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Mrm Vs Lrm, What Are The Different Perks Now?


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#1 Reposter

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Posted 17 March 2019 - 07:33 AM

Hi guys, just wondering with the new patch changes to LRMs what do people think need to be done to choose MRM over LRMs? Are LRMs suppose to be different from MRMs a lot or some rebalance needed?

Just wondering about MRM and LRM usage now, thanks for any input.

#2 Acersecomic

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Posted 17 March 2019 - 07:54 AM

LRMs are heavier, lower damage lock-on weapons with arming range capable of shooting at extreme ranges, can track targets and hit them behind most cover.
MRMs are lighter, heavier hitting weapons that can shoot to medium to long range that do not require lock on and are fired in a straight tream rather than a cluster.

MRMs are good poke and brawler weapons with good payoff.
LRMs are sniper/cover weapons that are more used to suplement the team and harras the enemy.

#3 Frith

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Posted 17 March 2019 - 12:31 PM

I wish there was a clan version of the IS MRMs. I have a Jag with two MRM 40s and a couple of lasers and MG and it's a lot of fun to play. The MRMs will hit out to about 600M (with skills), but it's a challenge to get most of them on a target at that distance. Up close, I can really pour it on.

Edited by Frith, 17 March 2019 - 12:33 PM.


#4 Curccu

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Posted 17 March 2019 - 12:54 PM

View PostAcersecomic, on 17 March 2019 - 07:54 AM, said:

LRMs are heavier, lower damage lock-on weapons with arming range capable of shooting at extreme ranges, can track targets and hit them behind most cover.
MRMs are lighter, heavier hitting weapons that can shoot to POINT-BLANK medium to long range that do not require lock on and are fired in a straight tream rather than a cluster.

MRMs are good poke and brawler weapons with good payoff.
LRMs are sniper/cover weapons that are more used to suplement the team and harras the enemy.

FTFY

#5 HammerMaster

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Posted 17 March 2019 - 01:20 PM

View PostFrith, on 17 March 2019 - 12:31 PM, said:

I wish there was a clan version of the IS MRMs. I have a Jag with two MRM 40s and a couple of lasers and MG and it's a lot of fun to play. The MRMs will hit out to about 600M (with skills), but it's a challenge to get most of them on a target at that distance. Up close, I can really pour it on.

Serious? It's called ATM. 3 pts DMG at 120 to 270 meters.
Seriously.

#6 Frith

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Posted 17 March 2019 - 01:20 PM

I realized that I didn't address the OPs question. My understanding based on what I've previously read, is that the main change to LRMs will be that the flight trajectory will vary depending if the person firing them has line of sight to the target. If there is line of sight, the trajectory will be a lot flatter, and presumably the flight time shorter, meaning LRMs will be more effective with line of sight. With Line of sight, they'll behave more like MRMs, except they'll require a lock, track to target, and have greater range.

I'll speculate that the reason for this change is to encourage missile boat players to be more engaged in the battle. Instead of hiding in the back out of sight, I suspect this is intended to encourage them to move up to where the non-boat mechs are engaging their opponents.

#7 Frith

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Posted 17 March 2019 - 01:33 PM

And ATMs are ineffective closer than 120 meters.

#8 Acersecomic

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Posted 17 March 2019 - 01:47 PM

View PostCurccu, on 17 March 2019 - 12:54 PM, said:

FTFY


??

#9 Battlemaster56

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Posted 17 March 2019 - 02:09 PM

View PostFrith, on 17 March 2019 - 01:33 PM, said:

And ATMs are ineffective closer than 120 meters.


And a smart ATM pilot would start engaging around the 300m with some good backup weapons like cmpl or ersl if you're lighter than a heavy, when someone think they can rush you or that one squirrel thinks you don't have any back up weapons.

#10 The6thMessenger

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Posted 17 March 2019 - 02:41 PM

ATMs already hit quite quickly at their sweet-spot, the velocity-quirks ain't that important for those ranges, rather it's the mid-range use.

#11 Redshirt4Life

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Posted 17 March 2019 - 06:12 PM

I don't get MRMs in their current state vs. SRMs. They have terrible velocity and spread. Odd stats for a midrange weapon

#12 ACH75

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Posted 17 March 2019 - 10:03 PM

MRM's needs more speed and less spread

#13 Curccu

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Posted 17 March 2019 - 10:35 PM

View PostRedshirt4Life, on 17 March 2019 - 06:12 PM, said:

I don't get MRMs in their current state vs. SRMs. They have terrible velocity and spread. Odd stats for a midrange weapon

it's not midrage weapon really it's 0-550 (up to 740+ for some mechs with skilltree), usually used as pairs if 30 or 40 tube launcher and that's 60-80 damage, pretty low heat compared to that damage.

I would suggest trying them with 50-60 tonner with jumpjets
TBT-7M and IV-FOUR are excellent choices.


View PostACH75, on 17 March 2019 - 10:03 PM, said:

MRM's needs more speed and less spread

To be OP they do, currently MRMs are lethal if used correctly

#14 ACH75

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Posted 17 March 2019 - 11:37 PM

View PostCurccu, on 17 March 2019 - 10:35 PM, said:

To be OP they do, currently MRMs are lethal if used correctly


The Spread of the MRM20 seems fine, 30 and 40 is too high and since we have max 20 missile tubes hardpoints the MRM30 and 40 make always longer trails reducing accuracy furthermore... they are very good only at point blank where the spread does not count...

Edited by ACH75, 17 March 2019 - 11:40 PM.


#15 El Bandito

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Posted 18 March 2019 - 12:00 AM

View PostRedshirt4Life, on 17 March 2019 - 06:12 PM, said:

I don't get MRMs in their current state vs. SRMs. They have terrible velocity and spread. Odd stats for a midrange weapon


MRMs are great for mechs with low missile hardpoints. Even just a 2 missile mount mech can field 80 damage alpha. 2xSRM6 only gives you about 26 damage alpha.

And since PGI tend to give low hardpoint mechs bigger weapon related quirks, mechs such as the Trebuchet-7M and the IV-FOUR really benefit from that.

Edited by El Bandito, 18 March 2019 - 12:05 AM.


#16 Vellron2005

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Posted 18 March 2019 - 12:09 AM

View PostReposter, on 17 March 2019 - 07:33 AM, said:

Hi guys, just wondering with the new patch changes to LRMs what do people think need to be done to choose MRM over LRMs? Are LRMs suppose to be different from MRMs a lot or some rebalance needed?

Just wondering about MRM and LRM usage now, thanks for any input.


What's different?

Lock on mechanics for starters...

And the fact that you can get MRM40 in a single slot, but LRM40 needs two slots..

Other than that and the MRMs medium to LRMs long range.. Guess there won't be much difference now?

The real question will be, which to use, LRMs or ATMs?

Edited by Vellron2005, 18 March 2019 - 12:09 AM.


#17 Curccu

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Posted 18 March 2019 - 02:28 AM

View PostACH75, on 17 March 2019 - 11:37 PM, said:


The Spread of the MRM20 seems fine, 30 and 40 is too high and since we have max 20 missile tubes hardpoints the MRM30 and 40 make always longer trails reducing accuracy furthermore... they are very good only at point blank where the spread does not count...

They are fine.... make them more accurate and we got OP weapon, I got almost two days of use time with MRM30/40 and they are good enough to kill anything in this game.

#18 MechaBattler

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Posted 18 March 2019 - 10:29 AM

I've found MRMs are meant to drown an enemy in low damage missiles. Just sheer volume, skin the enemy down. It freakin works. With MRMs you have more missiles for the weight you put in versus what LRMs have. Obviously LRMs have tracking and can be fired indirectly.

If you're just bringing one MRM10, you're probably better off with an SRM. If you can slap 2xMRM30s you're good. Or if you have fat missile cooldown quirks like that one Vindicator variant, you can just run an MRM40 or 30.

#19 Acersecomic

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Posted 18 March 2019 - 11:21 AM

And the nice thing with MRMs is that their cooldowns match so you can stack different sizes.





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