What Kind Of Lrm Builds Do Clans Use In Fp?
#1
Posted 12 September 2017 - 06:01 AM
Given the choice between 4x LRM-15s and 3x LRM-20s, the latter seems better now due to less tonnage wasted on artemis and lower ghost heat. Since you are likely to run into multiple AMS on those maps, you dont want to chain fire if possible.
#2
Posted 12 September 2017 - 07:38 AM
If you are wondering how good I am at LRMing.
Clan Heroes II Leaderboard
"MDD-H"
4. Barkem Squirrel 3,038
Remember to look at with chassis or omnipod sets with benefit you the most with quirks and the Maddog H or prime are hard to beat for the clans even with using LRM 20's with artemis. Artemis can make a huge difference with the LRM 20s, but not much for the LRM 5's and 10's.
I have been running the maddogs with 2 LRM 20's with Artemis , tag and 2 or 3 erml's. mainly the H and Prime. The B is 3 LRM 15's without artemis, but has TAG. The last season (14) I was running maddogs as my only heavies and had and average match score of 375 in heavies.
Now the highlander IIC is a bit different with 4 lrm 15' and tag with some erll's
The warhawk B with just 3 lrm 15's with 2 erll's and TAG.
Now the huntsmans I am running 4 LRM 10 with a few ERML's and TAG
Now the maddog A with 6 missile hard points I used 4 lrm 5's and 2 LRM 15's, TAG and 2 ML's. now I changed out the lrm 15's to LRM 10's for a bit more heat efficiency and ammo.
Now the LRM jenner iiC I will fire in chain fire, but at very close range, 300m or volley 3 lrm 5's at a time. I know a LRM jenner, but it has the fire power and near the ammo stores of the Catapult, and goes 104kph with JJ's. This build and the Oxide are my, I need to trollolol someone and the LRM boat locust just does not fell right. (although the 4 rocket launcher 20 locust is a blast sneaking up behind someone.)
I have not pulled my streak crow out back into a LRM boat, but even then I keep one LRM 15 or 10 in the thing with TAG.
#3
Posted 12 September 2017 - 09:06 AM
#4
Posted 12 September 2017 - 10:01 AM
Jun Watarase, on 12 September 2017 - 06:01 AM, said:
1100 instead of 900 max.Range AND more damage at shorter range ... even more damage than SRM at close range !
Edited by Brother MEX, 12 September 2017 - 10:02 AM.
#6
Posted 12 September 2017 - 10:26 AM
#7
Posted 12 September 2017 - 10:40 AM
#8
Posted 12 September 2017 - 12:35 PM
It all comes down to how you play. go hyper aggressive in your face the ATM's may be better. Then there is if you like to sit in the rear and lob tons of Missiles or get up close and personal.
#9
Posted 12 September 2017 - 12:58 PM
Barkem Squirrel, on 12 September 2017 - 12:35 PM, said:
Mininum range is a beyatch though... I would almost recommend blending them and having them on different firing buttons. If you can be situationally aware, you can determine when to fire what.
#10
Posted 12 September 2017 - 01:02 PM
#11
Posted 12 September 2017 - 01:04 PM
Proper clansmen and clanswomen dont use LRM .
They bring ERPPCs and ERLLs en masse for longrange maps .
#12
Posted 13 September 2017 - 11:04 AM
#13
Posted 13 September 2017 - 11:27 AM
Almost universally you want to avoid Artemis and carry more/bigger launchers. Yes, quality is better than quantity but quantity has a quality vs AMS all its own.
Heavies and assaults are also the best mechs for heavy firepower. If you're going to LRM stay mobile and try to minimize your drag on the team.
#14
Posted 13 September 2017 - 11:33 AM
Don't think for a second hiding behind more armor and tonnage - i.e. making a LRM Kodiak, Scorch, Mad Cat, or Annihilator will save you.
Edited by xXJ35T3RXx, 13 September 2017 - 11:35 AM.
#15
Posted 13 September 2017 - 02:04 PM
I know laser vomit is popular and all, but surely some clan units run LRMs on maps like polar? I see IS units bring LRM boats on maps like polar very frequently paired with laser vomit.
#16
Posted 13 September 2017 - 02:29 PM
Jun Watarase, on 13 September 2017 - 02:04 PM, said:
I know laser vomit is popular and all, but surely some clan units run LRMs on maps like polar? I see IS units bring LRM boats on maps like polar very frequently paired with laser vomit.
Polar has quite a few hills and crevices along with some buildings. Matches in FP on polar are fought at 700m+ ranges usually. There are lots of ERPPC poptarts and ERLL mechs quirked for range that will be able to hit you out past sensor range, or just flat out of range of the LRMs themselves.
LRMs are practically worthless on polar in FP because of their travel time at the ranges of engagement. Most of the time IS LRM builds are even less effective than Clan ones if the Clan team is fielding a few ERLL Hellbringers.
If you insist on bringing a sub optimal weapon system, here's the most optimal mech for the job so you hopefully carry your weight:
http://mwo.smurfy-ne...94a656d77393edb
Mad Dog H: run it with stock omnipods and you'll get a 30% cooldown boost along with velocity and spread boosts. In skill tree go ahead and max cooldown for nearly 40% off your LRM cooldowns. You have a high mounted cockpit that you should make use of to reveal little of yourself while getting locks. The mech is also 60 tons, so you can fit 4 into one drop deck.
#17
Posted 14 September 2017 - 03:24 AM
#18
Posted 14 September 2017 - 05:10 AM
The Shortbus, on 12 September 2017 - 01:04 PM, said:
Proper clansmen and clanswomen dont use LRM .
They bring ERPPCs and ERLLs en masse for longrange maps .
Proper Clansmen fight one on one, they have rules about honour and they choose their own config for a Mech.
I´ve never seen a proper clansmen in this game.
What you mean as proper has nothing do do with clansmen. Its a ****** MWO-opinion.
#19
Posted 14 September 2017 - 06:19 AM
Jun Watarase, on 14 September 2017 - 03:24 AM, said:
Are they winning?
If they are, then the clan team is not playing smart.
Now, if its an IS 12 man that is bringing an "appropriate" # of LRMs + spotters/NARC/TAG/BAP that is an entirely different story.
If you are solo or in a small group, it behooves you to bring weapons that do not depend on teamwork to be effective since there is no guarantee that teamwork will be an option.
LRMs are most effective when you build around them since there are so many counters. Even then, if the enemy team anticipates LRMs, the most you can hope for is to out-coordinate them, but if you can't you are screwed b/c you invested so much tonnage into LRMs and their force multipliers.
This is why many organized teams don't bring LRMs unless they are bored of Direct Fire, even then they get bored of LRMs after a few games and go back to Direct Fire.
Edited by MovinTarget, 14 September 2017 - 06:24 AM.
#20
Posted 14 September 2017 - 06:35 AM
Jun Watarase, on 12 September 2017 - 06:01 AM, said:
Given the choice between 4x LRM-15s and 3x LRM-20s, the latter seems better now due to less tonnage wasted on artemis and lower ghost heat. Since you are likely to run into multiple AMS on those maps, you dont want to chain fire if possible.
If you want to talk about serious LRM builds, then come by my unit's ts channel on:
STRANAMECHTY.INFO
PW: StranaMechty
We are about halfway down the server list. Swing by and look for me. We can talk more about it then.
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