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Which Lrm Boat Should I Get First


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#1 moltenlava16

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Posted 12 April 2019 - 01:51 AM

Hello guys i have been playing mwo for 3 days i have got a hang of the controls i have already bought a hbk 4sp and a hbk 4g since many people said that it is one the best starting mechs. Anyways i remember playing LRM in one of the trial boats and i really liked (im the kind of guy who likes to sit at the back and snipe people in all multiplayer games :P) So i wanted to get a LRM boat i did a huge mistake and bought the hbk 4j because i saw a video where it had crazy fast reload speeds but seems like it got a nerf and i cant seem to play well in it no matter what i do, i want a cheap LRM boat i was thinking of buying the catapults but they seem a bit too expensive for me so any recommendations?

#2 Maddermax

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Posted 12 April 2019 - 02:11 AM

I'd suggest something fairly mobile for you, and Clan can get speed and LRMs easier, because their LRMs are much lighter.

Personally, while I don't use LRMs much, I do run a sunspider C occasionally, which is a good option. It can move 81kph and can fit 6 LRM 15s, which you need to chain fire so you don't get any ghost heat. You an also change out the side torso Omnipod for one with an ECM. That's pure LRM boat though, not always the best idea, as when your minimum range gets under-run, you die pretty quickly unless your team helps you out. It's more expensive up front, but you don't have to pay for double heat sinks or a better engine like you do on some of the other options, so you save in that way, and it can be set up with other Dakka/Laser configurations too, so it's flexible if you don't have many C-Bills.

There's also variations of the Huntsman (medium) which can do well with LRMs or ATMs - Jump jets, mobility and the option for backup small lasers make it an appealing option.

You could try an Archer 2R if you want something sturdier - I set one up for Faction Play but don't like the slower speed. 3xLRM15s and 4 backup small lasers and a TAG can fit pretty well.

I would avoid assault LRM boats, but Clan Assaults can easily fit other weapons and have room for a couple of LRMs as well - I run a Madcat II with 3 er-Large lasers and 2 LRM20s pretty successfully. This sort of mixed build can be a good compromise in terms of LRMs vs direct fire weapons.

Edited by Maddermax, 12 April 2019 - 02:20 AM.


#3 Kroete

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Posted 12 April 2019 - 02:19 AM

LRMs are not good at sitting back, they are more usefull at 250-600m.
If you want to play sniper-hider, use ppcs or gauss.

If you want something at the strengh of a catapult, try the arctic wolf a, a 40 too clanmech with 4 missile and 2 laser hardpoints, ams and ecm and goes 97kph, no problem to fit 40 tubes. Its also relativ cheap and not that bad for atms or srms.

For more money, the maddogs are nice too, its a clan heavy omnimech build for missiles.


Edit:
Chaeper IS medium missile mech is the trebuchet,
but you need a little more money to fit it with doubleheatsinks and some other toys like for all IS mechs.
Dont know if its better then the hbk.

To get some money, there are trial mechs, in the moment the only one with lrms is the stalker 3f.
To get more money, play the academy.

Edited by Kroete, 12 April 2019 - 02:36 AM.


#4 moltenlava16

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Posted 12 April 2019 - 02:19 AM

View PostMaddermax, on 12 April 2019 - 02:11 AM, said:

I'd suggest something fairly mobile for you, and Clan can get speed and LRMs easier, because their LRMs are much lighter.

Personally, while I don't use LRMs much, I do own a sunspider C, which is a good option . It can move 81kph and can fit 6 LRM 15s, which you need to chain fire so you don't get any ghost heat. You an also change out the side torso Omnipod for one with an ECM. It's more expensive up front, but you don't have to pay for double heat sinks or a better engine like you do on some of the other options, so you save in that way, and it can be set up with other Dakka/Laser configurations too. That's pure LRM boat though, not always the best idea, as when your minimum range gets under-run, you die pretty quickly unless your team helps you out.

There's also variations of the Huntsman (medium) which can do well with LRMs or ATMs - Jump jets, mobility and the option for backup small lasers make it an appealing option.

You could try an Archer 2R if you want something sturdier - I set one up for Faction Play but don't like the slower speed. 3xLRM15s and 4 backup small lasers and a TAG can fit pretty well.

I would avoid assault LRM boats, but Clan Assaults can easily fit other weapons and have room for a couple of LRMs as well - I run a Madcat II with 3 er-Large lasers and 2 LRM20s pretty successfully. This sort of mixed build can be a good compromise in terms of LRMs vs direct fire weapons.

thanks but all of the mechs that u suggested are like above 8 mil c bill i dont have that kind of funds i want something cheap that just lets me experience being an LRM boat hope u get what i mean

#5 Maddermax

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Posted 12 April 2019 - 03:20 AM

View Postmoltenlava16, on 12 April 2019 - 02:19 AM, said:

thanks but all of the mechs that u suggested are like above 8 mil c bill i dont have that kind of funds i want something cheap that just lets me experience being an LRM boat hope u get what i mean


Yep, just remember that any normal mech you buy will often need an engine upgrade (3-5 million) and double heatsinks (1.5 million) to be effective, so the list price and the end price might be a lot more than the sticker price to be effective. Getting a good heavy or clan medium under 8m is often a bit tricky...

The usefulness of the omnimechs is that, while more expensive on the front side, they usually come with a good engine and double heatsinks, and often appropriate Endo-Ferro. The draw back is that they can't change any of those options, and you can't rip out the engine to put into another mech. You can also mix and match Omni-pods to create a different mech - buy one mech for LRMs, pay perhaps 1.5m to change omni-pods and have a dakka or laser mech - useful early on when scrounging cbills.

Perhaps a Bushwacker? They come with an XL engine (not ideal, but if LRMing it can work) and double heat sinks standard if I recall. The P1 does missile spam pretty well (and with a light engine upgrade can be a good SRM splat mech too), or any of the options with at least 3 missile hard points will do - I can't remember which ones have good quirks for it.

Edited by Maddermax, 12 April 2019 - 03:23 AM.


#6 Xeno Phalcon

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Posted 12 April 2019 - 03:21 AM

View Postmoltenlava16, on 12 April 2019 - 01:51 AM, said:

Hello guys i have been playing mwo for 3 days i have got a hang of the controls i have already bought a hbk 4sp and a hbk 4g since many people said that it is one the best starting mechs. Anyways i remember playing LRM in one of the trial boats and i really liked (im the kind of guy who likes to sit at the back and snipe people in all multiplayer games Posted Image) So i wanted to get a LRM boat i did a huge mistake and bought the hbk 4j because i saw a video where it had crazy fast reload speeds but seems like it got a nerf and i cant seem to play well in it no matter what i do, i want a cheap LRM boat i was thinking of buying the catapults but they seem a bit too expensive for me so any recommendations?


Because your working with a budget for now I would stay stick with your HBK-4J, hunchbacks are a old classic and cant really perform missile duties quite as well as modern mechs , and the 4J's launchers only spit out ten missiles at a time making them spread damage and be more vulnerable to AMS but think of it as the slow lane till you can save up for something better.

Still gonna cost you a bit to make the stock 4J to seriously pull its own weight but you can start to get a feel for it with some minor upgrades (notably changing the frame to endosteel and upgrading the missile launchers to lrm15s, dropping a lot of the lasers to help make up for the difference but keeping two back for defense/out of ammo moments).

HBK-4J
Realistically you would want to also upgrad to double heatsinks and a larger engine but that gets super pricey real quick for a mech thats basically your training boots.

#7 moltenlava16

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Posted 12 April 2019 - 03:40 AM

View PostMaddermax, on 12 April 2019 - 03:20 AM, said:


Yep, just remember that any normal mech you buy will often need an engine upgrade (3-5 million) and double heatsinks (1.5 million) to be effective, so the list price and the end price might be a lot more than the sticker price to be effective. Getting a good heavy or clan medium under 8m is often a bit tricky...

The usefulness of the omnimechs is that, while more expensive on the front side, they usually come with a good engine and double heatsinks, and often appropriate Endo-Ferro. The draw back is that they can't change any of those options, and you can't rip out the engine to put into another mech. You can also mix and match Omni-pods to create a different mech - buy one mech for LRMs, pay perhaps 1.5m to change omni-pods and have a dakka or laser mech - useful early on when scrounging cbills.

Perhaps a Bushwacker? They come with an XL engine (not ideal, but if LRMing it can work) and double heat sinks standard if I recall. The P1 does missile spam pretty well (and with a light engine upgrade can be a good SRM splat mech too), or any of the options with at least 3 missile hard points will do - I can't remember which ones have good quirks for it.

hmm seems like for my current needs a bushwalker will do i seriously messed up in this account and bought a bunvh of useless **** seems like im gonna have to make a new account and grind on that thanks

View PostXeno Phalcon, on 12 April 2019 - 03:21 AM, said:


Because your working with a budget for now I would stay stick with your HBK-4J, hunchbacks are a old classic and cant really perform missile duties quite as well as modern mechs , and the 4J's launchers only spit out ten missiles at a time making them spread damage and be more vulnerable to AMS but think of it as the slow lane till you can save up for something better.

Still gonna cost you a bit to make the stock 4J to seriously pull its own weight but you can start to get a feel for it with some minor upgrades (notably changing the frame to endosteel and upgrading the missile launchers to lrm15s, dropping a lot of the lasers to help make up for the difference but keeping two back for defense/out of ammo moments).

HBK-4J
Realistically you would want to also upgrad to double heatsinks and a larger engine but that gets super pricey real quick for a mech thats basically your training boots.

thanks for the build will try it out :)

#8 Acersecomic

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Posted 12 April 2019 - 04:21 AM

Troll account.

#9 PhoenixFire55

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Posted 12 April 2019 - 04:36 AM

View Postmoltenlava16, on 12 April 2019 - 03:40 AM, said:

thanks for the build will try it out


I am not sure how familiar you are with mech quirks, probably not too familiar after 3 days, but Hunchback-4J has a weapon-specific quirk for LRM10 that reduces its cooldown period by 10% in addition to another 10% cooldown reduction for all missile weapons on 4J. You should already have two LRM10s coming with the stock loadout you purchses so I suggest you stick with them instead of upgrading to LRM15s in that linked build (which tbh is quite horrible).

As a new player I'd recommend you cashing in on the c-bills from a cadet bonus, unless you already did, and then invest them into building a good 4J, something like this ... It is a very mobile, relatively high DPS for its weight mech, that utilizes LRMs you want, has a decent direct fire tounch to effectively finish off damaged mechs and sports a tag to counter ECM. You might not immidiately have the funds to build it, but just do it gradually.

Apart from that, already having a ballistic Hunchback and a missile Hunchback you can experiment with nearly all weapons and see what suits you best. From there you can figure out which mech you want to buy next which will suit your preference.

The website that we linked you mech loadouts on is quite useful since it has all mechs, their quirks, weapon stats and allows you to plan your loadouts.

GL.

#10 moltenlava16

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Posted 12 April 2019 - 05:13 AM

View PostPhoenixFire55, on 12 April 2019 - 04:36 AM, said:


I am not sure how familiar you are with mech quirks, probably not too familiar after 3 days, but Hunchback-4J has a weapon-specific quirk for LRM10 that reduces its cooldown period by 10% in addition to another 10% cooldown reduction for all missile weapons on 4J. You should already have two LRM10s coming with the stock loadout you purchses so I suggest you stick with them instead of upgrading to LRM15s in that linked build (which tbh is quite horrible).

As a new player I'd recommend you cashing in on the c-bills from a cadet bonus, unless you already did, and then invest them into building a good 4J, something like this ... It is a very mobile, relatively high DPS for its weight mech, that utilizes LRMs you want, has a decent direct fire tounch to effectively finish off damaged mechs and sports a tag to counter ECM. You might not immidiately have the funds to build it, but just do it gradually.

Apart from that, already having a ballistic Hunchback and a missile Hunchback you can experiment with nearly all weapons and see what suits you best. From there you can figure out which mech you want to buy next which will suit your preference.

The website that we linked you mech loadouts on is quite useful since it has all mechs, their quirks, weapon stats and allows you to plan your loadouts.

GL.

wouldnt it make more sense to put the tag on the head so u can peek, lock and then fire more easily

#11 Maddermax

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Posted 12 April 2019 - 05:20 AM

View Postmoltenlava16, on 12 April 2019 - 05:13 AM, said:

wouldnt it make more sense to put the tag on the head so u can peek, lock and then fire more easily


The advantage of the arm is that it's more reactive if you're playing with arms unlocked (something that's good to learn eventually), and the arm reticle where missile locks are gained anyway, so aiming it while getting locks is easier. It's also means that all your medium lasers are torso mounted, and will focus better than if you have them split between arms/torso.

If you're using locked arms though, whichever works for you.

Edited by Maddermax, 12 April 2019 - 05:28 AM.


#12 Xeno Phalcon

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Posted 12 April 2019 - 05:23 AM

View Postmoltenlava16, on 12 April 2019 - 05:13 AM, said:

wouldnt it make more sense to put the tag on the head so u can peek, lock and then fire more easily


Do whatever works for you, head lets you peak easier, arms let you track easier - but try to spend as little as possible as you save up for a more dedicated LRM mech, note that the low tech versions of many of the traditional LRM mechs (KTO-18, TBT-5N and CPLT-C1/C4 for examples) are pretty cheap out of the box, but by the time you upgrade/rearm and skill them up you'll likely spend a LOT more than that especially if engines get into the equation which they probably should.

#13 PhoenixFire55

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Posted 12 April 2019 - 06:01 AM

View Postmoltenlava16, on 12 April 2019 - 05:13 AM, said:

wouldnt it make more sense to put the tag on the head so u can peek, lock and then fire more easily

Depends on where you are peeking from ... rolling hills vs corner of a building etc. Whichever works best for you is what makes sense. However, one thing that Hunchback has going for it is a rather neat torso twist angle, about 130-135 degrees, which with an additional arm yaw allows to literally tag something that is directly behind you and lurm it while running away at full speed.

Other consideration is that whatever you put in the head is something that you will literally never be able to lose as long as you are alive. Tag makes sense, but it isn't necessarily essential since you basically don't need it if enemies don't have ECM. As for an actual weapon, well ... a weapon is always useful.

#14 moltenlava16

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Posted 12 April 2019 - 06:13 AM

so after lots of research i feel like i have not experienced a lot of the weapons in this game and thus i have decided to buy a Ebon jaguar because i heard that it is a jack of all trades and can fit every type of weapon i also want to try out the omnipod feature so thanks to everyone for helping out :)

#15 John McClintock

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Posted 03 July 2019 - 10:54 AM

Shadowcat with 3x lrm15 and ecm has enough speed to get in good possitions. You can drop a little ammo for tag and/or backup laser(s).

#16 Horseman

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Posted 04 July 2019 - 12:35 PM

In my experience, Hunchback 4J is a better MRM boat than LRM boat. I've outfitted mine with MRM40, 4.5 tons of ammo, 4 Medium Lasers and Light Engine 270 - all fits together perfectly

#17 The6thMessenger

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Posted 04 July 2019 - 01:39 PM

I would a actually suggest against LRM boats, I'd suggest a laser-boat with LRMs instead. TBR 2x LRM20 + 6x ERML, works well with pokes.

But if you want waay better LRMs, Get TBR-S 4x LRM10A + 4x ERML. Remember to use your lasers often.

And when you're done with LRMs, you could switch to other weapons, being an Omnimech means It could switch to builds more easily than BattleMechs common to IS side.





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