T.a.g. , B.a.p. And Command Console
#1
Posted 23 June 2016 - 05:32 AM
TAG is used like a laser. You have to keep the target painted to gain the effects from TAG. This means that you need to keep your target in LOS which can be harder to do with LRM assault mechs because of speed and the amount of time you have to expose yourself.
Target Decay is the most important module for LRM boats.
The second module is a toss up. Can't go wrong with radar deprivation or seismic but 360 target retention and target info gathering are also useful.
I would only take the bap and command console if you really feel you have room for it in the build. The TAG should suffice for all your targeting needs but no ones ever complained about better sensors.
Should link your build through http://mwo.smurfy-net.de/, could help optimize it for you.
#2
Posted 24 June 2016 - 09:29 AM
TAG or NARC + Artemis + LRM5 = most shots concentrated on CT. Direct LoS helps as well.
#3
Posted 24 June 2016 - 12:29 PM
Farming c-bills? Go without and rack up damage.
Want to win?(12 dead enemies = win) Use artemis.
#4
Posted 24 June 2016 - 01:47 PM
Artemis is nearly necessary on LRMs larger than 10.
#5
Posted 24 June 2016 - 02:49 PM
Combine with BAP you get excellent lock time and if you can TAG as well, you're winning.
InspectorG, on 24 June 2016 - 09:29 AM, said:
TAG or NARC + Artemis + LRM5 = most shots concentrated on CT. Direct LoS helps as well.
Totally depends.
If using clan it's largely irrelevant given the firing pattern. 5s or 20s, they are still flying one at a time. I find Arty not as useful if running cLRM5s.
Using 5s against AMS means you're effectively doing no damage as most will get taken out before the target. Where hitting with a IS LRM 15s will get a much better actual result for the missiles used even against AMS.
So as I said, it totally depends on the situation.
Also with LRM 15/20 they will spread a little more and I've found a lot of torso damage. Torso's have a lot less armour than a CT. The amount of IS XL engine kills I've managed by taking off a torso from LRM15s is ridiculous.
#6
Posted 24 June 2016 - 06:36 PM
InspectorG, on 24 June 2016 - 09:29 AM, said:
TAG or NARC + Artemis + LRM5 = most shots concentrated on CT. Direct LoS helps as well.
..... I am shocked, and must politely disagree.
Artemis on LRM 5s just seems a waste to me. And, if your suggesting someone waste tonnage on Artemis for LRM 5s then Direct LoS is necessary, since artemis only gives the bonus with Line of Sight. Otherwise your wasting tonnage, (Which I kinda already feel ya are,)
~Leone.
#7
Posted 24 June 2016 - 07:29 PM
if you have to use them, don't bother with launchers bigger than 10s, the spread makes it pointless.
Artemis is not very useful on LRM5 and situational on LRM10. the only weapon system that needs Artemis to really work is SRM6.
also, do NOT boat LRMs with no other weapons.
Something like this
http://mwo.smurfy-ne...2f0a631d0d61d81
would be infinitely more useful
Edited by knightsljx, 24 June 2016 - 07:29 PM.
#8
Posted 27 June 2016 - 12:30 PM
Just my 2 cents on the AWS-8R. I love this mech and I use it also as LRM boat. But consider using 3xLRM15. It has already 30% cooldown and with the cooldown module you can constantly chain fire with 3xLRM15 with no pause, so no need for 4 Launchers. You can spend the tonnage for Artemis a Large Laser for backup and more ammo.
I drive it like this ( I only play PUG ):
http://mwo.smurfy-ne...bdf296f137d257c
But you really have to take care with movement and positioning.
Alternative with BAP and a LPL:
http://mwo.smurfy-ne...18f5aa2d56b6e1c
As modules I use Advanced Sensor Range and Target Decay and LRM15 Cooldown of course. And in my opinion the command console is not worth it, better take artemis instead, it gives you faster lock on and tighter missles. I love the Tag in the head because you can better use it on hills.
Edited by Arda1984, 27 June 2016 - 12:56 PM.
#9
Posted 29 June 2016 - 03:11 PM
Now, if you're using Artemis for the other bonuses, that's cool. You're probably better off trying to fit a bigger launcher in though.
On my LRM mechs, I like to use TAG for anti-ECM and BAP for the targeting range boost. I tried Command Console, but wasn't too impressed. I recently read CC might be getting a info sharing benefit in some future patch, but until that happens, I rather spend those 3 tons on ammo.
On my favorite assault, the STK-5M, I run Artemis, TAG, and BAP. I also try to play aggressively, using the LRMs to lay down fire while advancing to that 200m-350m sweet spot where I can hit optimal range with all my weapons.
Incidentally, I've recently taken an interest in the Awesome. Very curious to see what others are doing with the chassis before buying though. Even the weirder builds are interesting to me.
-paws
#10
Posted 01 July 2016 - 11:32 AM
Hammer 13, on 24 June 2016 - 12:29 PM, said:
Farming c-bills? Go without and rack up damage.
Want to win?(12 dead enemies = win) Use artemis.
This! I am not a big LRM user but grabbed the Archers for nostalgia. Step one was to pull out the LRM 20s and replace with LRM 15s with Artemis. Taking the Tempest add in 4 medium lasers, ECM, ammo and armor (NO XL ENGINE). The 2 LRM 15 with Artemis are as effective as the two LRM 20s without while saving weight, heat, space and cool down. That means more ammo. I carry 7 tons of ammo (1,260 rds) which is plenty. By the time I run out I am often engaging with the medium lasers and 4 ML in the end game phase, especially 2 in the CT which require the whole mech to be dead, keeps you a threat to the end.
Those 15s +A are raking in the C-Bills. I'm averaging 569 pts of damage per match and have a 4.29 k/d ration with it.
Now if we are talking LRM 5s or SRM 4s I'd never waste the extra ton for Artemis. I've found three SRM6+A are brutal but with 4s the pattern is already tight enough. Likewise with LRM 5s.
#11
Posted 01 July 2016 - 12:55 PM
Think Artemis though, it stacks with TAG, but not with NARC.
Use LRM 15 cooldown, LRM 15 Range, Advance Target Decay, Advance sensor range
(30% quirk, 12% weapons mod, 5% elite skill) Up to 47% LRM 15 Cool down So instead of a 4.75 second cool down you have a 2.5175 second cool down. So you fire, .5 seconds, fire .5 second, fire .5 seconds, fire 1.0175 seconds and repeat.
Now LRM 10 is 32% cool down. (-15% LRM 15 quirk) Fire .5 seconds, fire .5 seconds, fire .5 seconds, fire 1.22 second cool down.
4 LRM 15's fire faster.
One thing BAP and Advance sensor range bumps your Sensor range by 200 m each from 800 m. With the Command console add another 50 m to a max range of 1250 m for IS mechs.
The TAG in the head is just too much for the little detection range and target acquisition that you get. In fact I would say use Artemis only if you normally have line of sight to your targets. TAG and Artemis both lower the lock on times. With over 2000 LRMs look at lowering the number to about 1800. Again this has to meet your play stile and if you are always firing all the LRMs keep them. I have a hard time using 1800 and even with 1440 on a lot of Missile boats I do not run out of LRMs much.
I still have not confirmed any lower lock on time with the command console.
Now there is one mech out there that will allow you to hit a mech with LRMs at 1300 m (10% LRM range module and 20 Mech Quirk) Farthest LRM kill so far 1242 m. Legged a mist linx just before he got out of detection range.
#12
Posted 01 July 2016 - 12:59 PM
But Command Console does completely nothing to Missile Lock on Speeds. It increases Data Gathering speeds, which is how fast the damage display of your target comes up. Only benefit CC gives is increased sensor range, which is unlikely to be of much help as LRMs are most effective within 600m. Outside 600m it starts to become questionable if the lock will still be there by the time the missiles hit. Don't waste your tonnage with CC, in my opinion. It's really only good for long range direct fire builds, who need the increased zoom feature, extended sensors and faster data gathering speeds to know where to hit a target sooner.
BAP is only marginally good for LRMs. It increases sensor range (like CC does), and also increases Data Gathering (like CC does). Each of these are of very little to minor use to an LRM centric builds. The biggest aid BAP has to an LRM mech is in disabling a single ECM close to you, preventing them from stopping your ability to get missile locks. Other than that, not overly helpful. BAP is more helpful for Steaks than for LRMs. (But they can have their purpose for LRM mechs. Be it only slight.) Take it if you wish, but there are possibly better things to take.
TAG is a great item to have with LRMs. It tightens missile groupings, increases tracking speeds (how often your missiles turn to seek a target while in flight) Increases Missile Lock on Speeds, adds to target retention (lets a lock last a little longer when it's broken) and can pierce (but not disable) ECM at range. I recommend TAG in any serious LRM mech. Good for direct line of sight engagements. Still recommend ranges within 600m or closer, but outside the 180m minimum range of LRMs.
Artemis and TAG preform similar functions, and their effects DO stack. If you are taking launchers above LRM5s, take Artemis. Only thing Artemis doesn't do that TAG does is pierce ECM. Best for direct line of sight to the target. (And works on SSRMs for no additional tonnage.)
NARC is another aid to LRMs, but weighs as much as an SRM6, needs to hit a target at closeish ranges, and requires line of sight. Does not stack with Artemis for it's effects (provides similar to TAG and Artemis), but does stack with TAG. Will disable an ECM unit if it is placed ON the ECM unit. Otherwise, ECM can disable the NARC pod if another mech nearby has ECM.
AKA: Take Artemis, TAG and possibly BAP. Forget about the CC, it wont help an LRM build at all.
Edited by Tesunie, 01 July 2016 - 12:59 PM.
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