Edited by OmniFail, 15 December 2017 - 09:18 AM.


Most Effective Lrm Launcher.
#21
Posted 15 December 2017 - 09:16 AM
#22
Posted 15 December 2017 - 12:53 PM
20's for getting through AMS.
Always take Artemis/TAG/Narc if you can afford them.
#23
Posted 17 December 2017 - 09:55 PM
Cathy, on 15 December 2017 - 08:07 AM, said:
Lights just no..
I sometimes run a Warhawk B, with a Prim left arm and a crap ton of lrm's, hahaha.
MAKE IT RAINZ!
Edited by Gattsus, 17 December 2017 - 09:56 PM.
#24
Posted 17 December 2017 - 10:01 PM
#25
Posted 18 December 2017 - 01:21 AM
LRM5s are useless.. single AMS nullifies them. Unless you can mount 6.. but that too won't be very effective unless you groupfire them.. even then, less than half will get through an Irondome.
LRM10s are also negated by a single AMS.
LRM15s are negated by 2 AMS.
LRM20 is negated by 3 AMS irondome.
So your best bet, if you want to make an irondome 3 AMS lolboat cry is to bring LRM50 in any combination, and group-fire them.
Anything higher than LRM 50 is awesome.
At this point, single LRM launchers are very weak. Even the 20.
You want to dump as much missiles as possible per salvo to get any descent damage, and keep dumping them until they make a rainbow to force the enemy into cover. Anything else will not be effective.
Naturally, doing this on high-cover maps in more than 300-600 meters will not be very effective.
But if you play it right, with a high tube count, you can control the battlefield.
#26
Posted 19 December 2017 - 01:18 PM
I'll light them up with my TAG and wait for the enevitable rain of missiles then do a 'me too' launch. If you watch closely you can see which enemy mechs the 'real' LRM boats are targeting. When the next pain train passes overhead launch your LRM5's behind them. Most will get through.
I usually run a medium with a mix of LRM's and ML's. Stay in 2nd line and lob them over the heads of the 1st line. I tried MRM's but you have to run up and face tank (and as a medium you're trying to stay hidden between the big boys on the firing line). I tried ATM's but find I still have to move extravagantly to get the angle I want. ATM's do have better DPS though.
#27
Posted 19 December 2017 - 08:53 PM
6 LRM5'S - only good for chainfire.
4 LRM 15'S+A - two weapon groups on chainfire
4 LRM 20'S+A - two weapon groups on chainfire
#28
Posted 19 December 2017 - 10:01 PM
Edited by Kubernetes, 19 December 2017 - 10:04 PM.
#29
Posted 20 December 2017 - 02:46 PM
LRM 5 is good for harrassment. Pop a volley off and target freaks, runs for it. Pow. Right into your laser sights.
LRM 10 Nice even damage.
LRM 15 Good damage.
LRM 20 Lots of damage however it is often a burden to use. Limits other weapon options.
#30
Posted 21 December 2017 - 11:00 AM
This time it's without warning. But this will change now.
Stay on topic, please.[/mod]
#31
Posted 21 December 2017 - 02:48 PM
Xetelian, on 15 December 2017 - 01:28 AM, said:
Or bring 15s/20s
There is an often overlooked quirk of AMS and it is counter intuative at first glance.
A mech with an AMS on it is less protected than a mech without AMS standing 250m directly behind the AMS equiped mech.
The reason is very simple. AMS fires upon any missile volley that passes within 250m (no skill/quirks) of the AMS. This would mean that a mech with AMS would fire it's AMS on a missile volley that entered the 250m bubble and of course stop firing as the missiles strike the mech since there are no missiles to shoot at.
Yet, A mech that is being targeted by LRMs that is behind the AMS equiped mech would have a potential 500m of AMS bubble for the missile volley to fly through. The initial 250m as the missiles reach the AMS effective range and pass over the center of the AMS effect bubble and an additional 250m as the missile continue to travel through the AMS bubble to hit a target behind the AMS equiped mech.
This means that under ideal circumstances an AMS is potentially twice as effective at defending mechs that do not actually have the AMS on them.
So oddly enough, Sometimes it's best to shoot the mech WITH the AMS on it. So pay attention to where the AMS is and where your intended target is in relation to the AMS.
#33
Posted 21 December 2017 - 05:30 PM
#34
Posted 21 December 2017 - 06:35 PM
Catalina Steiner, on 21 December 2017 - 11:00 AM, said:
This time it's without warning. But this will change now.
Stay on topic, please.[/mod]
o hai thar!
The6thMessenger, on 21 December 2017 - 05:30 PM, said:
I can only get the 4 LRM10's to work on my stormcrow And even then they run really really hot compared to 2 15's and 2 5's on the same chassis, or 2 10's and 2 5s which can fire indefinitely.
#35
Posted 21 December 2017 - 07:18 PM
November11th, on 21 December 2017 - 06:35 PM, said:
Try it with TBR -- 4x LRM10A + 4x ERML, beautiful, that's how LRM boats should be.
#37
Posted 21 December 2017 - 10:18 PM
I mean really, can any of these launchers be labelled 'effective'?
#38
Posted 22 December 2017 - 11:02 AM
Threads like these are actually helpful if you are not someone that uses lrms often. Some folks have said some stuff in here I have not thought of or really tried and for that I am grateful and will try out. (LRM 10's on Mad Dog to be specific)
It has been about a year (around Christmas season last year) that I actually went on a lurming run, where I regularly ran lurms in quick play. Other than that I use them in CW when on Polar or Boreal defence if my unit calls for em. Even then I will often be the one or two hold outs with ppc's or erlg (these are personally easier for me to do better in) and also helping to get locks. Have also been trying to get better at narcing as well.
There are still things though that when I do run them I value. These are quirks. My favourite lurm boats are the Catapult C1, Mad Dog Prime, and Orion IIC (although it doesn't have the quirks I favour). With the Mad Dog especially I like the two Prime pods for the velocity bump of 10%. As I have said before at the least, velocity should be nominalised around the quirks, and nodes that make them at least somewhat better.
Also, looking around my bays, it appears I am stuck on LRM 15's with arty. One of the mech I bring to CW often however is the Catapult A1 with 6xlrm 5's. I generally fire them an arm at a time, and I believe I started favouring this because of advice I got last year. My limited experience with them lately in CW is that the A1 kills stuff better, but the C1 is the go to if I just want to rack up raw score. I also use an obnoxious Mauler build that is only workable if you have a team will to save you but it is also quirked to the gills. I don't own the appropriate Awesome but from what I have seen it is better than my Mauler is at four or three alrm 15's. The Hunchie J with it's spread and cooldown quirks on 10's is also something I use, but again the few guys that are usually whipping out there Golden Boy are generally outperforming my Hunchie. Have not been Clan in a while so I have not run any of those lately (months and months but this afternoon that's going to change).
So my only input to this converstation is quirks. The velocity helps me a great deal and I value it the highest in the skill tree when building a lurmer. It is pretty much a must for me. I think this is sad considering skill nodes on every other weapon I use is a nice to have, where with lrm's I view it as a neccessity to even run them.
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