Jump to content

Differentiation between LRM sizes


7 replies to this topic

#1 Ketzktl

    Member

  • PipPip
  • 38 posts

Posted 02 August 2012 - 06:46 AM

In the table top game, the LRM 5 is 2 tons while the LRM 20 is 10 tons so for the same weight you could get a single LRM 20 or 5 LRM 5s.

In the table top game, there were pros and cons to taking either load out.

In MWO, what differentiates the different sizes of LRM launchers other than number of missiles per launcher? In other words, why would one take a single LRM 20 instead of 5 LRM 5s?

Edited by Ketzktl, 02 August 2012 - 06:47 AM.


#2 Vulpesveritas

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,003 posts
  • LocationWinsconsin, USA

Posted 02 August 2012 - 06:49 AM

View PostKetzktl, on 02 August 2012 - 06:46 AM, said:

In the table top game, the LRM 5 is 2 tons while the LRM 20 is 10 tons so for the same weight you could get a single LRM 20 or 5 LRM 5s.

In the table top game, there were pros and cons to taking either load out.

In MWO, what differentiates the different sizes of LRM launchers other than number of missiles per launcher? In other words, why would one take a single LRM 20 instead of 5 LRM 5s?

Because of the hardpoint system the devs have made and been talking about for months makes 5 LRM 5s probably impossible?

#3 Xantha

    Member

  • PipPipPipPipPipPip
  • 301 posts
  • LocationOutreach

Posted 02 August 2012 - 06:49 AM

One additional difference in Tabletop is the AMMO per ton. In MWO there is no difference in LRM AMMO per ton.

I often chose lesser variants for more ammo in table top but I see no reason to shift down in MWO atm outside of the ability to stagger launchers or in case one gets critted. The hard point limitations though make larger launchers more appealing as well.

#4 Dog killer

    Member

  • PipPip
  • Bridesmaid
  • 23 posts

Posted 02 August 2012 - 07:05 AM

largely would depend on the AMS system will work in this game. In mech 4 the AMS would eat a 5 pack without blinking. If the AMS works like that in this vers, LRM 5 will be a waste of tonnage vers anyone packing an AMS. So you could take your chances on going for the cheaper 5 pack and hope who your shooting at doesn't have AMS, or watch your 5 pack poof in mid flight.

#5 prastagus

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 59 posts
  • LocationUSA

Posted 02 August 2012 - 07:14 AM

View PostVulpesveritas, on 02 August 2012 - 06:49 AM, said:

Because of the hardpoint system the devs have made and been talking about for months makes 5 LRM 5s probably impossible?


It is prossible as one of the CAT variant have 6 missile hard points I believe

#6 Hiroshi Tachibana

    Member

  • PipPipPip
  • Fury
  • Fury
  • 76 posts
  • LocationVirginia, USA

Posted 02 August 2012 - 07:22 AM

View PostStormfury, on 02 August 2012 - 06:49 AM, said:

One additional difference in Tabletop is the AMMO per ton. In MWO there is no difference in LRM AMMO per ton.


In tabletop there's no difference with ammo per ton either.

LRM ammo is the same across the board, with the same number of missiles per ton.

Your launchers just shoot more missiles per volley, so you get different volleys per ton of ammo.

#7 prastagus

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 59 posts
  • LocationUSA

Posted 02 August 2012 - 07:33 AM

Also you generate more heat if you fire 4 LRM 5 at the same time instead of 1 LRM 20. Just a couple of points more though

Edited by prastagus, 02 August 2012 - 07:33 AM.


#8 Spheroid

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,066 posts
  • LocationSouthern Wisconsin

Posted 02 August 2012 - 11:17 AM

A LRM 20 with Artemis is getting the equivalent of a free LRM 5 without any heat or ammo usage. So there are advantages to going big on launchers.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users