B3R3ND, on 25 January 2017 - 12:01 PM, said:
So... LRM Assault pilots..., while you guys are busy raining missiles - whos there on the frontline next to me leading the charge and push onto the enemy or holding back an enemy "tunnel" push?
One LRM assault is the limit - it can be useful, but if all your assaults are LRM boats, you've got a bad case of crippling overspecialization.
Mad Ox, on 26 January 2017 - 09:44 AM, said:
One of my nastiest mechs is an Awesome R I think it is (LRM 15 gets special quirk bringing it almost to LRM 10 cooldown) 2 LRM 10 and 2 LRM 15 with some mediums and tag think ARTEMIS also. While this thing can put out decent damage behind the lines. When we start pushing and I join the line for direct firing this thing eats mechs alive.
The cooldown quirks on AWS-8R are 15% missile cooldown and 15% LRM-15 cooldown on top of that. Stacked with Fast Fire (5%) and a cooldown module (12%), you have 47% cooldown reduction on LRM-15s, reducing their cycle time to just over 2s - effectively doubling the DPS of your launchers.
Odd Thomas, on 13 January 2017 - 05:01 PM, said:
So, put these together from the mechs I own. what order would you rank them? Warhawk looks nice...Highlander has the armor but slow...
Awesome 8R - 55 Tubes, 3 X mpl, speed 65.3, Armor 480
Highlander IIC-A – 50 tubes, 4 X mpl, speed 58.5, Armor 558
Marauder IIC-B- 40 tubes +A, 5X mpl, speed 74.8, Armor 480
Warhawk-B – 55 tubes, 5 X mpl, speed 69.7, Armor 460
The Highlander IIC and Warhawk have no missile quirks, making them an immediate write-off. Of the remaining two, the Awesome wins both on quirks and hardpoints, but you have a bad build. The only LRM type you should be using there are LRM-15s, and you need TAG to be your own spotter. Quad LRMs are not a good idea, as you'll be running out of ammo early into the match- going down to 3xLRM-15 gives you both better heat management and more ammo space. This is the build I'm using:
http://mwo.smurfy-ne...bd8abbbd3864fcf
TAG lets you be your own spotter, BAP means you can't be shut down by nearby enemy ECM (admittedly, if it comes to that you're probably already in deep trobule) and you have sufficient ammo to last through most of a match.
JudauAshta, on 08 January 2017 - 02:58 AM, said:
the thing is lrm boats work twice as good if you close the distance and play them aggressively.
tag + artemis + los + lrm = lots of damage, you can also fire your back weapons if in range for them.
imo lrms that play more aggressively help the team win more.
Correct on all points. I'm losing track of how often I end up in the front line with my AWS-8R, probably far more than I should be
Rushin Roulette, on 23 February 2017 - 12:32 PM, said:
LRMs on an assault are no problem... the problem (as others have already stated) is the mentality of too many of these Assault lurmers. Stand back, shoot from afar and let everyone else on their team take damage and hits so that they are able to get locks in safety (basically bottom feeding leeches in a team game imo). These guys use masses of LRMs and a few token short range weapons. Once a Light gets to them, they are not able to kill it, because they are outmatched in both speed and damage potential.
It's also a matter of teamwork, tactical awareness... and sometimes just some bleeding common sense that newbies still didn't have knocked into them. Staying behind means singling yourself out, many of them are not paying any attention to their radar when it clearly shows a closing enemy, and standing still like a practice dummy with enemies in range just makes then into an easy target