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Competition Lurm Boats.


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#1 Novakaine

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Posted 21 June 2017 - 01:03 PM

Let's do it.
Let's see what we got in the community.
We Rocketeer's can't let the direct fire weenies have all the fun.
Throw some builds up.
Who knows it might just be fun.
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#2 Bellum Dominum

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Posted 21 June 2017 - 01:15 PM

I haven't played comp in years but:

CAT-A1: 6xLRM5 (new nerfs *ahem* latest patch probably killed this build)
Maddog: 6xLRM5+4SPL, 2xLRM20+4SERS

there are others but those two primarily for 'comp' play are my choices

#3 Orbit Rain

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Posted 21 June 2017 - 01:22 PM

Rated "R" - for Ridiculous:

The Hose:

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The Monster;

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And the ever-faithful Banjo:

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#4 Novakaine

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Posted 21 June 2017 - 01:29 PM

Thanks keep em comin.
"Let's Make Lurms Great!"
Or at least good.

#5 Davegt27

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Posted 21 June 2017 - 01:39 PM

video of one build lol



#6 MischiefSC

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Posted 21 June 2017 - 02:02 PM

EBJ, 4xlrm15A, TAG on the high torso mount. It's a teamwork mech - if you wanted to do this in a competitive way you either want Clan heavies (fast ones, no Gyr) or IS mediums (HBK and GRF horse archer setup). Maybe 1 Awesome.

Have you lights setup to kill lights. NARC/Spotter lights are doomed to fail because the people you play will 1-shot them at 600m.

What you would want is to split into 3 groups. 1 assault, 1 heavy, 1 medium all going over 80kph plus two light killer lights lime streak adders who will float between both groups to keep the lights ofg.

Everyone has tag, 1 person per group has a NARC. TAG/NARC in super-high mounts. Head for example. Expose nothing, everyone gets their own locks. You kite at 600-800m and keep both teams at 90 degrees to each other to deal with cover.

Lights never ever ever expose themselves to fire from the other team, they don't spot. The chase the other lights off.

Ideally you want to kite at long enough range to make cerml builds a bit weak and gauss/ppc velocity desync a bit.

80kph is about 22 meter per second. That means that if you're standing still the other guy is going to close with you at 100m every 4 seconds. You MUST stay on the move - back and away from them. LRMs are way less damage efficient so that means you have to shoot more than they do so you have to buy yourself that time and distance = time. Map obstructions like canyons, tourmaline walls, low buildings and such also help.

Focus down the lighter mechs first. Let your lights fight their lights, focus mediums then heavies the assaults. Again, it's about distance and it's easier to kite an assault than a medium with JJs . Also something like an HBK IIC is very squishy and far more vulnerable. You want to remove as much firepower as you can as fast as you can.

Odds would not favor you. However I'm all for the challenge getting played out.

#7 RestosIII

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Posted 21 June 2017 - 02:48 PM

I vote for the Adder A lore build. 2 LRM 20's and 2 SPLas. Definitely OP and needs to get nerfed.

#8 Gas Guzzler

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Posted 21 June 2017 - 04:08 PM

Uhh LRM 80 w/artemis SNV-A obviously.

Edited by Gas Guzzler, 21 June 2017 - 04:08 PM.


#9 ilikerice

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Posted 21 June 2017 - 11:02 PM

Now the Supernova is all well and good but AMS tears through those ripple fired LRMS, you need some all missiles in your face at once punch.
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Plus it has an appropriate paintjob.
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Easily my best LRM boat, regularly hit things at 700+ Meters, can alpha multiple times. It also has a couple of backup lasers to take down UAVs.

#10 meteorol

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Posted 21 June 2017 - 11:23 PM

View PostGas Guzzler, on 21 June 2017 - 04:08 PM, said:

Uhh LRM 80 w/artemis SNV-A obviously.


Proton scored 1900 dmg with it... in 3PV.

https://www.twitch.tv/videos/124760801

BUT MUH LURMS ARE HARD TO USE TOO GUYZ!

#11 PhoenixFire55

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Posted 22 June 2017 - 01:04 AM

This mech is 18+ ... you've been warned.

#12 sycocys

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Posted 22 June 2017 - 03:46 AM

The only LRM mech I had a reasonable amount of leaderboard success with was one of the Zues's packed with 3 LRM15 and 3 LL, and I would dare to say that the only reason it was "successful" was because most of the numbers were built on bloated LRM damage, the SRM6/A+ LPL version was a far superior machine, it just didn't need to waste so much damage to get kills so it didn't rank as well.

#13 Snowbluff

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Posted 22 June 2017 - 03:51 AM

View PostGas Guzzler, on 21 June 2017 - 04:08 PM, said:

Uhh LRM 80 w/artemis SNV-A obviously.

Nuh uh! C-LRMA Scorch! Added bonus of making your enemies throw up and protest against Scorch abuse.

#14 Gwahlur

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Posted 22 June 2017 - 05:28 AM

MAL-1R, 3LRM15A + LB10X

#15 ScrapIron Prime

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Posted 22 June 2017 - 05:57 AM

I like my LRMs with a side of direct fire weaponry. Hang just behind the brawler line and share armor while I enjoy those short missile flight times!

Crom Dubh - Highlander 733P, 2 Artemis 15's, 2 Large Lasers, 2 Medium Lasers

http://mwo.smurfy-ne...5b181c190bd9e16

#16 Skanderborg

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Posted 22 June 2017 - 06:20 AM

Night Gyr-D stock is the way to go.

#17 LordNothing

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Posted 22 June 2017 - 06:33 AM

i tend to favor the 5x5 kintaro as a fast medium lermbot. its one of the 5 mechs i own which are reserved as dedicated lerm boats, another favorite is the lerm 60 awesome even though it has some tonnage allocated to lasers, not that the xl engine lasts long enough to use them.

i tend to prefer lerms more on mixed builds, and i might have 10 of those. highlanders in their various forms are my favorites. and i think my mech count is up to 133. i never carry tag because id rather stick a medium laser in the slot. i carry narc on a couple lerm boats (my lermgyr has one), but i always carry bap on anything that requires locks.

an all lerm team would require some recon. i wouldnt put lerms on the recon mechs. max engine, tag, bap, ecm and narc for sure. limited firepower, machine guns, srms and maybe some lasers would all be useful. they can also fulfill a finisher or defence role for late in game. id also want to carry some anti-light firepower anywhere you can cram it. at least one medium should carry srms or streaks possibly split with lerms. an lb10 or two wouldnt be out of place on the assaults/heavies. four dedicated boats maximum, minimal backup weapons. 2 mixed builds with a 50/50 damage split between lerms and other weapons and 2 dedicated non-lerm scouts.

Edited by LordNothing, 22 June 2017 - 06:42 AM.


#18 Ngamok

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Posted 22 June 2017 - 07:07 AM

Everyone missing the ASW-8R with 4xLRM15s and a TAG in the head (2x ML in the arm). Thing has 10% missile cool down and 10% LRM15 cool down, plus skill tree cool down.

#19 Kalleballe

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Posted 22 June 2017 - 07:39 AM

Lrm 70 uac 10 2xmed Highlander, skip to 1:28:00



#20 Pariah Devalis

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Posted 22 June 2017 - 07:48 AM

"What is my purpose?"

"You spread Lurms."

"Oh my god...."

http://mwo.smurfy-ne...cad09b162e52240

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Edited by Pariah Devalis, 22 June 2017 - 07:52 AM.






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