Jump to content

Please Suggest A Good Lrm Mech


213 replies to this topic

#61 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 29 September 2017 - 01:54 PM

View PostBurke IV, on 29 September 2017 - 07:05 AM, said:

@asym this build was a reaction to how the tree patch nerfed my huntsman. I have never tryed it but you are welcome to test if you wish Posted Image

LRM Kite

Ever sinse that patch, imo, almost all LRM builds balance at LRM60 + 1260 ammo




I know i keep pushing this build but as far as i can tell im the only person that ever used it. It used to be a thing of beauty but these days it a bit of a pea shooter. Thats a 6 weapon group build beleive it or not


That's an abomination.

View PostBurke IV, on 29 September 2017 - 07:14 AM, said:



That's even worse.

I'm telling.

#62 Marquis De Lafayette

    Member

  • PipPipPipPipPipPipPipPip
  • CS 2023 Top 12 Qualifier
  • CS 2023 Top 12 Qualifier
  • 1,396 posts
  • LocationIn Valley Forge with General Washington

Posted 29 September 2017 - 01:56 PM

View PostShaio, on 29 September 2017 - 01:40 PM, said:


Sir your article was a well written peace of nonsense that runs a fine line between comidy and tragedy. You most certainly should feel badly, firstly for those who are not able to recognize this well presented idiocy for what it is and secondly for the people who must do damage control and write a response to this tragically bad advise.


Not sure if this is also comedy or if you are trying to "smart shame" me (if there even is such a term) for writing a parody that was "too good" (I guess)..,please let it be comedy...

Edited by Marquis De Lafayette, 29 September 2017 - 01:58 PM.


#63 Snazzy Dragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 2,912 posts
  • LocationRUNNING FAST AND TURNING LEFT

Posted 29 September 2017 - 02:05 PM

Just use ATMs for clans. They're much better and supplement direct fire pretty well

#64 BrunoSSace

    Member

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

Posted 29 September 2017 - 02:18 PM

Dont use Assults as lrm carries... its ether mediums or heavies.

#65 Eirik Eriksson

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 201 posts
  • LocationIn the deep forests of Småland

Posted 29 September 2017 - 02:34 PM

Believe me, there are no good lrm mechs out there. I have two mechs running only lrms, but they are only used for practice to keep myself up to date with the weapon or in worst cases I got a glas too much and can't hit anything if I don't use them.


#66 wintersborn

    Member

  • PipPipPipPipPipPip
  • 412 posts

Posted 29 September 2017 - 02:35 PM

King Crab with 4 LRM10's and 3 med pulse with tag......best LRM fun I have.
Or the Awesome 8R with 4 x LRM15's.

#67 Burke IV

    Member

  • PipPipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 1,230 posts

Posted 29 September 2017 - 02:55 PM

Just messing about in the mechlab, dont know what 8Rs are running these days but here is a variation. LRM boats really ought to carry a bap, but i guess you could swop a ton for a TC.

#68 Darrious Quinn

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 244 posts
  • LocationUS East Coast

Posted 29 September 2017 - 04:23 PM

View PostMarquis De Lafayette, on 29 September 2017 - 12:22 PM, said:

Lrm threads beg for satire man...I can't lay off....there are so many bad players doing all this stuff (and more) it's hard for me to not want to tie a bow on it all...put it in one post. . and then just toss that satire molotov cocktail in the dumpster (thread) just to see what happens ...I felt kinda bad that I wasted your time by triggering you though...
#neverlrms


Naw, naw man its cool LOL. I got carried away only because, you're right. The reason your post is funny is because every mother-lovin bit of it is truth. I loved playing LRM carriers, I hated having to retire my Catapult, but yea, it has turned into exactly what you described. So don't sweat it... my rage-rant was... therapeutic LOL!

I think in honor of this epic thread, I will spend some of tonight in my old Rocket(ock build!!! (Yes this was my main LRM build that is still in my hanger)
http://mwo.smurfy-ne...8058e718ac09afa

Edited by Darrious Quinn, 29 September 2017 - 04:24 PM.


#69 Rick T Dangerous

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 354 posts
  • LocationExactly above Earth's center

Posted 29 September 2017 - 04:29 PM

View PostDONALD KERENSKY TRUMP, on 29 September 2017 - 12:07 AM, said:

I would like to know from your inputs what is/are good mechs for LRM


Not - I repeat: NOT - a Commando.

View PostDONALD KERENSKY TRUMP, on 29 September 2017 - 12:07 AM, said:

thanks


You are welcome.

#70 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 29 September 2017 - 04:39 PM

View PostRick T Dangerous, on 29 September 2017 - 04:29 PM, said:

Not - I repeat: NOT - a Commando.


I guess I get to keep the secrets of the LRM15 Commando to myself. Mwahahaha!

#71 Errinovar

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 159 posts

Posted 29 September 2017 - 05:12 PM

Hunchback J
Battlemaster S - I haven't used it since the skill tree change, before it met the conditions of speed and manueverability if you loaded a high end engine in it, now I'm not sure how well it would perform.

When I ran LRM mechs I built around the idea of speed, positioning and accuracy; mobility was preferable to the number of tubes and the amount of ammo a given mech carried. In order to make it as accurate as possible the mech had to be able to get in and maintain a 300 - 600 meter range and had to carry its own tag and enough secondary weaponry to put a hurt on any mechs closing the gap. So my notions of LRM mechs are skewed because I have no experience with 60-80 tube LRM boats that only pack LRMs. I've never used an LRM centric mech that packed more than 6 - 7 tons of ammo either because I found if I only fire at locks I was 70%+ sure would hit I rarely burned through all my ammo. On the occasions I did burn through my ammo the enemy was almost always shredded so badly that my secondary weapons easily finished them.

#72 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 30 September 2017 - 12:17 AM

View PostEl Bandito, on 29 September 2017 - 12:51 AM, said:

For Light mech: Adder-D + Adder-A arms.

For Medium mech: Trebuchet-7M.

For Heavy mech: Mad Dog, or Archer-5W.

For Assault mech: Awesome-8R. You can also try those 60-80 tube Supernova/MAD-IIC/MCII on the Clan side.


For clan lights the kitfox is better. Same effective weapons tonnage as the adder but a lower profile and there's the ECM option. If you qualify for the standard packs clan loyalty mech this year then the KFX-G with its side torso missile hardpoints opens up more options to do that. Run the left arm from a D with the right arm from the C, you can have 4 missile hardpoints, and energy hardpoint and ECM.

#73 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 30 September 2017 - 01:01 AM

View PostBurke IV, on 29 September 2017 - 01:52 PM, said:


If you are in a medium skirmish mech especially LRMs you should be ahead of your assaults drawing fire and annoying the other team while your guys are trying to get where they are going. What i used to do anyway, if your in a medium mech better learn to dodge. If you got JJ there is no excuse to be taking serious hits at range. Everybody thats shooting at you isnt bothering that other guy with a AC or whatever whos trying to get into position.


Or...

You could be providing covering fire and keeping several enemy mechs distracted with missile warnings and cockpit shake.

If you are clever enough to know how to fake out the enemy you can do more than take a few hits you can prevent ANY damage from coming down range towards your team mates as they get into possition.

By toggeling between two or three targets and lobbing suppression volleys into their possitions you can keep them distracted.. You should not care so much about actual damage dealing but keeping them from poking on your team mates and if you do a real good job they will start looking for you and not pay attention to them (your team mates)

The enemy does not know you are spamming shots on two or three targets all they know is every time they stick their neck out they get a missile warning giving the illusion that you are gunning for them and them alone and not just suppressing two or three enemy mechs.

Keep in mind my LRM "boat" is a 35 ton Cougar. It's not fast even for a mediums it's not well armored but it does pack an ECM and is largely beneath notice. I will generally perform close LRM support (being inside the friendly formation targeting enemy mechs within 300-400m or supressing a flank keeping the enemy from freely moving to encircle my team.

Also why "especially" should a medium LRM mech be on the front? There is no advantage for the mech to be there. You are extremely vulnerable to being over run (120m min range) lack significant armor (40 or so side torso armor frequently with an XL engine in it) and as an LRM carrier you will be severely disadvantaged in any trades with any other weapon system because of the lock on mechanics and 160 MPS missile velocity.

The smart place to be is immediate second line. You can see the battlefield clearly and get choice of target (your own locks) Your primary weapon systems (LRMs) can fire over friendlies unlike pretty much any other weapon allowing you to fire while not taking up fire lane frontage better used for a mech with a larger damage output. And you can more clearly see who is attacking who and as such Know where to target your salvos to best suppress the enemy from effectivley engaging your team's assault mechs.

On the front line does nothing to leverage your advantages ( fire over friendlies,indirect fire) and does plenty to magnify your disadvantages (slow projectile speeds,poor damage concentration and a rather large min. range bracket).

Being close support does however allow you to move forward and be a physical shield if absolutley needed but it is hardley and ideal use of resources.

Edited by Lykaon, 30 September 2017 - 01:04 AM.


#74 VXJaeger

    Member

  • PipPipPipPipPipPipPipPip
  • The Wrath
  • The Wrath
  • 1,582 posts
  • LocationFinland

Posted 30 September 2017 - 01:03 AM

Day after day we wonder further away from God's light...

#75 Rick T Dangerous

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 354 posts
  • LocationExactly above Earth's center

Posted 30 September 2017 - 01:46 AM

View PostVXJaeger, on 30 September 2017 - 01:03 AM, said:

Day after day we wonder further away from God's light...


You mean the ACH? I'm sure he means the ACH...

#76 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 30 September 2017 - 02:32 AM

View PostDee Eight, on 30 September 2017 - 12:17 AM, said:

For clan lights the kitfox is better. Same effective weapons tonnage as the adder but a lower profile and there's the ECM option. If you qualify for the standard packs clan loyalty mech this year then the KFX-G with its side torso missile hardpoints opens up more options to do that. Run the left arm from a D with the right arm from the C, you can have 4 missile hardpoints, and energy hardpoint and ECM.


Adder has 8% spread reduction on LRM/SRM, which can be boosted to 13% with skill tree. Which means more missiles hitting the enemy CT. I find it worth more than anything current Kit Fox has. Plus Adder has high mounted energy slot for TAG in the CT, allowing it to peek and lock more effectively.

Edited by El Bandito, 30 September 2017 - 02:42 AM.


#77 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,104 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 30 September 2017 - 03:21 AM

View PostEl Bandito, on 30 September 2017 - 02:32 AM, said:

Adder has 8% spread reduction on LRM/SRM, which can be boosted to 13% with skill tree. Which means more missiles hitting the enemy CT. I find it worth more than anything current Kit Fox has. Plus Adder has high mounted energy slot for TAG in the CT, allowing it to peek and lock more effectively.


That's nice and all, but considering that it's a light i'd go for ones that have jump-jets able to scale off walls. Makes running away and positioning a lot easier.
Personally if i ever would LRM a light, it'd be the R68, or the Cougar.

#78 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 30 September 2017 - 03:30 AM

View PostThe6thMessenger, on 30 September 2017 - 03:21 AM, said:

That's nice and all, but considering that it's a light i'd go for ones that have jump-jets able to scale off walls. Makes running away and positioning a lot easier.
Personally if i ever would LRM a light, it'd be the R68, or the Cougar.


Light mechs have enough hill climb bonus to get into position on most maps without relying on JJs. I personally wouldn't recommend LRMs on the R68, since IS launchers are too big to boat on Light mechs. And Cougar can't escape or reposition as well as Adder.

Edited by El Bandito, 30 September 2017 - 03:32 AM.


#79 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,104 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 30 September 2017 - 04:45 AM

View PostEl Bandito, on 30 September 2017 - 03:30 AM, said:

Light mechs have enough hill climb bonus to get into position on most maps without relying on JJs.


Yeah, but JJs help them better, being able to scale on demand versus actually looking for paths.

View PostEl Bandito, on 30 September 2017 - 03:30 AM, said:

I personally wouldn't recommend LRMs on the R68, since IS launchers are too big to boat on Light mechs. And Cougar can't escape or reposition as well as Adder.


Urbanmech would probably be one of the effective platforms to do so at all anyways. It's literally the same merit as getting an AC20 to an Urbanmech.

As for Cougar, it has JJ, something the Adder doesn't have, and i'm used to 84 KPH of the Urbanmech anyways.

Edited by The6thMessenger, 30 September 2017 - 05:04 AM.


#80 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 30 September 2017 - 06:03 AM

View PostEl Bandito, on 30 September 2017 - 03:30 AM, said:


Light mechs have enough hill climb bonus to get into position on most maps without relying on JJs. I personally wouldn't recommend LRMs on the R68, since IS launchers are too big to boat on Light mechs. And Cougar can't escape or reposition as well as Adder.



I am fond of the Cougar and here is why.

It's fast enough to keep up with the pack. Being in formation with the rest of the team is all you need to apply close support indirect fire.

It can mount an ECM the Adder can not. Added team support utility.

The Cougar being as slow as it is is pretty much only suited to in formation support roles since on it's own it's light mech food for any real skirmishers you encounter. The Adder can put up a decent fight against a fast light mech attacker.

You may forgo the ECM ( need to swap the H head for another to get the second AMS) and run twin AMS without sacrificing the weapon payload

You may also mix up some pods and fit some jump jets on in place of a couple of heatsinks (cougar H side torsos have 2 JJs) Adders have no JJ options.

And finally I have cougars and no adders Posted Image

Edited by Lykaon, 30 September 2017 - 06:05 AM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users