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Can I Get A Mech With More Than 75+ Lrm's


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#41 DovisKhan

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Posted 04 April 2016 - 10:57 PM

View PostRoadkill, on 16 March 2016 - 09:27 AM, said:

LRM-90 Maddog

Not really enough ammo, but it can be done.


You should swap for C arms if you're not carrying weapons in them, cause they have a +20 armor quirk


Also lrm90 will overheat pretty much after the 1st salvo



I'm using Tag and 4XLRM10 +2XLRM5 on my MDD, it has enough ammo to last the full match and since lrm10/5 have lower cooldowns, you can both, attack at long range, brawl and suppress much better in this build

Edited by DovisKhan, 04 April 2016 - 11:03 PM.


#42 DovisKhan

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Posted 04 April 2016 - 11:00 PM

View PostControl Alter Delete, on 16 March 2016 - 07:25 AM, said:

So I've been fooling around with Lrm and I find it to be the best solid bet for making people move out from just hill camping with lazers and ballistics all game. And i'm trying to find something Clan that I can use more than 70-80+ LRM's AMS preferred. and case may be a necessity. MUST be whilst having it Artemis too. Not going to sacrifice that for a little more slots.

The best I've done is my TW with 2x20 a 10 and ams. 1800 missles. with 3 small laser. jump jets and full case. Wich seems to be perfect. But I want to go bigger.
Much bigger.
Is there any mechs wich can pull upwards of 80-120 ? with a minimum of about 1800+ missiles and be actually able to use the weapons without waiting days for heat. even if i have to sacrifice armor.

I need that monster missile boat. Please also give info on the tubes where the hard points are ect.



LRM20 is a useless piece of weaponry, LRM10 outperforms it in every regard


by a WIDE margin, lrm20 requires 2,5 times as much ammo to kill a target and it has a substantially larger cooldown, weight and takes more space


By the end of the match you would have a 3rd of the result an lrm10 boat has with your lrm20 boat

#43 MischiefSC

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Posted 04 April 2016 - 11:00 PM

View PostDthamilaye, on 04 April 2016 - 10:48 PM, said:

You don't have enough ammo in any build. With LRM75+, you need to darken the skies. The enemy will fight in the shade.

http://mwo.smurfy-ne...7ca38eb0e2a7c60

This is what I'm going to try when I get HGN IICs. Posted Image


Yep. Since even a bit of cover you can step into between alphas (which you want to do anyway to cool) lets you put out 100% of your damage potential even while ignoring the nitwit who wasted a TBR as a missile boat.

#44 ExoForce

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Posted 05 April 2016 - 09:19 AM

View PostMadcatX, on 16 March 2016 - 08:09 AM, said:


Seeing as how it's a rare sight to see an assault leading a push in PuG Land (less in group play, depends on size of group), I don't mind seeing an LRM assault.


I do not like to lead, but I often find myself playing a scout in my LRM assault in PuG Land. Posted Image .

It is a number of physical missile tubes on your mech that counts in the battle, not weapon capacity...
And altering chainfire or full strike to achieve goals...

#45 Metus regem

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Posted 05 April 2016 - 09:41 AM

View PostControl Alter Delete, on 16 March 2016 - 07:25 AM, said:

So I've been fooling around with Lrm and I find it to be the best solid bet for making people move out from just hill camping with lazers and ballistics all game. And i'm trying to find something Clan that I can use more than 70-80+ LRM's AMS preferred. and case may be a necessity. MUST be whilst having it Artemis too. Not going to sacrifice that for a little more slots.

The best I've done is my TW with 2x20 a 10 and ams. 1800 missles. with 3 small laser. jump jets and full case. Wich seems to be perfect. But I want to go bigger.
Much bigger.
Is there any mechs wich can pull upwards of 80-120 ? with a minimum of about 1800+ missiles and be actually able to use the weapons without waiting days for heat. even if i have to sacrifice armor.

I need that monster missile boat. Please also give info on the tubes where the hard points are ect.


Best I could do was 70 missiles in flight at any one time, while maintaining your 1800 missiles.


MDD-PRIME





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