Lrm Deck Suggestions
#1
Posted 06 September 2018 - 09:53 AM
Stealth Narc Raven 3L is already set (tho, i wouldn't mind any build or skilltree suggestions)
Was thinking about 2 Awesome 8R and 1 Archer.5W
LRM is not my forte so any recommendations are welcome.
This is meant to be a group deck in faction play, not the most serious deck tbh.
IS only and hero'mechs are not an option (alt account).
#2
Posted 06 September 2018 - 10:09 AM
MAL-1R, 2x WHM-6R (dual gauss), RVN-3L. You can swap the WHM-6R's for any two direct fire heavies you like, but something with an effective range of ~500-700 meters is what you're looking for here.
If you wanna go HAM on LRM's, you can swap one of the direct fire mechs for an ARC-2R if you want, but -never- take 3 LRM boats, because if you need direct fire, you want to have the option.
* edit - fixed armor distribution on mauler
Edited by Eisenhorne, 06 September 2018 - 12:40 PM.
#3
Posted 06 September 2018 - 10:22 AM
If I'm going to include LRMs in my faction deck, I normally have one, maybe two, LRM based mechs. I know my Stalker 3F and Catapult BB have done well.
Builds:
Stalker 3F: 2 LRM15s, 2 MRM10s and four ERMLs.
Catapult BB: 2 LLs, 2 ERMLs and two LRM10s.
Those builds may not have "missiles for days", but when the missiles dry up, or an enemy pushes in, they each have enough direct fire to contribute to the fight still. I like to never be helpless.
(I can post up more complete builds if desired. Just ask if they interest you.)
#4
Posted 06 September 2018 - 11:44 AM
#5
Posted 06 September 2018 - 12:01 PM
The LRM is solely meant for group play on polar/alpine etc including NARC mechs.
I'll take it to heart and integrate 1 LRM boat (as in boaty boat) contraire to having 3 LRM'mechs.
The archer looks interesting, the mauler ammo pinata is.. weird. I get that it's the 90 ton "filler" but it looks so makeshift
Any other options? I am sadly not having too many mechbays to play around with currently.
Add: Oh, props if it's mech on sale btw, i'm a bit tight on anything right now, including c-bills.
Edited by Kunato Developments, 06 September 2018 - 12:04 PM.
#6
Posted 06 September 2018 - 12:23 PM
#10
Posted 06 September 2018 - 12:48 PM
Clans will bring an equivalent or heavier tube count at a higher speed and with more ECM than you. The Cheetah can also narc well and its jump jets are arguably more useful then the Raven's stealth armor.
#11
Posted 06 September 2018 - 12:53 PM
#12
Posted 06 September 2018 - 12:59 PM
Spheroid, on 06 September 2018 - 12:48 PM, said:
Clans will bring an equivalent or heavier tube count at a higher speed and with more ECM than you. The Cheetah can also narc well and its jump jets are arguably more useful then the Raven's stealth armor.
As long as the entire team buys into doing it, it's fine. IS has advantages when it comes to lurming that clanners don't, so it mostly comes down to the skill of the NARC pilot and the skill of the guys trying to kill the NARC pilot. The actually LRM boats require very little skill, just stand back and press ur damage button.
#13
Posted 06 September 2018 - 01:07 PM
The Raven and the Cheetah will show up around the same time, but the Clans will have the speed advantage. You could bring something like a Trebuchet but then the tube count is grossly inadequate.
I say its a bad idea not because the Awesome is bad, its quite good actually but the manner in which I.S. are brought to bare result in disappointing outcomes.
Lets take a look another lurm map like caustic where speed is not a factor. You bring LRM45-LRM60 the enemy brings cLRM80 for the same speed. All else being equal it is a losing trade.
Edited by Spheroid, 06 September 2018 - 01:08 PM.
#14
Posted 06 September 2018 - 01:15 PM
Edited by Eisenhorne, 06 September 2018 - 01:15 PM.
#15
Posted 06 September 2018 - 01:16 PM
Spheroid, on 06 September 2018 - 01:07 PM, said:
The Raven and the Cheetah will show up around the same time, but the Clans will have the speed advantage. You could bring something like a Trebuchet but then the tube count is grossly inadequate.
I say its a bad idea not because the Awesome is bad, its quite good actually but the manner in which I.S. are brought to bare result in disappointing outcomes.
Lets take a look another lurm map like caustic where speed is not a factor. You bring LRM45-LRM60 the enemy brings cLRM80 for the same speed. All else being equal it is a losing trade.
You're over thinking it, make sure to have a narc mech -> mash damage button within 1km, that's all there is to it. If no narc mech tag goes to something like 800m? The IS missile battery doesn't need to be in the domination circle, it just needs to be within 1km of it. Though it is strongly not advised to run lurms unless you have like at least 6 boats shooting the same targets
#16
Posted 06 September 2018 - 01:18 PM
Hazeclaw, on 06 September 2018 - 01:16 PM, said:
You're over thinking it, make sure to have a narc mech -> mash damage button within 1km, that's all there is to it. If no narc mech tag goes to something like 800m? The IS missile battery doesn't need to be in the domination circle, it just needs to be within 1km of it. Though it is strongly not advised to run lurms unless you have like at least 6 boats shooting the same targets
And a -very- skilled NARC pilot. If your NARC guy dies early, you will most likely lose the wave, if not the game, unless your enemy is bad. I've seen guys volunteer to NARC, then die super fast, and the whole team just stands around waiting for locks that never come.
#17
Posted 06 September 2018 - 02:45 PM
Eisenhorne, on 06 September 2018 - 10:09 AM, said:
I tell you a secret. Bit less ammo, however still enough for 3k dmg with full armour. The kicker though is the 1R's quirks apply to LRM20 as well... It's a nasty, nasty piece of work and even on Caustic can fire continously for an exceptional amount of time
It's actually better than the AWS-8R with LRM15s. If you find the 1R runs cool/outta ammo, drop a DHS - I haven't had either issue yet
Edited by justcallme A S H, 06 September 2018 - 02:49 PM.
#18
Posted 06 September 2018 - 02:52 PM
Eisenhorne, on 06 September 2018 - 12:35 PM, said:
Can also do THIS in the face of the Artemis Nerfs. I gave it a run, with the extra DHS, over time, it actually isn't too bad.
Again less ammo but then 2k dmg in a single mech is enough for me - and it puts the TAG in the head
#19
Posted 06 September 2018 - 02:59 PM
Eisenhorne, on 06 September 2018 - 12:59 PM, said:
As long as the entire team buys into doing it, it's fine. IS has advantages when it comes to lurming that clanners don't, so it mostly comes down to the skill of the NARC pilot and the skill of the guys trying to kill the NARC pilot. The actually LRM boats require very little skill, just stand back and press ur damage button.
He is forgetting the IS LRM Quirks are huge.
AMS means nothing, as does ECM in most organised LURMAGGEDDON play.
#20
Posted 07 September 2018 - 06:26 AM
I've settled for a mauler 1R.
Setup will be either this or this.
Not quite sure if i want the ammo container in the same place as the tag but i guess i'll figure it out on the fly after a few games (i shouldn't have the need to use the tag at all honestly).
Reasoning for the mauler is, a) i can use the same engine and upgrade for both builds and i can level it with heavy gauss in quickplay :3.
Again, thanks for all the recommendations, hope i can lurm one or two of you guys soon.
Edited by Kunato Developments, 07 September 2018 - 10:05 AM.
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