Brain Cancer, on 06 May 2020 - 07:28 PM, said:
It's honestly a balance between the two. Too few tubes, and even modest AMS renders you useless regardless of how constant your fire rate is. Too many, and you struggle to actually deal damage if someone's smart enough to bait your big alphas.
I agree with this, too.
Horseman, on 05 May 2020 - 01:23 PM, said:
150 hours and close to fourteen hundred matches logged with the AWS tells me that you aren't actually going to have consistent target locks throughout the match. Your alpha DPS matters whenever you hit a cool shot or for any reason had time to cool down due to how the match progressed.
Oh dear! Uuh... Let's see... Just a moment...
Counting just my LRM carrier mechs:
CP-10-Q: 122 matches. 13:40 playtime,
HGN-733C: 110 matches, 8:12 playtime,
HGN-733P: 84 matches, 7:58 playtime,
HMN-C: 59 matches, 7:29 playtime,
JM6-S: 129 matches, 13:08 playtime,
KFX-Prime(I): 179 matches, 1 day 00:09 playtime,
ON1-VA: 40 matches, 4:12 playtime,
SCR-D: 112 matches, 12:50 playtime,
SMN-B: 151 matches, 17:40 playtime,
TNS-5T: 27 matches, 2:42 playtime,
WVR-7K: 102 matches, 11:16 playtime.
Grand total: 1115 matches, 123:16 playtime. Drat! You seem to have more free time than I do.
One certainly isn't going to have a target 100% of the time, so if your mech isn't running hot, while you're waiting for the next opportunity to appear, you're DPS is going to take a bigger hit than someone who does run hot enough to cool down during these times. In this case an Alpha DPS build is going to have an advantage over a more sustained DPS build. However the opposite can often be seen as well. Hiding behind a rock to cool down can be an invitation or an opponent to push in and overrun your position. That can go both ways, so an opponent who hides behind rocks or buildings to cool down can be pushed and flushed out even when you're piloting an LRM boat. Either case, this tends to deny both sides the opportunity to cool down, and people start popping cool shots left and right.
Aiming for being able to sustain your alpha DPS for at least 15 to 20 seconds seems to be a good compromise that will let you handle most situations.
Also, I have become a huge fan of the NARC missile system. A NARC hit will spot the target for 30 seconds and tighten indirect fire spread to their direct fire values. One typically can't stay in one spot for too long, so using all 30 seconds of that time is difficult. But 20 seconds of being able to accurately lob missiles at a target works better when you can actually keep your fire rate up for 20 seconds.
Mobility is actually a lot more useful than people want to give it credit for. The Stormcrow, the Summoner, and that weird Kit Fox are among my best winners. Numbers are slowly changing over time, but the 3 LRM 10 + NARC Stormcrow is sitting at 1.60, my 4 LRM 10 + NARC Summoner is sitting at 1.32, and that silly money generating Kit Fox I bought way back in the day using mixed 1 LRM 10, 2 LRM 5s, NARC, and ECM happens to have 1.39 W/L ratio. My overall W/L is about 1.06. So there must be something there. But I'm not sure how to properly explain it, yet.
The LRM 15 launcher seems to be really popular. That is why I chose the stock Nova Cat to compare to the Awesome. But I personally find it something of a lemon. The LRM 10 has a tighter spread and faster firing time than the LRM 15. That means with a 30 tube count 3 LRM 10s will kill faster and use less ammo doing so than 2 LRM 15s. It's like having a built-in -20% missile spread quirk, although that does come at a slight cost in heat. Going the other direction, the LRM 20 doesn't actually get a worse spread than the LRM 15. It is only 7.5% slower, but has the benefit of generating less heat per tube. With a 60 tube count, using 3 LRM 20 instead of 4 LRM 15s is like having an extra -10% heat quirk and frees up that 4th tube slot for a NARC launcher if you want it.
The Awesome's 10% missile cooldown and 5% missile heat generation is all good. But if that 10% LRM 15 cooldown was something else, I would seriously be tempted to run it with a 3 LRM 20 + NARC loadout. (Please don't mention the fact that they won't fit with an IS XL engine. I already found that out.) So instead, I chose the -10% heat and 15% missile cooldown of the ON1-VA. (Please don't mention the fact that 2 LRM 20s won't fit in a single arm. I already found that out, too.)
But, there it is.