LRMS have always had problems being really effective weapons the larger the launcher the worse it gets, the supposed virtue of 15 and 20's being better against AMS isn't worth the negatives of weight, heat and cool down.
The spread on big launchers is terrible, and while it's possible to get good damage numbers, most of that damage wasted by being spread out all over the target.
now with power draw LRM 20's are in an even worse place, because even chain firing they set off the energy draw heat penalty.
There have been calls for the spreads in larger launchers to be reduced in the past, and this would seem an ideal time to test variations on LRM15 and 20 spread and heat generation to make them a better option, and bring them in line with LRM 5 and lrm10artemis.
It Works Brilliantly With One Exception Lrm's
Started by C E Dwyer, Aug 25 2016 12:01 AM
7 replies to this topic
#1
Posted 25 August 2016 - 12:01 AM
#2
Posted 25 August 2016 - 12:43 AM
- Never used LRM without Artemis... or, in case of narc user in team - on non-narkerd targets. Need to test it.
#3
Posted 25 August 2016 - 01:04 AM
Cathy, on 25 August 2016 - 12:01 AM, said:
LRMS have always had problems being really effective weapons the larger the launcher the worse it gets, the supposed virtue of 15 and 20's being better against AMS isn't worth the negatives of weight, heat and cool down.
The spread on big launchers is terrible, and while it's possible to get good damage numbers, most of that damage wasted by being spread out all over the target.
now with power draw LRM 20's are in an even worse place, because even chain firing they set off the energy draw heat penalty.
There have been calls for the spreads in larger launchers to be reduced in the past, and this would seem an ideal time to test variations on LRM15 and 20 spread and heat generation to make them a better option, and bring them in line with LRM 5 and lrm10artemis.
The spread on big launchers is terrible, and while it's possible to get good damage numbers, most of that damage wasted by being spread out all over the target.
now with power draw LRM 20's are in an even worse place, because even chain firing they set off the energy draw heat penalty.
There have been calls for the spreads in larger launchers to be reduced in the past, and this would seem an ideal time to test variations on LRM15 and 20 spread and heat generation to make them a better option, and bring them in line with LRM 5 and lrm10artemis.
Until the LRM spread is normalized (so that every launcher has the same missile spread), boating LRM5 will be the best option and mechs with limited hardpoints won't be able to effectively use them.
6xLRM5 on a Maddog is 9.7 DPS (with module) while being heat neutral, in fact you cool down while firing them.
2xLRM15 is 5.7 DPS (with module or 7.2 DPS using PRIME torsos with -20% cooldown quirk), weighs 1 tonne more, has more spread and longer "burst".
From my experience C-LRM5s reliably hit the CT, provided the target does not torso twist. And 9.7 heat neutral DPS form a 6 ton weapon is nothing to joke about.
PS. Energy draw allows you to alpha strike them without any penalty.
Edited by Kmieciu, 25 August 2016 - 01:09 AM.
#4
Posted 25 August 2016 - 01:08 AM
Kmieciu, on 25 August 2016 - 01:04 AM, said:
Until the LRM spread is normalized (so that every launcher has the same missile spread), boating LRM5 will be the best option and mechs with limited hardpoints won't be able to effectively use them.
6xLRM5 on a Maddog is 9.7 DPS (with module) while being heat neutral, in fact you cool down while firing them.
2xLRM15 is 5.7 DPS (with module), weighs 1 tonne more, has more spread and longer "burst".
6xLRM5 on a Maddog is 9.7 DPS (with module) while being heat neutral, in fact you cool down while firing them.
2xLRM15 is 5.7 DPS (with module), weighs 1 tonne more, has more spread and longer "burst".
Correct, the lack of normalized LRM spread is what really pulls down an LRM15 and LRM20, because why use those when you can just have a stream of LRM5's shaking the target and killing their FPS while being like arrows from the sky hitting 2-3 components most of the time with very little lost damage from missiles missing. AMS is... rare in most matches so LRM5's don't get bothered.
#5
Posted 25 August 2016 - 01:17 AM
Moonlight Grimoire, on 25 August 2016 - 01:08 AM, said:
Correct, the lack of normalized LRM spread is what really pulls down an LRM15 and LRM20, because why use those when you can just have a stream of LRM5's shaking the target and killing their FPS while being like arrows from the sky hitting 2-3 components most of the time with very little lost damage from missiles missing. AMS is... rare in most matches so LRM5's don't get bothered.
Pro tip: lower the particle settings if LRM impacts reduce your FPS. You might also want to lower post processing if you want a sharp image of your target.
#6
Posted 25 August 2016 - 03:43 AM
If the problem is that the LRM-20 is good enough but smaller racks are better, increase smaller racks' cooldown to match the LRM-20's cooldown.
If the LRM-15 is always the better large-scale choice, increase the LRM-5's and LRM-10's cooldown -- and reduce the LRM-20's cooldown -- to match the LRM-15's cooldown.
If either one of these changes lowers LRM performance overall, adjust velocity to taste.
If the LRM-15 is always the better large-scale choice, increase the LRM-5's and LRM-10's cooldown -- and reduce the LRM-20's cooldown -- to match the LRM-15's cooldown.
If either one of these changes lowers LRM performance overall, adjust velocity to taste.
#7
Posted 25 August 2016 - 03:45 AM
Kmieciu, on 25 August 2016 - 01:17 AM, said:
Pro tip: lower the particle settings if LRM impacts reduce your FPS. You might also want to lower post processing if you want a sharp image of your target.
Its not particle effects, its damage calculation which taxes cpu...
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