Genesis23, on 12 January 2018 - 12:42 AM, said:
lrm BOATING on assaults is considered a taboo, but a few launchers as a sideweapon for long range support dont hurt.
With Clan weapons, LRMs are even useful in brawling, so long as the mech you're shooting at is moving slower than 95kph.
Genesis23, on 12 January 2018 - 12:42 AM, said:
the main problem with lurming assaults is that they tend to stay behind their teammates, not sharing their armor. but a single lrm10 with a few reloads isnt a problem, can be usefull even: you can shoot enemies that are not in range for your main weaponry, keep them cowering if they are not experienced enough to know that a few lrm are no danger.
They stay behind because they either don't know better, or because they can get a better shot with the LRM arc, or because when they actually move to the front area, they get no support from anyone on their team because they are an LRM boat. I have some very good LRM assault builds that have lurmished with brawler Atlases, and never lost, so I do know what I'm talking about.
Genesis23, on 12 January 2018 - 12:42 AM, said:
i carry a lrm10 with 3t of ammo on my battlemaster so i can shoot someone i cant see yet while howling my heavy backside in his general direction. works good enough and gets me a lot of assists, which are better than nothing.
A single LRM 10 is literally useless if there is at least 1 AMS in play. All you are doing is using it to farm an assist by doing 1-2 total damage to the enemy. You aren't actually helping your team with that.
And what is this 54 shots with the LRM10? (3 tons of ammo is 54 shots, add an extra 12 if you get both missile rack skill nodes) 540 damage potential, neutralized by AMS to 1-2 damage per shot, ~100 total damage to random components across 12 mechs over the course of the match if you're lucky... You're wasting several tons that could be put to much better use.
Genesis23, on 12 January 2018 - 12:42 AM, said:
HOWEVER i would not advise that with the MKII because the launchers gets him quite big ears to get shot into, so your side torsoe? torsos? will be gone quite fast.
I have 2 MCII builds (the -2 and -4 variants) that do 2x LRM20+A 2x LRM15+A, and backup lasers... KDR in those builds are above 3.0, and W/L ratio is much higher in them than any other mech I've used. I've played about 200 matches each with them, and their "ears" do not appreciably reduce their frontline lifespan, even when they're the big versions. (big is for LRM15 and 20 only, all others get smaller ears, smallest being the ATM6 and smaller launchers)