Jump to content

- - - - -

Missile Med Mech

Help Me

26 replies to this topic

#1 BrunoSSace

    Member

  • PipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 1,032 posts
  • Twitch: Link
  • LocationAustralia

Posted 14 May 2014 - 12:02 AM

Hi guys new to this game, kind of getting the hang of it. Looking for a good medium Mech to spam missiles with. I want a medium so I can learn the play style and because it's a lot cheaper.
Mechs I allready have are.
Bj-1 for long range, two ac2, two med lasers.
HBK-4G with standard Ac-20, 3 med lasers. Get in close and let them have it.
Which is really great by the way :) the right hook makes anyone turn around and see who is shooting.
So I'm missing a Missile boat, I'm looking for long range, SPAM. Any Ideas would be great.
Looking at a KTO-18 or well I have no idea lol.
So the plan is to cram all the 10,15 LRM on it.
Just a new play style. Thank for your time
Bruno

#2 Shevy

    Member

  • PipPip
  • Ace Of Spades
  • 49 posts

Posted 14 May 2014 - 12:17 AM

i have great fun supporting the team with this http://mwo.smurfy-ne...5225f2114d7f9b9

can hill snipe early with the er large and when u have a solid lock hit them with both the er and lrm

#3 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 14 May 2014 - 12:18 AM

I would say still go with a Shadow Hawk. The 2D2 and 2K can take big missile volleys while allowing you to try other loadouts in the future.

Note that to really make it rain, you want heavy mechs, e.g. the Catapult A1/C4 or Orion VA. Mediums do not have the tonnage for 4xALRM10 or more.

Edited by Modo44, 14 May 2014 - 04:51 AM.


#4 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 14 May 2014 - 04:14 AM

you already own an Hunchback, so buying the two missile-equipped Hunchbacks may be your best bet, since you need three variants of one chassis in order to complete the skill tree. Obviously a 50 tonner won't be taking quite as many missiles as a 55 tonner, but I'd suggest getting the 4SP and load it with a air of LRM10s and see how you like it.

Trebuchets are famous for bringing a pair of LRM15s

Kintaro has tons of launchers and tons of tubes, but no jump jets.

Shadowhawk is a little more limited since they tend to run a missile in the head and CT.

Griffin and Wolvie too. Wolverine is more balanced across the body, Griffin is lopsided but has superb torso twist.

Be sure to read Smurfy for all your mech stat needs :) Includes # of tubes per hardpoint per mech.

#5 Arnold J Rimmer

    Member

  • PipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 892 posts

Posted 14 May 2014 - 04:16 AM

Yep, the archetypal Medium missile boat is the Trebuchet. Big old hitboxes, though, so you definitely want to stay out of harm's way. Fast, too. TBT-7M will carry an LRM/30, 3ML, enough ammunition for 30 salvoes and run at around 90kph.

#6 Torgun

    Member

  • PipPipPipPipPipPipPipPip
  • 1,598 posts

Posted 14 May 2014 - 04:38 AM

The SHD-2D2 is a pretty neat LRM medium. I've got it running 4xLRM5 while only delivering 20 lrms at once, has the lowest weight per missile with the LRM5 and the fastest recycle rate. It's a fun mobile lrm-mech with a couple JJs and an AC2 for some long-range suppressive fire. As mentioned above, Shadowhawks allow more diversity in builds than say Trebuchets if you feel like doing something else with it later.

Edited by Torgun, 14 May 2014 - 04:45 AM.


#7 Flaming oblivion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • 1,293 posts

Posted 14 May 2014 - 04:40 AM

View PostShevy, on 14 May 2014 - 12:17 AM, said:

i have great fun supporting the team with this http://mwo.smurfy-ne...5225f2114d7f9b9

can hill snipe early with the er large and when u have a solid lock hit them with both the er and lrm


how did I know it was going to be a shadow almost everyone will recommend the shadow haven't used one or even a medium yet, but through the power of observation hawks are probably the way to go , However be warned the build in the above quote if you run into ams or ecm those lrms are wasted tonnes. Sure use the tag but in something as lightly armoured as a medium your at your teams mercy to how effective you can be since tagging you need LoS , And a boat a huge meal box for most brawlers even snipers. ams will chew through lrm 5s for fun .

Edited by Flaming oblivion, 14 May 2014 - 04:42 AM.


#8 Bigbacon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,108 posts

Posted 14 May 2014 - 04:44 AM

kto-18 was my vote. it is one I am about to get and try.

#9 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 14 May 2014 - 04:50 AM

View PostBrunoSSace, on 14 May 2014 - 12:02 AM, said:

Hi guys new to this game, kind of getting the hang of it. Looking for a good medium Mech to spam missiles with. I want a medium so I can learn the play style and because it's a lot cheaper.
Mechs I allready have are.
Bj-1 for long range, two ac2, two med lasers.
HBK-4G with standard Ac-20, 3 med lasers. Get in close and let them have it.
Which is really great by the way :) the right hook makes anyone turn around and see who is shooting.
So I'm missing a Missile boat, I'm looking for long range, SPAM. Any Ideas would be great.
Looking at a KTO-18 or well I have no idea lol.
So the plan is to cram all the 10,15 LRM on it.
Just a new play style. Thank for your time
Bruno


4J and 4SP can help round out the Hunchbacks if you do not already have them mastered. It'll make the Hunchbacks react much faster and run better (those mech skill unlocks are overpowered to no end!)

Kintaros are great; the 20 comes with DHS already installed.

Griffins, the 3M comes with DHS and XL engine already installed. Pretty important to have an XL engine to carry the missiles you need and keep the speed.

Wolverine 7K can do it as well, though not as well as the Griffin or Kintaro.

#10 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,170 posts
  • LocationThe Far Country

Posted 14 May 2014 - 04:52 AM

I'll add another vote for filling out your Hunchie stable with a 4J/4SP...and a 4P.

#11 Arnold J Rimmer

    Member

  • PipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 892 posts

Posted 14 May 2014 - 04:56 AM

View PostTerciel1976, on 14 May 2014 - 04:52 AM, said:

...and a 4P.

Ah, the 4P. That famous missile platform. :)

#12 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 14 May 2014 - 04:58 AM

View PostArnold J Rimmer, on 14 May 2014 - 04:56 AM, said:

Ah, the 4P. That famous missile platform. :)

Warning: The humorous sarcasm is strong with this one! (Seriously though a 4P can't use missiles; it's just one of the best Hunchbacks).
:ph34r: Speaking of which, are you on MWO? It's super early for me but since I can't sleep I may was well go in and ruin someone's day. Care to join me?

Edited by Koniving, 14 May 2014 - 05:03 AM.


#13 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 14 May 2014 - 05:01 AM

Since it's related, my Hunchbacks.
Spoiler

Though my 4SP is only equipped with two streaks (and twin PPCs) it isn't terribly 'missile-heavy', but you can pack in 2 tens easily enough. It's not an amazing spammer, but it is effective at collecting some great cash by making sure you've reached out and hit just about everyone with some flaming, exploding manure.

Might even notice the 4J could lose the 'hunch' altogether if you ever bore of the missile craze and want some heavy direct firepower; nothing says gunslinger like a shot from the hip.

Also related: Wolverine, Griffin, and Kintaro images.
Spoiler


Kintaros zombie exceptionally well. I had a match last night where my Kintaro went down to 6% health. I haven't even done that with a Centurion before.
The only place with any armor left was my head, and my head only carries 6 points of armor (instead of 18). Lost two arms, one side torso, and in the end lost a leg (from a teammate...sigh), but was still trucking in my Golden Boy (Kintaro hero) with 2 SRM-4s in the chest (also had 2 streaks and one LRM-20).

Edited by Koniving, 14 May 2014 - 05:14 AM.


#14 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,170 posts
  • LocationThe Far Country

Posted 14 May 2014 - 05:25 AM

View PostArnold J Rimmer, on 14 May 2014 - 04:56 AM, said:

Ah, the 4P. That famous missile platform. :)


He's interested in different playstyles. That was my (unexplained on phone) point. One of the others for missiles and a 4P for another new style (and because if you miss it leveling HBKs, you're doing yourself a disservice).

#15 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 14 May 2014 - 05:32 AM

Already having a hunchback would make the HBK-4SP an ok choice. It doesnt really seem like boating with only two launchers with 10 tubes each, though. I think of that mech as more of a SRM brawler.

The HBK-J seems to be the exact same thing except you get one more energy hard point and all the hard points are in the right torso, so I would pass on it. I think it used to have more tubes but now it only has 10 for each launcher.

Consider the Griffin. I always build mine for long range because mounting most of the firepower in the right arm and then going close makes me nervous. However a LRM boat would only lose some lasers and tag. All the Griffins have a 20 tube launcher and all the remaining launchers on the mech can have 10 tubes.

Edited by Rouken, 14 May 2014 - 05:33 AM.


#16 Orteus Zenzala

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 102 posts
  • LocationRouen

Posted 14 May 2014 - 05:36 AM

Realy fun too play but not really effective this KTO-18 is the perfect medium machine to make the head down !

=> KTO-18

Play with the LRM5 In chain fire like the CPLT-A1 6xLRM5A this bad boy make the ennemie cry by "INCOMING MISSILE!!!!"


So seriously in medium rank no one mech can be called "LRM Boat" but some of them can be called "Support LRM"


Have fun Bro and see you on battlefield !

#17 MortVent

    Member

  • PipPipPipPipPipPip
  • 267 posts
  • Locationother side of the ridge firing lrms at ya

Posted 14 May 2014 - 06:04 AM

I would say grab the hunchbacks with missiles first.

The trenchbucket is a good one, though I went with griffins.

My main rides usually mount a lrm20 w/30 salvos. The loadouts have at least 2 backup weapons that work under the lrm minimum range

Mandatory for me is: BAP, AMS w/1 ton, 30 full salvos, DHS, Jump Jets (yes I love the tactical flexibility...not to mention hopping over team mates that stop in the middle of the road)

#18 Zelumbras

    Member

  • PipPipPipPipPip
  • 112 posts

Posted 14 May 2014 - 06:23 AM

The KTO-18 makes for a good Medium missile platform since you have both the hardpoints as well as the tube Count, but it lacks jumpjets. Judging from what you wrote in the OP, i would suggest something similar to one of these builds:

KTO-18 pure missiles :
Artemis with a 35 tube count and many relatively small launchers (higher attack speed on smaller launchers) guarantee a pretty mean missile spam with great tracking strength. This, however, comes at the cost of having no backup weapons for close range and limited ammunition - you are more dependent on your team.

KTO-18 Allrounder with 25 tubes and LPL:
Trades Artemis and 10 tubes for AMS, more ammunition and close range backup. The Large Pulse Laser will give you a solidt close range punch against damaged mechs and especially Lights at the cost of having 10 less Missiles per salvo and the lack of Artemis.


A few general things to running a Medium missile mech*:
- You need sufficient speed to be able to position/relocate fast enough. How much you really need is debatable but i personally would not want to go less than 80km/h with Speed Tweak.
- You want to have a sufficient number of missiles per salvo to break through AMS. 25+ recommended
- You want to stay relatively close to the enemy just behind your own team. Closer firing position (200-600m usually) -> less time for the missiles to hit the target -> less time for the target to hide -> more missles hitting with limited lock on time.
- get the Advanced Target Decay Module on your mech to increase the tracking strength with limited lock on time.
- Chainfire missiles against unprotected targets to increase the psychological effect but groupfire when there is more than one AMS nearby.


*note: i have limited experience with using missiles myself, so the information posted here is just the common denominator from various LRM related threads and my own experience.

Edited by Vulcan888, 14 May 2014 - 06:46 AM.


#19 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 14 May 2014 - 08:16 AM

I'd also say to grab one of the hunchies, in the name of rounding out your skills. Two racks limited to 10 tubes won't really let you spam the missiles, but as a medium you don't really want to spam anyway - medium mechs just can't really carry the ammo to do it effectively.

The -4J looks fairly decent right out of the gate, once you add DHS, and swap in a TAG. I also like to use a LL for back up instead of MLs, because it lets you pinpoint parts of a mech that have been stripped.

One piece of advice - try and set up your LRMs as two groups, so you can either alpha them or fire one at a time. There are a lot of occasions where you have that target that you might not hit, only launch a single missile salvo to help minimize ammo waste.

#20 Tustle

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 163 posts

Posted 14 May 2014 - 12:20 PM

View PostBuckminster, on 14 May 2014 - 08:16 AM, said:

One piece of advice - try and set up your LRMs as two groups, so you can either alpha them or fire one at a time. There are a lot of occasions where you have that target that you might not hit, only launch a single missile salvo to help minimize ammo waste.


Listen to this guy. Doing this also gives you free reign to lob a salvo at a problem mech' to make the pilot duck down into cover; and let your allies close in or get into that ideal firing range for their own weapons. Useless against AMS to be sure in the case of smaller launchers, but hell the alert doesn't tell you how many missiles are coming.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users