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Which Lrm Vulture Is Better?


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#1 aGentleWarrior

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Posted 18 April 2016 - 01:35 PM

Greetings Mechwarriors,

I wonder which one to keep / sell.

During mastering of the vulture i've build 2 similar LRM boats. Originally thought of 4-6 x LRM10, but for clan LRM i prefer to fire as much missiles at once as possible and the ghost heat made these builds inefficient, so I did this:

MDD-A
+ 1 ton more for heatsink or ammo or targeting computer ...
+ sligtly higher dps because of smaller but more launchers

MDD-B
+ Artemis

Both perform good, i can't tell if one is better.
As many of my shots are without targeting enemy myself artemis likely does not make that difference, beside more weight.
Quirkwise A seems to have best mobility and durability, B more offensive power.
But the differences are not noticable for me.

From time to time I change my mechs, had some cool games with such a thing:
MDD-A
For playing around the MDD-A version without artemis seems also more versatile for me...

Any thoughts from your side which one to go for?

Best regards!

Edited by aGentleWarrior, 18 April 2016 - 01:41 PM.


#2 Rogue Jedi

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Posted 18 April 2016 - 01:52 PM

View PostaGentleWarrior, on 18 April 2016 - 01:35 PM, said:

Greetings Mechwarriors,

I wonder which one to keep / sell.

During mastering of the vulture i've build 2 similar LRM boats. Originally thought of 4-6 x LRM10, but for clan LRM i prefer to fire as much missiles at once as possible and the ghost heat made these builds inefficient, so I did this:

MDD-A
+ 1 ton more for heatsink or ammo or targeting computer ...
+ sligtly higher dps because of smaller but more launchers

MDD-B
+ Artemis

Both perform good, i can't tell if one is better.
As many of my shots are without targeting enemy myself artemis likely does not make that difference, beside more weight.
Quirkwise A seems to have best mobility and durability, B more offensive power.
But the differences are not noticable for me.

From time to time I change my mechs, had some cool games with such a thing:
MDD-A
For playing around the MDD-A version without artemis seems also more versatile for me...

Any thoughts from your side which one to go for?

Best regards!

as far as I am aware the Mad Dogs all have identical CTs so it does not matter which you keep, if you like the MDD keep 2 variants and keep the Omnipods from the third, when you sell an Omnimech the pods end up in your inventory unless you tick the sell pods box

if it was me I would keep the B because of Artemis and I would keep one of the others because they do not have Artemus, that will limit refit costs in future, use 1 for Artemis builds, the other for non Artemis builds.

my favourite build for a MDD is something like this (armour allocation may not be correct)
Get close (200-400m) use the TAG and chain fire the LRM5s, they will mostly hit CT, the lasers are mostly there for when you run out of LRM ammo

Edited by Rogue Jedi, 18 April 2016 - 02:02 PM.


#3 0111101

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Posted 18 April 2016 - 02:45 PM

aGentleWarrior, you may want to keep your other Mad Dogs, there are other builds you can run (that also happen to be more effective than LRMs.) See below.

6SRM6
Really good at giving Heavy and Assault mechs the smackdown.

6Streak-SRM6
Most efficient when used against Light and Medium mechs.

Also, you are correct that Artemis doesn't make a difference when you're firing indirectly. It only works when you have line of sight to your target.

Edited by 0111101, 18 April 2016 - 02:55 PM.


#4 S 0 L E N Y A

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Posted 18 April 2016 - 04:31 PM

Mad Dog CTs are identical and carry no unique quirks.

This is one of the odd occasions where I kept two of them, and not because I want to take more than 1 into FW.

I kept one w/ artemis and the other without.

The Artemis model will usually carry LRM 10s or SRM 6s.

The non-Artemis model will carry either LRM5s or SRM4s.

#5 John1352

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Posted 18 April 2016 - 06:58 PM

I'd keep them for purposes of keeping one built with SRMs. You can use the LT as a shield and still have 3SRM6 and 3SPL left after losing it.





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