How To Use Mrms
#1
Posted 26 June 2018 - 08:28 AM
I've fell in love with missiles ever since I dead-cam spectated some dude standing on top of HPG Manifold with some kind of lock-in missiles (now I know they were LRMs) and get kills after kills. It was one of my first 25 games, and it was awe-inspiring.
After much experimentation with LRMs and SRMs, I've managed to hit tier 4. I had some limited success with laser vomit builds and ErLLx2 poke Raven, but missiles remain my passion, and I broke the 1000+ damage yesterday with both my splatcat and TAG + LRM 40 Cat C1.
For the longest time, I've been meaning to try out MRMs, but they just don't seem very effective. It's pretty clear what LRMs and SRMs are supposed to do, but the MRMs seem to have neither the lock-in high range of the LRMs, nor the massive damage potential of the SRMs. In the mid range, I feel like lasers and ballistics dominate. If there are any MRM masters here who's willing to share his/her wisdom, I would appreciate it.
#2
Posted 26 June 2018 - 10:46 AM
#3
Posted 26 June 2018 - 11:00 AM
MRMs are a middle step between LRMs and SRMs, useful for ranges outside of standard SRM range. And that's the only place where they really shine, in mid range engagements.
I did not like them at all and after having been initially really impressed with LRMs, back when I was in Tier5, I have learned that at higher Tiers they are fairly easy to beat. Which is why it is considered a niche weapon system. You do a lot of damage, but you do not get any kills because the damage is spread all over the enemy mech. But hey, play what you enjoy. Just make sure you share armour when lurming and don't sit in the back watching your team die.
***EDIT: This Video sums up all the problems and flaws with the LRMs pretty well. And I find Baradul is usually really entertaining. ***
Edited by Darakor Stormwind, 26 June 2018 - 11:09 AM.
#4
Posted 26 June 2018 - 03:35 PM
Find some cover, use the JJ's to get your shoulder pod over the cover, fire, then drop to safety. If your target is moving try to predict the path and lead the shot appropriately. Prioritize bigger targets and sandblast them down with multiple salvos.
You'll be racking up 600+ dmg games in no time.
My favorite MRM build
WVR-7D
AD5:3001|OG|OG|Rg|i^p^0|OGq^0|Z@|Y@|GP|GPr00s00tb0|GP|OGub0|GP|OGv<0|GPw806060 (build import code)
Adjust JJ's, ferro, and engine to taste.
Edited by Roughneck45, 26 June 2018 - 03:48 PM.
#5
Posted 26 June 2018 - 04:08 PM
Aetis, on 26 June 2018 - 08:28 AM, said:
As mentioned above, MRMs are good for hardpoint-starved mechs, and while SRMs are brawling weapons MRMs are poking weapons that won't leave you with your pants down if you get caught in a brawl. I like pairing MRMs with medium lasers or ERMLs to add a bit of pinpoint damage to the MRM sandblast.
I find jumping medium mechs make for some good MRM carriers as they can reposition quickly, jumpsnipe (if that's even the right word - maybe jumpburst is more accurate?) to get a volley of missiles off and return to cover or behind a teammate, and stay back in the 300 to 400m range instead of having to be in the 200m range to use SRMs.
Also MRMs are good for assault mechs to increase the damage output, range, and terror aspect of the loadout. Dual MRM30s in the ST of an Atlas or King Crab is a solid upgrade from the 2 to 4 SRM6s we could put in there before MRMs.
#6
Posted 26 June 2018 - 09:02 PM
HBK-4J
Build: AE0830k0|GP|Pgp[0|Y?|Y?|Y?|[@q[0|i^|i^|i^r00s00t_0|GPu_0|GPvB0|Y?w505050
Skills: abf7bf37bfed9f756bf1d8fcf7f000000000000000000003021c3a0212008
RGH-2A
Build: AJ8:20?1|Qg|i^|9P|GPpg0|O@qg0|Z@r70s70tl0|GP|9Pul0|9P|9PvB0|9Pw505050
Skills: abf3bf7ddffce7577bb0c83c33c00000000000000580e633e210180212008
GRF-5M
Build: A4:83031|KO|GP|Pgp_0|[@|GP|GP|OGq_0|Y?|Y?|i^|i^|OGr30sT0|0@|0@|0@|0@t`0|OGu`0|OGv90|KOw505050
Skills: a5f73b267fed61507b21c8fcf7f000000000000002871663e21c3a021200c
TBT-7M
Build: Ak0:20k0|GP|GP|Ddp[0|Z@|i^q[0|Z@|i^r10s10t^0|GPu^0|GPv>0|GPw505050
Skills: abf7bf37bfed87516b30d83c33c00000000000000580e633e21c3a021200c
HGN-733C
Build: A81820Z1|[g|i^|i^|i^|@O|GPp21|i^q21|Z@|Z@r00sl0|X?t<1|@O|GPu<1|@O|GPv@0|GPw:0:0:0
Skills: abf7bf37ffede7557bb0c83c33c00000000000000d86f630e00008021200c
Edited by Horseman, 26 June 2018 - 09:03 PM.
#7
Posted 26 June 2018 - 10:37 PM
If you pop over a wall to shoot MRMs, wouldn't you drop back down before you finished firing?
#9
Posted 27 June 2018 - 01:30 AM
Aetis, on 26 June 2018 - 10:37 PM, said:
If you pop over a wall to shoot MRMs, wouldn't you drop back down before you finished firing?
Just a matter of timing. You do need to jump a bit higher than you would have to with ppcs or gauss. You need like a second plus aiming time.
#10
Posted 27 June 2018 - 03:15 AM
So you wanna be using then around that range or less, makes it easier to 'lead' the volley as well.
#11
Posted 01 July 2018 - 03:41 PM
#12
Posted 03 July 2018 - 05:16 AM
I opted for it since I wanted to try brawling with it and 3 SRM6s didn't seem like enough damange. I'm still figuring out the best tactics to use but it's fun to give a Mech a face full of missiles when you(or they) turn a corner.
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