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Chassis For Ultimate Lrm Boating


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#1 Alilua

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Posted 07 June 2018 - 01:33 AM

I was thinking the bad thoughts at 5am and was wondering what some of the best lrm boats were in the game.

Assaults for ultimate potato mode
IS

Highlander 733 95 tons 15%cool down and 2 missile slots in a side torso 2 in arm
Higherlander 733p for if you like running Artemis+tag 10% cooldown 10% velocity and 10% energy range applies to tag
Cyclops 10-Q 90 tons 7 missile slots for unending spam of lrm 10s
Mauler 1R 90 tons but 2 missle slots each in side torsos 10% cooldown and heat quirks though
Stalker 3H 85 tons with lrm 20 cooldowns and range quirks
Stalker 5m 5 missle slots with 10% cooldown and range
Battlemaster 1s 85 tons10%cooldown and heat gen. better geometry and torso twisting. Rare to see ingame so somewhat unexpected.
Awesome 8r 80 tons 10% velocity 5% heat 10% cooldown with extra 10% cooldown on lrm 15s
Annihilator Meanbaby 100 tons for being able to take 4 lrm 20s and a large amount of ammo. Real money.

Clan

Madcat MKII-2 90 tons and can take 4 lrm20+artemis and a larger XL engine than a supernova
Supernova A 90 tons and can take 4 lrm20+artemis and an XL engine. More compact hitboxes.
Highlander IIc-B 90 tons and can easily take 4 lrm 20s with plenty of ammo and an XL engine
Kodiak-Spirit Bear 100 tons Can take 2 lrm 20 and 2 lrm 15 and 24 tons of ammo while moving 64kph. Can also be boosted with masc if you want less ammo. real money
Executioner Cherbi 95 tons- can take 4 lrm 20. Real money, stuck with large engine and masc and stupid designs of ferrofibrous armor and standard structure.

Some good dedicated heavies for lrm boating that can at times be better than assaults.

IS

Thanatos 5T 75 tons, 6 missle slots and ecm in the ct.
Archer 5w 70 tons with 9 missle slots and lrm velocity bonus
Orion-VA 75 tons can take 2 lrm20 and 2 lrm15 and has a whopping
15% missle cooldown
Catapult C4 65 tons but good 20% cooldown 10% heat gen for 4 missle slots.

Clan

Night gyr D 75 tons can do 4 lrm20+artemis, though pod space for ammo is low. Has to have backup weapons to use tonnage
Novacat B 70 tons 6 lrm 15 and plenty of ammo + .5 target decay duration quirk.
Ebon Jaguar C 65 tons with ample pod space for 4 lrm20s and ammo 81 kph with 5% spread quirk

What do you think? Are the lighter chassis able to boat enough? Did I leave out too many mediocre chassis? Should direct fire weapons even be considered for ultimate lrm boats?

#2 eminus

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Posted 07 June 2018 - 01:37 AM

no LRM boat list is valid without the Trebuchet

#3 BrunoSSace

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Posted 07 June 2018 - 01:40 AM

I have thought this a few times. Dont forget the IS mediums. The hunchback 4J and the good old Trebuchets. They have the quirks to do some serious work. I find on the IS side quirks help alot. I also have a Golden boy with 5 lrm 5's. Its gets shut down bad by ams tho.

#4 BrunoSSace

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Posted 07 June 2018 - 01:44 AM

Please dont boat lrms, always bring back up weapons. Try it once, but don't make it a habit. In game you will get shut down bad.

On the Clan side, where is the mad dog? That thing was design to carry Lrms. Will pick one up one day, when they go on sale.

Edited by BrunoSSace, 07 June 2018 - 02:01 AM.


#5 Pardo Kerensky

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Posted 07 June 2018 - 01:45 AM

[Redacted]

Edited by draiocht, 07 June 2018 - 07:17 AM.
unconstructive


#6 Moochachoo

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Posted 07 June 2018 - 01:59 AM

Summoner LRM 100 with no armour, get on my level.

#7 Raudo Testoman

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Posted 07 June 2018 - 02:52 AM

I thought that this season 23 id be only using lurm boats. I drive only 100t mechs so my chassis selection is bit limited.
Start of the season was great. After few days i was at 2,2 w/l so i really felt i could pull alot more weight than in normal brawling builds. But now the losing streak has hit. Past few days have been mostly stomps. While stomps seem to go either way, they are no fun to play. Yesterday i did 7 matches and got only 1 good, even match. Lost 4.

Atm im at 1,66 w/l. No sync drops or group. Just solo QP.

Anyhoo...
Mechs im using are KGC-0000, Mean Baby, Wrath, Atlas S.
4*LRM15, medium lasers of some sort. Artemis if it fits. And tag of course. Max firepower tree. 10t is enough ammo with capacity nodes.

King Crab has good low profile and hill humping hardpoints. Protecting the left torso is sometimes problematic though. I think its my favorite.
Wrath has ECM. 3 out of 4 hardpoints are on left side though. Its hitboxes are humongous.
Mean Baby has good hitboxes and armor and its symmetrical. I use dual tag on it because im preparing to lose a side torso so with 2 tags i can tank with both sides. Lose side torso and you still got tag and lrms. Get reduced into stick and you still can fire your 2 lasers. People will hate your dual tag, lrm annie though...
Least favorite is the Atlas. Tall mech, energy hardpoints hang low, low armor, all missiles on left torso. Meh...


Personally i think there is nothing wrong with lrm assaults. Its the players who give them bad reputation.
You are welcome to watch my streams.

#8 Weeny Machine

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Posted 07 June 2018 - 04:07 AM

I love assault LRM boats with just 2 CERML as backup...You will get no armour sharing from these guys for sure

#9 Bombast

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Posted 07 June 2018 - 04:13 AM

View Posteminus, on 07 June 2018 - 01:37 AM, said:

no LRM boat list is valid without the Trebuchet


As much as I hate to admit it, the TBT-7M is an amazing LRM carrier (As amazing as LRM carriers can possibly get, anyway). Monster cooldown and heat quirks, and probably the lightest mech in the game that can reasonably self-NARC (With a NARC quirk, no less) and still carry a respectable LRM load of its own.

Like all good LRM boat chassis, it's better with MRMs, but if you just have to LRM, it's a good option. It's certainly better than burning an Assault slot on your team and wasting it on a Highlander LRM boat.

#10 LordNothing

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Posted 07 June 2018 - 05:32 AM

you know you can get real money hero mechs if you sit on your event mc for long enough.i only bought like 3 or 4 heros with real money, the rest are all stashed mc, and i have many.

#11 Damnedtroll

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Posted 07 June 2018 - 05:42 AM

View PostBush Hopper, on 07 June 2018 - 04:07 AM, said:

I love assault LRM boats with just 2 CERML as backup...You will get no armour sharing from these guys for sure


Surprising ! It got backup weapons !!!!! Seen atm and lrm boat without any backup and finishing the game with over 1000 ammo....

Edited by Damnedtroll, 07 June 2018 - 05:43 AM.


#12 Eisenhorne

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Posted 07 June 2018 - 05:58 AM

The only time to ever bring LRM boats is if you're part of an organized group in faction play that decides to bring LRM boats. That said....

My LRM Mauler with 4 ALRM 15 + tag and 3,000 rounds of ammo is pretty nice if that's your cup of tea.

4 ALRM 15 + tag Awesome is great too, just a bit less ammo at 2400 rounds.

#13 Alkabides

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Posted 07 June 2018 - 07:05 AM

I picked up cyclops 10-Q a few weeks ago when it was on sale. Really like mrms, been playing with a loadout of 100-130. Very fun, definitely not meta but you can really cause a ruckus which is fun. I changed those out the other day to see how many Lrms worked. Pretty fun I must admit. Loaded with a slew of lrm10’s and 2 erml as back up. If someone gets close you’re screwed but when you are raining never ending lrms at someone who has managed to get themselves into an open area, it’s pretty damn fun.

#14 Lykaon

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Posted 07 June 2018 - 08:30 AM

View PostRaudo Testoman, on 07 June 2018 - 02:52 AM, said:


Personally i think there is nothing wrong with lrm assaults. Its the players who give them bad reputation.
You are welcome to watch my streams.



Here are reasons why some players don't like seeing LRM assaults on their team.

1: team expectations that an assault mech on their team will be a front line anchor mech pushing the vanguard but,instead they get a second or rear line support chassis.Then there is the additional expectation that the LRM boat is going to be hiding somewhere in the back leaching off their locks using their team mates risky front line fighting to pad their damage scores while they sit in the rear.

2: LRMs are to put it simply garbage weapons with a list of faults a paragraph long and pretty much one useful trait (indirect fire) that utterly fails to compensate for the massive list of failings. An assault mech that could be packing an excellent precise weapon payload capable of deleting enemy mech components in one or two shots is instead packing 40+ tons of sand blaster.

3: Maps, map choice can radically impact an LRM boat's performance. A Match on Mining Collective vs a Match on Forest Colony vs a match on Polar Highlands. Then consider game modes with global ECM effects (incursion/escort) and you have an additional performance reducing factor that apply to the assault LRM boat.This makes the weapon system and map having a larger impact on match performance over the pilot's actual abilities. Your team's investment in an assault mech slot (your LRM boat) may depending upon the map/mode be underperforming and it's not because the pilot is bad it's because the weapon system is way to nitch in it's functionality on certain maps/modes.

4. LRMs do require being in the right place at the right time to have maximum effects. To avoid AMS concentrations, avoid ECM,to hit priority targets,to be in a possition to lend aid to a friendly through indirect fire etc. All of this requires some level of mobility that an assault mech can not leverage. This leads assault Lurmers into the role of bearly mobile missile spam rather than a tactical support platform. Frequently a 100 ton LRM boat with over 1000 damage would not have contributed as much tacticly as a LRM medium mech with half that damage done.

#15 Requiemking

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Posted 07 June 2018 - 08:55 AM

Despite the silliness of the idea, the Adder works surprisingly well as an LRM-primary mech. You don't even need to do any pod swapping, just use the stock Adder A setup. My personal one is twin LRM 15s(more ammo than the 20s), twin Heavy Meds, and a TAG.

Edited by Requiemking, 07 June 2018 - 08:55 AM.


#16 Asym

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Posted 07 June 2018 - 09:55 AM

Why isn't the Mad Dog listed? 6 LRM-10's or combinations of LRM/ATM/SRMS/Streaks?

#17 JediPanther

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Posted 07 June 2018 - 10:22 AM

Any of the catapults. First lrm boat is best lrm boat.

#18 S O L A I S

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Posted 07 June 2018 - 10:35 AM

IV4 has good tonnage and excellent quirks that are I think on par with the Hunchie 4J.

Bonus points for aggravating all who see what you've done to it....

#19 Champion of Khorne Lord of Blood

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Posted 07 June 2018 - 10:41 AM

>left out the best LRM boat in the entire game

Try out a Mad Dog Prime, get locks while only revealing one pixel of your cockpit, rain down Artemis guided dual LRM20s with like 25% cooldown quirks after skill tree. Also have 4 CSPL or something and fend off lights that are trying to stop you.

There's pretty much no better option out there that offers the same level of high mounted launchers, high mounted cockpit, mobility, and arm based weaponry.

#20 Lykaon

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Posted 07 June 2018 - 11:15 AM

View PostRequiemking, on 07 June 2018 - 08:55 AM, said:

Despite the silliness of the idea, the Adder works surprisingly well as an LRM-primary mech. You don't even need to do any pod swapping, just use the stock Adder A setup. My personal one is twin LRM 15s(more ammo than the 20s), twin Heavy Meds, and a TAG.



I used to run a Cougar with the same loadout plus an ECM. It was pretty good until the last round of Lurm nerfs. I have yet to take it out since the velocity increase though.





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