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Mrm


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#1 BLACKR0SE

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Posted 21 December 2022 - 02:03 PM

Which mech has the most rocket pods?
I'm thinking of making a mech on Mrm

#2 martian

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Posted 21 December 2022 - 02:20 PM

View PostTAMTAMBABY, on 21 December 2022 - 02:03 PM, said:

Which mech has the most rocket pods?
I'm thinking of making a mech on Mrm

What do you mean with "the most rocket pods"? Missile hardpoints?

Anyway, check ARC-5W Archer and MAD-4HP Marauder II. Both 'Mechs have nine missile hardpoints.

Edited by martian, 21 December 2022 - 02:38 PM.


#3 -Winter

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Posted 21 December 2022 - 06:10 PM

View PostTAMTAMBABY, on 21 December 2022 - 02:03 PM, said:

Which mech has the most rocket pods?
I'm thinking of making a mech on Mrm


Dervish for Medium, Marauder for Heavy those two are the more popular MRM mechs. You don't need the most missile hard points you need the right quirks with enough good hardpoints.

Edited by -Winter, 21 December 2022 - 06:11 PM.


#4 AnAnachronismAlive

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Posted 21 December 2022 - 11:54 PM

View PostTAMTAMBABY, on 21 December 2022 - 02:03 PM, said:

Which mech has the most rocket pods?
I'm thinking of making a mech on Mrm


General advice ... do not waste too much time on different mechs / loadouts in your early MWO-days. Go with a solid setup that you like / that works out for you (solid medium or heavy mechs are the way to go usually, since they are a little more forgiving in terms of positional errors) and safe your C-Bills until you are more familiar with the game and how to "farm money" in matches. MWO can be a pretty decent C-Bill sink (even with all the free stuff on receives lately), when switching between mechs and builds fairly often if your mech / weapon stable does not support for sick switcharoo already.

Buy yourself a LFE 300 engine (versatile engine for most mechs between 55 and 100 tons) and simply switch engines whenever you feel like playing another mech / loadout and do not throw consumables out, if you ain't sure their usage will pay off (40k each can be kinda painful if matches ain't going your way anyhow). Furthermore MRMs are "sandblaster weapons" (especially the bigger launchers) that shine against bulky targets on short and - to some extent - medium range, but spread damage all over the place, so mebbe try to work with longer ranged lasers or UACs (5s or 10s) early on ... still and as the other lads mentioned: 2 hard points are usually enough. The smaller MRM-Launchers (10s) work a little more like SRMs due to modified streaming patterns when compared to the bigger ones. Stacking a lot of em can work out, usually ain't very common though.

Try the MAD-9M in that regard with a build roughly like that (you could use 2 MRM30s and 5MedLasers for weapon range-synergy instead. If you feel like you can manage the heat, you could even go 2 MRM40 and 5 MedLasers, but that build usually lacks sustained DPS / gets too hot).

https://mwo.nav-alph...bffacbab_MAD-9M

Edited by AnAnachronismAlive, 22 December 2022 - 01:40 AM.


#5 VeeOt Dragon

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Posted 23 December 2022 - 10:55 AM

yeah you don't need a large number of hardpoints for MRM, thats more an SRM thing. also i would go with something that has lots of general Missile Quirks. that way if you find you don't like the MRMs you can swap to something like SRM or LRM. as a new player picking mechs that you can try different builds on is always a plus as you don't have to fill you limited mech bays with mechs that only work for one thing..

#6 BLACKR0SE

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Posted 27 December 2022 - 05:18 AM

In my opinion, every machine has its own plus point.

Thank you guys for the information, I have all kinds of machines :) but some machines destroy the enemy in 5 minutes, some in 1 minute, it's like the trick Posted Image

#7 BLACKR0SE

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Posted 27 December 2022 - 05:44 AM

Srms are good, but the enemy knows this and does not come close. mrm long distance effective.

I'm trying anyway, I'm trying every combination on every machine :)

Thanks!

#8 Sebastyan Black

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Posted 22 January 2023 - 12:51 AM

Late for the party, but I have this in one of my bays.
mad-4hp
LFE300, 7xSMR2, 2xMRM40

In case you have MC to spare: Nightstar Wolf Phoenix is also nice.

Edited by Sebastyan Black, 22 January 2023 - 12:58 AM.


#9 Horseman

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Posted 15 March 2023 - 05:26 AM

View PostTAMTAMBABY, on 21 December 2022 - 02:03 PM, said:

Which mech has the most rocket pods?
I'm thinking of making a mech on Mrm

The number of hardpoints is inversely proportional to the amount of quirks you get for them.
Trebuchet 7M has some godly missile quirks but is rather fragile. I used to run it with MRM40+MRM20 (gives 1 ton more than 2xMRM30 = an additional heat sink which this thing badly needed).
Hunchback 4SP can do the same, it's tankier but without jump capability.
Griffin 1S, decent quirks again
I used to run a Hunchback 4J with MRM40 and 4xMedium Lasers
Roughneck 1B has well placed hardpoints and it's super durable as every Roughneck.
Catapult C4 would be another pick for offensive quirks

#10 w0qj

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Posted 16 March 2023 - 07:40 AM

There's also a potent MRM/SRM2 build by another player, as below:
https://mwo.nav-alph...02b13b4_MAD-4HP

~At least it's got +15% Standard SRM range quirk!


Source: Sebastyan Black
https://mwomercs.com...e__pid__6489754

Edited by w0qj, 16 March 2023 - 07:41 AM.


#11 BLACKR0SE

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Posted 16 March 2023 - 08:07 AM

View Postw0qj, on 16 March 2023 - 07:40 AM, said:

There's also a potent MRM/SRM2 build by another player, as below:
https://mwo.nav-alph...02b13b4_MAD-4HP

~At least it's got +15% Standard SRM range quirk!


Source: Sebastyan Black
https://mwomercs.com...e__pid__6489754


thank you guys :) i'm using mad already., but isn't it a bit cumbersome for mrm?

#12 Horseman

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Posted 17 March 2023 - 10:15 AM

View PostTAMTAMBABY, on 16 March 2023 - 08:07 AM, said:

thank you guys Posted Image i'm using mad already., but isn't it a bit cumbersome for mrm?
It kind of has to be a missile boat, and with its' slow speed it's a choice between MRMs or Rocket Launchers (it's not a good LRM boat and there's already a better one in the AWS-8R) or going ham on HPPCs.





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