Clan Side Lurms
#1
Posted 24 April 2016 - 12:56 AM
right now on the IS side, r's are too tight, but bulk is still fun. I am just wondering if it is basically more missiles for the extra tonage.
#2
Posted 24 April 2016 - 01:37 AM
#3
Posted 24 April 2016 - 03:32 AM
the less tubes you fire at once (for any non streak missile) the tighter the grouping so firing 4 LRM5s 1 at a time over 2 seconds will focus the majority of the damage on the CT where as 1 LRM20 will spread the damage all over your target Mech fire 30 and some of the missiles will miss to the side, even of an assault Mech, Artemis, TAG or NARC will give faster missile locks and tighten the grouping, Artemis and TAG stack, TAG and NARC stack, Artemis and NARC do not, and Artemis only works with line of sight.
An AMS can take out 5 missiles so best to have smaller launchers with one button for chain fire and another for alpha just in case the enemy has AMS.
Edited by Rogue Jedi, 24 April 2016 - 11:47 PM.
#4
Posted 24 April 2016 - 02:20 PM
This would make up for both larger tube counts creating bulky body parts as well as for the IS small tube counts on big launchers resulting in waves or volleys of missiles to make the total (i.e. an LRM-20 on the IS side with 20 tubes fires all at once, an LRM-20 on the IS side with 8 tubes would fire 8, 8, 4 and take longer to reload.)
#5
Posted 25 April 2016 - 05:45 AM
Like it was already told: take more and smaller launchers instead of one big.
Furthermore the LRM15 does more dps then the LRM20, as long as your mech does not have very nice LRM20 quirks. So there is normaly no sense in taking bigger launchers then LRM15.
#6
Posted 25 April 2016 - 06:01 AM
Zirakss, on 25 April 2016 - 05:45 AM, said:
sorry but you are mistaken, if all the missiles from an LRM20 hit you will do 20 damage then have to wait 6.5 seconds to fire again, for 3.076 damage per second, for LRM15 you wait 5.5 seconds for 2.72 DPS.
The LRM20 has the better potential DPS (provided at least 18 of the 20 missiles hit) however you are more likely to have shots from the LRM20 go wide, and the LRM15 is significantly smaller and lighter than the 20.
the LRM15 is objectively better and does more DPS per ton as is usually the case with lighter weapons in this game, however based on those criterior the 10 is better than the 15 and the 5 is better than the 10
Edited by Rogue Jedi, 25 April 2016 - 09:40 AM.
#7
Posted 25 April 2016 - 09:38 AM
Rogue Jedi, on 25 April 2016 - 06:01 AM, said:
LRM-20 DPS: 3.08
LRM-15 DPS: 2.73
After fast fire:
LRM-20 DPS: 3.236
LRM-15 DPS: 2.87
Closest to your LRM-20 quote for DPS is IS LRM-20, at 3.64/sec.
Though clearly, LRM-20 does win out for DPS. The minuscule difference in heat also benefits the LRM-20.
This said: If it was IS I'd still probably go with the LRM-15 unless using a smaller tube-count launcher.
#8
Posted 25 April 2016 - 09:39 AM
Koniving, on 25 April 2016 - 09:38 AM, said:
LRM-20 DPS: 3.08
LRM-15 DPS: 2.73
After fast fire:
LRM-20 DPS: 3.236
LRM-15 DPS: 2.87
Closest to your LRM-20 quote for DPS is IS LRM-20, at 3.64/sec.
Though clearly, LRM-20 does win out for DPS. The minuscule difference in heat also benefits the LRM-20.
This said: If it was IS I'd still probably go with the LRM-15 unless using a smaller tube-count launcher.
sorry, should have been 3.076, which Smurfy rounds up to 3.08
Edited by Rogue Jedi, 25 April 2016 - 09:40 AM.
#9
Posted 25 April 2016 - 11:45 PM
A single IS LRM20 will have maybe around 10-12 missiles go through AMS per volley against a mech with 1 AMS. C-LRM15/20 will have close to none.
So no, bigger is not exactly better for CLRMs. As what previous people have said, there's more spread, it's heavier, and it's hotter. And unlike IS LRM20 or IS LRM15, you can't overwhelm an AMS or two using a single launcher. If you have available missile hardpoints, it's better to use more small ones.
#10
Posted 26 April 2016 - 01:22 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users