:

unless your running a dps lurm build... thats where the chain-fired 6 lrm's come in handy
i've tried it with 2 lrm10's and 4 fives but still not sure which i like better that or all 6 lrm5's


Time to kill is shorter with LRM15 than LRM5, plus if you want an all out LRM mad dog, 2x LRM 15 + 2X LRM 10 will have ~2x+ faster kill time than 6 lrm5


Tested all kinds of combinations on my mad dog, came to the conclusion that carrying anything but 2x lrm 15 is excessive, you either sacrifice ammo or close range firepower.

It's much better to carry an additional 4x ssrm4 and several small lasers


As for tighter grouping - No, lrm 15 from a mad dog goes in pretty much the same stream as the 6 lrm5

Edited by DovisKhan, 19 February 2016 - 12:54 AM.


#109 crashlogic

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Posted 19 February 2016 - 01:09 AM

View PostDovisKhan, on 19 February 2016 - 12:50 AM, said:


Time to kill is shorter with LRM15 than LRM5, plus if you want an all out LRM mad dog, 2x LRM 15 + 2X LRM 10 will have ~2x+ faster kill time than 6 lrm5


Tested all kinds of combinations on my mad dog, came to the conclusion that carrying anything but 2x lrm 15 is excessive, you either sacrifice ammo or close range firepower.

It's much better to carry an additional 4x ssrm4 and several small lasers


As for tighter grouping - No, lrm 15 from a mad dog goes in pretty much the same stream as the 6 lrm5

Sorry to disagree, but none of this has been my experience. I get more kills, more assists and more components destroyed with 6lrm 5s than I did with 15's (or 10;s or twenties) and I don't have that painful time sitting there waiting for the launchers to recycle.

But I only have 161.5 hours in mad dogs, so I really don't know.....

Edited by crashlogic, 19 February 2016 - 01:15 AM.


#110 Nauht

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Posted 19 February 2016 - 01:09 AM

Hmm might create a pure lrm5 Mad Dog and name it Tyman4.

#111 Madcap72

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Posted 19 February 2016 - 01:35 AM

Catapult does the LRM5 better.


Maddog does 4 LRM15's pretty well, but the Ebon does that better too.

#112 Jeffrey Wilder

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Posted 19 February 2016 - 01:41 AM

View PostTyman4, 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


Depends on which Tier you're playing.

#113 DovisKhan

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Posted 19 February 2016 - 01:46 AM

View Postcrashlogic, on 19 February 2016 - 01:09 AM, said:

Sorry to disagree, but none of this has been my experience. I get more kills, more assists and more components destroyed with 6lrm 5s than I did with 15's (or 10;s or twenties) and I don't have that painful time sitting there waiting for the launchers to recycle.

But I only have 161.5 hours in mad dogs, so I really don't know.....



Experience may vary


But it's an objective fact that your damage is limited to the amount of ammo you carry, accuracy of both are ~36% and both hit the same components, so you can roughly divide your ammo count by 3 and that's your lrm dmg to (RT CT LT)


Now not having all 6 missile slots occupied allows you to carry ssrms, meaning that by default you are more versatile and if things don't go as planned - you are not as useless to your team


I often pull of ~400-500 dmg on losing matches and more of course on the ones that i win with my 2x lrm15, 4x ssrm4 and 3 sml


Everyone is free to play as they want, but some builds are simply more efficient than others.

Edited by DovisKhan, 19 February 2016 - 01:48 AM.


#114 Wolfways

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Posted 19 February 2016 - 02:22 AM

View PostXimineto, on 18 February 2016 - 04:17 PM, said:

Well,i have 2 15 LRMs on my Mad Dog Prime,should i need to care????

3xLRM5 = 3ton
1xLRM15 = 3.5ton.

With 6xLRM5 (instead of 2xLRM15) you save a ton (more ammo) and fire faster. You can also stream the 5's for annoyance factor (which I think you shouldn't be able to do) if there's no AMS around.

#115 Lily from animove

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Posted 19 February 2016 - 02:42 AM

Why? its fun! and it works, just usethem properly they cna dumpfire quite nice too.

you don't ened 2 minute locks, such nonsense. the 6 lrm mehc is supposed ot be a get a short lock, fire all racks to have a "cluster mode" like LRM instead of streams. And ams, yeha good luck shooting down that 30 cluster of lrm 5's won't shoot down much there.

together with 2 CERML the 6lrm5 doge works really nice. it's not meant to be a "sit bakc and let others lock for you" mech.

90lrm's? THAT is dump, because oyu won't even have ammo to properly stay on ammo an entire match.

View PostMister D, on 18 February 2016 - 02:33 PM, said:

why?
Because you're useless anyway.
http://mwo.smurfy-ne...f74694ec0b4418a


well, dunno lrm 15's without artmeis feel really bad, high locktime still too much spread to snipe CT's and the "streamtime" is what annoys me most, becaue good opponents hve too much time to hide and negate a majority of the streams damage. lrm 5 work nice because the stream si short and a majority of it may still hit when used on rather mid ranges.

View PostWolfways, on 19 February 2016 - 02:22 AM, said:

3xLRM5 = 3ton
1xLRM15 = 3.5ton.

With 6xLRM5 (instead of 2xLRM15) you save a ton (more ammo) and fire faster. You can also stream the 5's for annoyance factor (which I think you shouldn't be able to do) if there's no AMS around.



well 6 lrm 5 cause more heat due to ghostheat, but the stream is shrter, it both ahs it's ups and downs. but lrm 5's are just more fun.

Edited by Lily from animove, 19 February 2016 - 02:47 AM.


#116 SmoothCriminal

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Posted 19 February 2016 - 02:49 AM

Is it just me or do LRM5s (c/IS) feel like they have a tighter grouping than the larger launchers?

#117 Lily from animove

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Posted 19 February 2016 - 02:55 AM

View PostSmoothCriminal, on 19 February 2016 - 02:49 AM, said:

Is it just me or do LRM5s (c/IS) feel like they have a tighter grouping than the larger launchers?


yes thats why many prefer lrm 4's they tend to have better CT hit abilities over large racks that spread dmage more or even may partially hit the ground on smaller mechs. IS 20''s are bad, its a wide cluster. wider than clan20's. but is lrm5's are nice.its a tight pack and all hti at the same time. stream lrms's as the clanners have allow ams to take more down and also to spread some damage more due to twisting or negating parts of it by hiding midstream.

#118 Tyman4

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Posted 19 February 2016 - 04:00 AM

View PostThe Atlas Overlord, on 18 February 2016 - 11:13 PM, said:

How'd losing to an LRM atlas taste OP?

A little salty perhaps?

LOL dude, If I won every match I'd be tier 0 by now ;). Just trying out Jenners...y all the salt?

FYI, LRM atlases are still crap (read non-meta, sub-par build). I didn't say it wasn't fun, but pretending it is the best build...or even a good build is just silly.

Tyman4

#119 Tyman4

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Posted 19 February 2016 - 04:12 AM

View PostLily from animove, on 19 February 2016 - 02:42 AM, said:

Why? its fun! and it works, just usethem properly they cna dumpfire quite nice too.

you don't ened 2 minute locks, such nonsense. the 6 lrm mehc is supposed ot be a get a short lock, fire all racks to have a "cluster mode" like LRM instead of streams. And ams, yeha good luck shooting down that 30 cluster of lrm 5's won't shoot down much there.

together with 2 CERML the 6lrm5 doge works really nice. it's not meant to be a "sit bakc and let others lock for you" mech.

90lrm's? THAT is dump, because oyu won't even have ammo to properly stay on ammo an entire match.



well, dunno lrm 15's without artmeis feel really bad, high locktime still too much spread to snipe CT's and the "streamtime" is what annoys me most, becaue good opponents hve too much time to hide and negate a majority of the streams damage. lrm 5 work nice because the stream si short and a majority of it may still hit when used on rather mid ranges.




well 6 lrm 5 cause more heat due to ghostheat, but the stream is shrter, it both ahs it's ups and downs. but lrm 5's are just more fun.

Generally, my strategy is to build to 1000 damage. If I have the capability of 1000 damage in a match, that's all I care about. Y? Because that means I carried my weight. As we know this is a team game, and if I need to exceed 1200 damage that means my team was awful or out of position or something.

But, the LRM 90 carries 1850 rounds of LRM which I have used on several occasions to break 1100 damage. So no, it's not out of ammo on any regular basis.

The main part people aren't understanding in this thread is that, unlike the paltry lrm 5 drizzle...90 lrms in an alpha will SHRED an assault leading a charge...on several occasions it has stopped a push with 1 volley and the spotting mech.
BC that is 4.5 ac20's worth of damage into an atlas (nearly none of the lrm 15's will miss that huge profile)...

And if you push it into overheat, that's 180 missles on target in whatever the cycle time of the lrm15s is...vs 6 full volleys of the lrm5 drizzle...yeah I'm pretty sure which one will stop that atlas within 100m of starting his push as he looks for cover...

Tyman4

#120 Nightshade24

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Posted 19 February 2016 - 04:20 AM

View PostTyman4, 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.





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