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


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#1 Control Alter Delete

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Posted 16 March 2016 - 07:25 AM

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.

#2 Sahrang

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Posted 16 March 2016 - 07:26 AM

humm look at clan mechs, or those who are coming in next months, they are so OP that u could find what u want

#3 Control Alter Delete

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Posted 16 March 2016 - 07:30 AM

View PostSahrang, on 16 March 2016 - 07:26 AM, said:

humm look at clan mechs, or those who are coming in next months, they are so OP that u could find what u want


Problem with that is it gives me no info on the space it gives me nor can i fiddle with it to see if it'd fit what I want. Too often have I lost interest in a nice mech because they gave it too little slots or just filled it with something I can't remove.

#4 process

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Posted 16 March 2016 - 07:40 AM

To get more than 70 LRMs, you need to find a chassis with at least 4 missile hardpoints. Then the challenge becomes weight and crit slots.

You best bets are the Orion IIC-A or Highlander IIC-B, since they meet the hardpoint requirement, and can be greatly customized to fit ammo and equipment.

Warhawks, Timberwolves, Ebon Jaguars, and Mad Dogs meet the hardpoint requirements, but will likely fall short on weight and/or crit slots.

#5 sycocys

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Posted 16 March 2016 - 07:40 AM

Sure, there are a few mechs that can boat ~80 lrms, but you are going to be completely useless. That is you will be even more useless than if you ran a normal lrm boat.

#6 ReverseBurgler

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Posted 16 March 2016 - 07:44 AM

The warhawk and the mad dog will be the best best. You really dont want to pack LRM 20s, the spread is too great and they take a long time to recycle. you're better off with taking a mad dog or a warhawk and packing it with LRM 5s or 10s

Edited by ReverseBurgler, 16 March 2016 - 07:45 AM.


#7 Jables McBarty

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Posted 16 March 2016 - 07:55 AM

Yep, HGN-IIC-B can boat LRM80, plus enough ammo to use it, built-in CASE, XL325 and slots for AMS and TAG.

You can also fit up to LRM75+Artemis:

http://mwo.smurfy-ne...1d8e6362b0c2911

However from personal experience I'd recommend against this. Fun in theory, not in practice. But go nuts.

#8 CDLord HHGD

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Posted 16 March 2016 - 07:58 AM

One in my unit who shall go unnamed has a LRM100 Stalker. Combine that with a NARC and some body guards..... Our foes were p*ssed!

#9 The Lobsters

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Posted 16 March 2016 - 07:59 AM

Pro tip. It's not the amount of launchers you should be looking at but how much damage you can do it the shortest time. Simply running loads of launchers with loads of ammo usually requires a gimped fit.

ed, also big volleys are only really good if there is heavy enemy ams cover to break through. In practice it just means you end up wasting a lot of ammo and heat.

ed 2. and pls don't bring an LRM assault. If teams were bigger then maybe there is a case for one in the team, but with 12 man teams your assault hitpoints are needed up front in the push.

Edited by The Lobsters, 16 March 2016 - 08:04 AM.


#10 Jables McBarty

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Posted 16 March 2016 - 08:09 AM

If you haven't tried it yet, I do recommend the MDD-A with 6xLRM5, using the MDD-B arms. Here it is with Artemis and MLs (you can tinker with the lasers to get more ammo/heatsinks):

http://mwo.smurfy-ne...6e05c8277bb5ba1

I put TAG on Group 1, lasers on Group 2, then I split the LRMs between Groups 3 and 4, each on chain fire. This allows me to fire 2-2-2 or 1-1-1-1-1-1, after which I can immediately start firing the first one again. This is a pretty common tactic and is easily the best LRM build in the Maddog.

Whereas the idea of the LRM80 Highlander is to hit the enemy with all 80 missiles at once, this guy is meant to keep up a steady stream of missile fire. Basically just circle your opponent at 400 meters and pour missiles into him. It requires a more active playstyle, but remains viable outside of Tier 5, whereas the stand&shoot LRM80 will lead to frustration pretty quickly.

#11 MadcatX

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Posted 16 March 2016 - 08:09 AM

View PostThe Lobsters, on 16 March 2016 - 07:59 AM, said:

ed 2. and pls don't bring an LRM assault. If teams were bigger then maybe there is a case for one in the team, but with 12 man teams your assault hitpoints are needed up front in the push.


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.

#12 Jables McBarty

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Posted 16 March 2016 - 08:11 AM

Regarding heat on that MDD-A build: Put it into override when you start the match. Be careful with your lasers, but once you get to 92% you should be able to continue firing 1 LRM5 at a time without overheating, and the constant screenshake that your opponent is suffering will diminish successful return fire.

#13 Rekkon

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Posted 16 March 2016 - 09:11 AM

Quote

Can I Get A Mech With More Than 75+ Lrms


No, because "75+" has no upper bound and thus you can never have more than it.

#14 Narcissistic Martyr

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Posted 16 March 2016 - 09:19 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.


Highlander IIC can easily mount 4xLRM20.

Plus some back up weapons, highish mounted TAG and plenty of armor.


View PostJables McBarty, on 16 March 2016 - 08:11 AM, said:

Regarding heat on that MDD-A build: Put it into override when you start the match. Be careful with your lasers, but once you get to 92% you should be able to continue firing 1 LRM5 at a time without overheating, and the constant screenshake that your opponent is suffering will diminish successful return fire.


Only because poeple don't realize where you're aiming doesn't actually change.

Edited by Narcissistic Martyr, 16 March 2016 - 09:20 AM.


#15 Lostdragon

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Posted 16 March 2016 - 09:21 AM

Sometimes less is more.

#16 Roadkill

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Posted 16 March 2016 - 09:27 AM

LRM-90 Maddog

Not really enough ammo, but it can be done.

#17 Zerberus

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Posted 16 March 2016 - 10:12 AM

Summoner and Maddog can each do 100, Stormcrow can do 95, catapult A1 can do 90, stalker I think M can do 100....

But those are all joke builds for the most part, often no armor ans still only 1000 missiles or so....

Anything above 60 generally becomes impractical no matter what the mech you´re trying to do it with....

Edited by Zerberus, 16 March 2016 - 10:14 AM.


#18 The Lobsters

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Posted 16 March 2016 - 10:27 AM

Due to lack of quirks the decent clan lrm mechs all top out at a damage output of 4 tons in 59-64 seconds, which is the real measure of an lrm boat. The Highlander and the Orion are probably your best bet with lrm 75 @ 4t in 59 secs. The Warhawk can do 4t in 61 secs with lrm 60. The Maddog can do 4t in 64 secs with lrm 40 (4x lrm5 + 2 x lrm 10), and the Hunchback can do it in 63 secs with lrm 60. There is not much in it really apart from jumpjets, space for extra ammo, extra weapons, size of mech profile etc

The lrm 15 hunchie can carry 6.5 tons of ammo with a cxl255 and no jumpjets, and that's still gonna take you 103 seconds to get through if heat is taken out of the equation, which for all clan lrm mechs is a concern.

You want to use tag and artemis which I heartily commend you for. They both require line of sight to work, so that implies you need some speed to get to a decent firing position, so a big slow lrm boat may not be the answer.

Also, you probably don't need 1800 rounds of ammo unless you are planning to spray at every secondhand lock that flashes for a couple of seconds and even then a lot of those rounds will be wasted. Be more frugal with your shots and make sure you damage is actually connecting. I guarantee you'll be more effective.

Edited by The Lobsters, 16 March 2016 - 10:36 AM.


#19 Mechteric

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Posted 16 March 2016 - 10:53 AM

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

LRM-90 Maddog

Not really enough ammo, but it can be done.


Drop a single LRM-15 and replace with ammo: Profit!

#20 rotagh

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Posted 16 March 2016 - 10:56 AM

http://mwo.smurfy-ne...56946b0164efa7f

Tadaahh





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