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I Want To Lrm

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#1 Defender Rococo Rockfowl

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Posted 03 February 2017 - 05:17 PM

Im playing on a low-spec pc and my max FPS is 28 but I am havin whatver alcoholics call it when they cant get alcohol but i havin it for mwo.
SO im gona play but i dont wana hurt my team so bad so will ony bring up to a MED.

Im outa Cbills almost but I have a CN-9AH and some nonArtimes LRMs. Is 3xLRM15 better or 3 LRM10s?
Oh yea, this mech has single heat sinks too!

If anyone can give me best advice fr my situation without trollin me too hard i will be happy

#2 Koniving

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Posted 03 February 2017 - 06:26 PM

View PostDefender Rococo Rockfowl, on 03 February 2017 - 05:17 PM, said:

Im playing on a low-spec pc and my max FPS is 28 but I am havin whatver alcoholics call it when they cant get alcohol but i havin it for mwo.
SO im gona play but i dont wana hurt my team so bad so will ony bring up to a MED.

Im outa Cbills almost but I have a CN-9AH and some nonArtimes LRMs. Is 3xLRM15 better or 3 LRM10s?
Oh yea, this mech has single heat sinks too!

If anyone can give me best advice fr my situation without trollin me too hard i will be happy

Your choice; 3 LRM-10s might be easier to manage.

Low specs plus LRMs as a main weapon, your backup should be 2 MPL or one LPL... sadly you're an AH, so triple MG is how it's gonna have to be. 1 ton of ammo for the MG in the cockpit (you'll never have to worry about it exploding; you'll be dead before it can if someone aimed for it).

My very first recommendation as soon as humanly possible is to get double heatsinks. Follow this immediately with endo steel until you can manage an XL engine. If you came here first, I could have recommended the Centurion CN9-A or the HBK-J for 50 ton missile boating.

As someone who spent months doing medium missile boats, I think I have some experience that can help you out.

First and foremost, early on more launchers is better. However, what really matters isn't how much spam you can deliver but how many hit as precisely as possible. To this end my real recommendation (for the future after DHS and endo steel) is to equip Artemis and dedicate 1 launcher to LRMs, preferably an LRM-15 or LRM-20... and the other two for a CN9-A or CN9-AH to Streaks (which also secretly benefit from Artemis due to how PGI programmed it, even though this is not intended and clearly will not be fixed as it hasn't been fixed in almost 5 years).

This way you can pelt enemies with LRM peppers at range, and delightfully greet enemy lights wanting to frolic in the fields of friendship with as much streaking salt as you want. Tack this with an AC, some MGs, or lasers in the case of the CN9-A... see the enemies driven before you and enjoy the lamentations of their women.

Tomorrow morning and evening I could bring you along with me and some friends to get you some cbills.

#3 John1352

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Posted 03 February 2017 - 06:38 PM

Like Koniving said, double heatsinks are very important. I'm assuming you have an XL engine already considering that you can fit 3x LRM15s.

I suggest you try an AC20 and 3 SRM4 when you can afford it. Even with 20 FPS you should be able to point and shoot at 270m. Lower your mouse sensitivity if it's too jerky.

#4 Defender Rococo Rockfowl

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Posted 03 February 2017 - 07:12 PM

View PostKoniving, on 03 February 2017 - 06:26 PM, said:

Your choice; 3 LRM-10s might be easier to manage.

Low specs plus LRMs as a main weapon, your backup should be 2 MPL or one LPL... sadly you're an AH, so triple MG is how it's gonna have to be. 1 ton of ammo for the MG in the cockpit (you'll never have to worry about it exploding; you'll be dead before it can if someone aimed for it).

My very first recommendation as soon as humanly possible is to get double heatsinks. Follow this immediately with endo steel until you can manage an XL engine. If you came here first, I could have recommended the Centurion CN9-A or the HBK-J for 50 ton missile boating.

As someone who spent months doing medium missile boats, I think I have some experience that can help you out.

First and foremost, early on more launchers is better. However, what really matters isn't how much spam you can deliver but how many hit as precisely as possible. To this end my real recommendation (for the future after DHS and endo steel) is to equip Artemis and dedicate 1 launcher to LRMs, preferably an LRM-15 or LRM-20... and the other two for a CN9-A or CN9-AH to Streaks (which also secretly benefit from Artemis due to how PGI programmed it, even though this is not intended and clearly will not be fixed as it hasn't been fixed in almost 5 years).

This way you can pelt enemies with LRM peppers at range, and delightfully greet enemy lights wanting to frolic in the fields of friendship with as much streaking salt as you want. Tack this with an AC, some MGs, or lasers in the case of the CN9-A... see the enemies driven before you and enjoy the lamentations of their women.

Tomorrow morning and evening I could bring you along with me and some friends to get you some cbills.

Thank u for bein a very kind soul Posted Image
I had the CN9ah already (for free) but thank u for buying tips! Also have CN9A and it was also a free mech.
Since i am playing on laptp with no mouse (will get 1 next week) i will start tryin weapons besides LRms after i get the mouse. Just LRMS until I get a mouse is probably better....i think? i am using the laptop's touchpad to keep my LRM reticle locked onto enemies. not as easy as i thought but ...better than nothing for the moment.

i will bit the bullet & get double heatsinks first, then endo. Or should I get Artemis before Endo?
In inventory i can see i have: 3x LRM10, 3xLRM15, 2x LRM20, 1x LRM15Artemis.
I dont know where i got them but i have 12(!) STreak SRM2s and also 12 Artemis Streak SRM2s in iventory.
Engines i have: STD 270, 260, 255, 250, 200, 140. XLs are 275, 250, 225.

I really appreciate all your help! Thank you so much! Posted Image

#5 Defender Rococo Rockfowl

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Posted 03 February 2017 - 07:17 PM

View PostJohn1352, on 03 February 2017 - 06:38 PM, said:

Like Koniving said, double heatsinks are very important. I'm assuming you have an XL engine already considering that you can fit 3x LRM15s.

I suggest you try an AC20 and 3 SRM4 when you can afford it. Even with 20 FPS you should be able to point and shoot at 270m. Lower your mouse sensitivity if it's too jerky.

Thank you John. i need 100k more to upgrade to double HS. Will do that today. I have some XL already so will start fooling with them but i noticed i can only stick 2x LRM15 Artemis if I have a XL engine. Since i am LRM-only untl i buy a mouse next week.

Is 3xLRM10Artemis better than 2xLRM15Artemis?

#6 Robinhood78

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Posted 03 February 2017 - 07:25 PM

I think 3xLRM10A was suggested to you because of the heat. You're single heatsinks are going to have a hard enough time with what you're running anyway.

Also, I didn't notice anyone say it, but if you didn't know, that artemis is only a benefit if you have line of sight. So do your best to fire on targets you can see and you'll get much better results. You've already upgraded to artemis and downgrading costs too so just leave it, but the artemis takes up another slot and weighs more too so in the future if you find that your not able to keep line of sight consistently, then I'd not even buy the upgrade and take more heatsinks or ammo instead.

#7 Koniving

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Posted 03 February 2017 - 07:30 PM

View PostDefender Rococo Rockfowl, on 03 February 2017 - 07:17 PM, said:

Thank you John. i need 100k more to upgrade to double HS. Will do that today. I have some XL already so will start fooling with them but i noticed i can only stick 2x LRM15 Artemis if I have a XL engine. Since i am LRM-only untl i buy a mouse next week.

Is 3xLRM10Artemis better than 2xLRM15Artemis?

You will experience a little more heat partly due to the faster firing rate of the LRM-10s. But as far as impact, they are almost identical per volley.

The three matches in this video use a single LRM-10 + Artemis, a NARC, 2 MGs and 2 MPL on a CN9-D (no quirks).

Note the discussion at the beginning about alpha lance, premades in regular queue, etc. are all things that have changed as grouped players are now in group queues and solo players in the regular queue instead of mixed. Also lance placement is no longer indicative of your "skill set" as that entire ELO matchmaking system was thrown out in favor of the tier system.

In this Inner Sphere vs Inner Sphere FW match, I spent most of it as my LRM Centurion before going to my Muromets, and only used 2 mechs.

Again pre-quirk days. This is the same mech. It survives almost 17 minutes, longer than quickplay matches can even be... and it's on the front line of every wave coming in.

Edited by Koniving, 03 February 2017 - 07:46 PM.


#8 Defender Rococo Rockfowl

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Posted 03 February 2017 - 08:00 PM

View PostRobinhood78, on 03 February 2017 - 07:25 PM, said:

I think 3xLRM10A was suggested to you because of the heat. You're single heatsinks are going to have a hard enough time with what you're running anyway.

Also, I didn't notice anyone say it, but if you didn't know, that artemis is only a benefit if you have line of sight. So do your best to fire on targets you can see and you'll get much better results. You've already upgraded to artemis and downgrading costs too so just leave it, but the artemis takes up another slot and weighs more too so in the future if you find that your not able to keep line of sight consistently, then I'd not even buy the upgrade and take more heatsinks or ammo instead.
Im not alpha firing and waiting about a second before each volley so heat hasnt been bad. i was lookin at cost and saw that upgradin to Art+3xLRM10 was same cost as double heatsinks.
I plan gettin my own locks so plan to upgrade to Artemis.

View PostKoniving, on 03 February 2017 - 07:30 PM, said:

You will experience a little more heat partly due to the faster firing rate of the LRM-10s. But as far as impact, they are almost identical per volley.

The three matches in this video use a single LRM-10 + Artemis, a NARC, 2 MGs and 2 MPL on a CN9-D (no quirks).

Note the discussion at the beginning about alpha lance, premades in regular queue, etc. are all things that have changed as grouped players are now in group queues and solo players in the regular queue instead of mixed. Also lance placement is no longer indicative of your "skill set" as that entire ELO matchmaking system was thrown out in favor of the tier system.

In this Inner Sphere vs Inner Sphere FW match, I spent most of it as my LRM Centurion before going to my Muromets, and only used 2 mechs.

Again pre-quirk days. This is the same mech. It survives almost 17 minutes, longer than quickplay matches can even be... and it's on the front line of every wave coming in.

i like that build and will attempt it after gettin a mouse next week :) never though that 2lasers+machin guns could be so effective!
i stuck a XL225 in since i already had it.

#9 Koniving

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Posted 03 February 2017 - 08:00 PM

To follow up with the videos (sorry I didn't say it sooner but I wound up holding a fussy teether; yay first baby. Anyway...

Artemis gives reduced spread plus 25% faster lock when you can see them in line of sight.
NARC gives effectively the same bonuses without line of sight so long as you can manually hit them first.
The two stack in the right conditions, allowing my LRM 10 to be super effective.

For your missile boat, I might recommend only doing 2 LRM-15s or 2 LRM-10s, either of them with Artemis for now. And at least a BAP so you won't get your missiles jammed by harassing ECM mechs until you can properly defend yourself. If you didn't already have the mechs I would flat out say to use a Catapult A1, C4 or an Archer... Man I love those things.

#10 Robinhood78

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Posted 03 February 2017 - 08:05 PM

View PostDefender Rococo Rockfowl, on 03 February 2017 - 08:00 PM, said:

I plan gettin my own locks so plan to upgrade to Artemis.

It brings a tear to the eye *sniff*

Seriously get your own locks. LRM are not all the effective of a weapon. They are more of a harassment and area denial kind of tool than a weapon. Even when boated most miss their mark and are spread all over the place. Use of TAG and Artemis means they become a threat. TAG means you are close than near max range so more are likely to hit because it will be harder for them to reach cover, TAG also increases the number that hit CT (don't quote me there, but I'm 90% sure), and Artemis with TAG held means you are increasing that even more.

Last tip if you're going to be lurming a lot (and I did when I was in your exact situation with bad fps), keep moving. Don't be a turret because people hater lurmboats and will be looking for you.

#11 Koniving

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Posted 03 February 2017 - 08:15 PM

View PostDefender Rococo Rockfowl, on 03 February 2017 - 08:00 PM, said:

i like that build and will attempt it after gettin a mouse next week Posted Image never though that 2lasers+machin guns could be so effective!
i stuck a XL225 in since i already had it.

Ironically, compared to now that combination was horrible... Today, MGs are no longer 'cone of fire' spread and deliver a precision 0.95 DPS per MG, rather than a 0.8 DPS cone of fire spread (all praise to R.N. Geesus for without him your luck would mean nothing!). Then there's quirks a plenty, enhancing these weapons even more by being more forgiving in terms of heat or faster firing rates and so on.

Against structure after armor is gone, their damage potential ranges from a minimum of identical to a maximum (without quirks) possible 1.3775 DPS per MG. Note that an average of 1.16375 DPS is more likely if you make every hit.

MGs and lasers are both hit-scan weapons, which means Do Not Lead (unless there's lag issues),. Point at enemy you hit enemy. ignore the particle effect of bullets even if they trail behind they mean nothing. Every hit is instantaneous. This is why they are so synergetic.

To expand more on the videos, the "o" crosshair is the arm crosshair. Notice it veering off to find enemies? Armlock off after you get the mouse but remember to shift when aiming torso weapons. You can use this to lock missles. You can use the + crosshair to maintain a lock while using the "o" crosshair to shoot other enemies too.

#12 Defender Rococo Rockfowl

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Posted 04 February 2017 - 12:02 AM

View PostRobinhood78, on 03 February 2017 - 08:05 PM, said:

It brings a tear to the eye *sniff*

Seriously get your own locks. LRM are not all the effective of a weapon. They are more of a harassment and area denial kind of tool than a weapon. Even when boated most miss their mark and are spread all over the place. Use of TAG and Artemis means they become a threat. TAG means you are close than near max range so more are likely to hit because it will be harder for them to reach cover, TAG also increases the number that hit CT (don't quote me there, but I'm 90% sure), and Artemis with TAG held means you are increasing that even more.

Last tip if you're going to be lurming a lot (and I did when I was in your exact situation with bad fps), keep moving. Don't be a turret because people hater lurmboats and will be looking for you.

View PostKoniving, on 03 February 2017 - 08:15 PM, said:

Ironically, compared to now that combination was horrible... Today, MGs are no longer 'cone of fire' spread and deliver a precision 0.95 DPS per MG, rather than a 0.8 DPS cone of fire spread (all praise to R.N. Geesus for without him your luck would mean nothing!). Then there's quirks a plenty, enhancing these weapons even more by being more forgiving in terms of heat or faster firing rates and so on.

Against structure after armor is gone, their damage potential ranges from a minimum of identical to a maximum (without quirks) possible 1.3775 DPS per MG. Note that an average of 1.16375 DPS is more likely if you make every hit.

MGs and lasers are both hit-scan weapons, which means Do Not Lead (unless there's lag issues),. Point at enemy you hit enemy. ignore the particle effect of bullets even if they trail behind they mean nothing. Every hit is instantaneous. This is why they are so synergetic.

To expand more on the videos, the "o" crosshair is the arm crosshair. Notice it veering off to find enemies? Armlock off after you get the mouse but remember to shift when aiming torso weapons. You can use this to lock missles. You can use the + crosshair to maintain a lock while using the "o" crosshair to shoot other enemies too.
thank you both for the pointers, very much!
Been doing fairly well with just three LRM 10 with Artimus. I'll drop 2 tons of ammo and stick a couple machine guns in there tomorrow when I get my mouse.
Been Keepin in line of sight and generally shooting only badguys 200 to 900 m. Not shooting the peekers though, just telling teammates where they are. Mostly hitting targets that are running across big open spaces. Happens more often than I would have thought :)
Instead of machine guns, wonder if tag would be better?

#13 Koniving

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Posted 04 February 2017 - 12:04 AM

View PostDefender Rococo Rockfowl, on 04 February 2017 - 12:02 AM, said:

Instead of machine guns, wonder if tag would be better?

Yes. Though your AH can't use one.

Keep in mind the MGs are there to help you deal with enemies that get too close. TAG won't do that.

#14 Vlad Striker

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Posted 04 February 2017 - 12:25 AM

Centurion is not the best LRM medium platform, this mech is great for short-range engagement. You can try Trebuchet or Hunchback 4J tor LRM using.

Edited by Vlad Striker, 04 February 2017 - 12:26 AM.


#15 Defender Rococo Rockfowl

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Posted 04 February 2017 - 01:27 AM

View PostKoniving, on 04 February 2017 - 12:04 AM, said:

Yes. Though your AH can't use one.

Keep in mind the MGs are there to help you deal with enemies that get too close. TAG won't do that.
oos your right! Machine guns it is :)

View PostVlad Striker, on 04 February 2017 - 12:25 AM, said:

Centurion is not the best LRM medium platform, this mech is great for short-range engagement. You can try Trebuchet or Hunchback 4J tor LRM using.
i am very interested in a Medium LRM boat. AH is doin it 'ok' for the moment.
If i want a dedicated Med LRMer, Trebuchet is the best of all?

#16 Guile Votoms

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Posted 04 February 2017 - 01:33 AM

I'd go with 2 LRM10s, because the heat is more manageable and you have one missile slot left for a single SRM6.
Coupled with 3 machine guns it gives you some means to defend yourself or something to do when you run out of LRMs.
You only really need like one ton of ammo for them each, so you should be able to carry a good load of missiles.

Since you want to take your own locks, a Beagle Probe is mandatory and Artemis is a good goal as well.

View PostDefender Rococo Rockfowl, on 04 February 2017 - 01:27 AM, said:

If i want a dedicated Med LRMer, Trebuchet is the best of all?


The Hunchback is really good all around.
Tough, mobile, super high tag mount, decent amount of laser hardpoints, can carry a mountain of ammo and is cheap.

The Trebuchet is the deluxe platform. Expensive but there's a chassi for all of your LRM needs.

I know it may be tempting to load your mechs with many big launchers, but after trying the Awsome, Catapult and Hunchback with different loadouts, I noticed that they all kind of perform the same and that 2 LRM10s do just fine.

If you want to know more have a look at this topic.

Edited by Guile Votoms, 04 February 2017 - 01:50 AM.


#17 Defender Rococo Rockfowl

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Posted 04 February 2017 - 02:15 AM

View PostGuile Votoms, on 04 February 2017 - 01:33 AM, said:

I'd go with 2 LRM10s, because the heat is more manageable and you have one missile slot left for a single SRM6.
Coupled with 3 machine guns it gives you some means to defend yourself or something to do when you run out of LRMs.
You only really need like one ton of ammo for them each, so you should be able to carry a good load of missiles.

Since you want to take your own locks, a Beagle Probe is mandatory and Artemis is a good goal as well.



The Hunchback is really good all around.
Tough, mobile, super high tag mount, decent amount of laser hardpoints, can carry a mountain of ammo and is cheap.

The Trebuchet is the deluxe platform. Expensive but there's a chassi for all of your LRM needs.

I know it may be tempting to load your mechs with many big launchers, but after trying the Awsome, Catapult and Hunchback with different loadouts, I noticed that they all kind of perform the same and that 2 LRM10s do just fine.

If you want to know more have a look at this topic.
thanks for all the extra info and advice!
I'm thinking of investing in the trebuchet because I want the best medium LRM carrier possible. I don't want to take a heavy LRM carrier into battle because I think that heavy Slot can be better filled by my non-LRM carrying teammates.
Checkmark on the BAP. I had one in inventory and installed it when I put the XL on. Centurion seems to be able to field XL's well :)
After I upgraded to double he thinks I haven't had too much heat problems with the 3xLRM10As.
Was killed by a raven once because I was alone for a bit and it was very close and pecking. Dropped some ammo and installed 2 machine guns.
I'm getting some good matches. getting about 3 to 500 damage. Sometimes get a kill too but my team winning is more important than that.
Been avoiding LRMs for so long now but they're actually kind of fun!
Since the trebuchet is the best medium platform for that I see one in my future :)

Edited by Defender Rococo Rockfowl, 04 February 2017 - 03:55 AM.


#18 Horseman

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Posted 04 February 2017 - 02:52 AM

There's one very good Assault class LRM carrier: the AWS-8R. 30% cooldown buff to LRM-15s (+12% if you get the module for it), 15% reduction in heat generation, 10% velocity buff. Once fully elited and with the cooldown module, you have 47% cooldown reduction - that allows you to span LRM15s at nearly the same rate as unbuffed LRM5s.
You can fit four LRM15s on it (potentially with Artemis) or three LRM15s and three Medium Lasers for defense.

How good is it? Well... http://imgur.com/a/gv0HU Admittedly those are some of my better matches, but most of the time I kill or substantially cripple at least two or more opponents, so... works for me whenever I need a change of pace from direct fire mechs.

#19 Defender Rococo Rockfowl

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Posted 04 February 2017 - 03:54 AM

View PostHorseman, on 04 February 2017 - 02:52 AM, said:

There's one very good Assault class LRM carrier: the AWS-8R. 30% cooldown buff to LRM-15s (+12% if you get the module for it), 15% reduction in heat generation, 10% velocity buff. Once fully elited and with the cooldown module, you have 47% cooldown reduction - that allows you to span LRM15s at nearly the same rate as unbuffed LRM5s.
You can fit four LRM15s on it (potentially with Artemis) or three LRM15s and three Medium Lasers for defense.

How good is it? Well... http://imgur.com/a/gv0HU Admittedly those are some of my better matches, but most of the time I kill or substantially cripple at least two or more opponents, so... works for me whenever I need a change of pace from direct fire mechs.
thank you Horseman :)
I wonder if i'll be able to perform well in that with my max 25 frames per second?

Had to use the machine guns in last match and with 4 mechs on screen even at point blank range it looked like i was having trouble hitting a LEGGED viper!
Until i can get an upgraded PC that can hold a steady at least 45 frames per second i feel certain LRMs on mediums is probably wat I should stick to.
Shouldn't take me too long to save up!

#20 B L O O D W I T C H

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Posted 04 February 2017 - 07:57 AM

View PostDefender Rococo Rockfowl, on 03 February 2017 - 05:17 PM, said:

Im playing on a low-spec pc and my max FPS is 28 but I am havin whatver alcoholics call it when they cant get alcohol but i havin it for mwo.
SO im gona play but i dont wana hurt my team so bad so will ony bring up to a MED.

Im outa Cbills almost but I have a CN-9AH and some nonArtimes LRMs. Is 3xLRM15 better or 3 LRM10s?
Oh yea, this mech has single heat sinks too!

If anyone can give me best advice fr my situation without trollin me too hard i will be happy


Folks already suggested most.
Just my 50 cent:
lrm 15 w/o artemis are crap, (even more crap then with artemis).

i'd like to point out that, if you don't have DHS, you probably do not have either of the other upgrades (endo and/or ferro).
In short, no matter what you do, your Centi is currently trash.
I'd recommend you stick with the Stalker 3F(c) trial'mech (it's free to use at least) for time being.
If you got enough C-bills together you might want to screw a lurmboat together.

You want to look at

Hunchback 4J
Hunchback 4SP

Trebuchet 7M

Archer 2R

Jagermech 6A

Catapult A1
Catapult C1
Catapult C4

All are faily cheap to put together.

Or you shoot for something fancy like a Battlemaster, Awesome, Mauler, Stalker or even a clan'mech.
Tho, more expensive (IS'mechs are in dire need of an expensive XL engine) you get a lot more bang out of them.





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