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Semi Lrm/ranged Heavy Mechs + Skills?


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#1 Khronox001

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Posted 27 March 2025 - 07:12 AM

Anyone know of any other Heavy mechs that can equip a decent LRM+Ranged loadout?

I already had a Timberwolf D so i made this
(Did 800 dmg in my first game with that unskilled timberwolf)

Suggestions on the skill tree would also be nice...im assuming im getting all 6 LRM skills + max armor/struc + radar skills

#2 Ken Harkin

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Posted 27 March 2025 - 09:16 AM

Good old Archer performs well
https://mwo.nav-alph...5ae767d4_ARC-2R

MAD-9M
https://mwo.nav-alph...75bccfb8_MAD-9M

CPLT-C1 is always respectable

ClanArcher
https://mwo.nav-alph...0ce3d_ARC-2W-CS

#3 Ken Harkin

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Posted 27 March 2025 - 09:20 AM

You want range, cooldown, velocity, all the missile nodes, all the target retention nodes. Whenever possible try to get LOS on the target and use your TAG, you will be far more effective. On those where ghost heat is an issue make certain to chainfire, the ClanArcher is good for this as an unending stream of missiles really freaks people out. Beware of heavy AMS. Seismic is also nice on every mech but especially good here as your missile trail leads back to you and you are going to want advanced warning on those lights coming.

If you spend all your time hiding out of view lobbing missiles over a ridge you are not likely to do so well. I am not saying close to brawling range but LOS at 600+ meters is a good spot for you. Stay near the other heavies and watch where they are shooting. Remember, you do not have to have a lock to shoot. If something is standing there hit it, with or without a lock.

Edited by Ken Harkin, 27 March 2025 - 09:22 AM.


#4 Void Angel

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Posted 27 March 2025 - 10:24 PM

Also bear in mind that the optimal engagement range for LRMs is around 350m

#5 Void Angel

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Posted 27 March 2025 - 10:28 PM

If you stay near your teammates, the closer you can get without brawlers being able to charge you, the better. Optimal engagement window is 300-400m, but you've got to balance distance against risk - both ways. Firing from far away usually puts you farther from other people who can better contest with Lights trying to hug you.

#6 Tesunie

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Posted 28 March 2025 - 05:52 AM

I run mostly medium mechs, so I don't have a lot for heavy class. My Huntsmen is a solid design I find with 30 ALRMs and 4 ERMLs (I think). Jump, shoot with lasers, get lock at the same time, parting gift them with LRMs as I fall behind cover.

I'll have to boot up my game and see what heavies I have that might fit the bill, though I have to add I'm not your typical LRM user. I run a good mix of direct fire weapons with my LRMs, rather than boat only LRMs. Then I also tend to play more of a mid range game, fighting mostly between 600m and 200m, closer to that minimum range the better in most cases. (Not saying I wont pop an occasional 600+m range indirect LRM volley from time to time if the lock seems solid enough...)

Man. Been too long since I was playing this game reliably. I miss it. Just don't have the time anymore...

#7 Ken Harkin

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Posted 28 March 2025 - 06:49 AM

When people talk about the range to use LRMs at there is some notable variations. Yes, they will hit out to 1,000 meters depending on range quirks and skills. The issue is the longer they are flying the greater the chance the target will get behind cover. As the skill level of your targets increases this becomes more and more of a factor. If your fights see you in the lowest tiers you are going to find a good many people not using cover effectively and are likely to farm far more damage at long ranges with indirect fire. For a starting player this can rapidly move you up then stop you cold as you run into people who know how to deal with this and you have failed to develop any other type of game.

Every LRM boat dreams of the King Crab sitting in open ground on the other side of a ridge after being narced. If there was EVER a mech designed to be a target for LRMs it is the King Crab; I have one with a giant bullseye on top of it :-) That said those moments are very far and very few between. They get rarer and rarer as your opponents go up in skill.

Now at 350m you can absolutely smack the target with a ton of LRMs moving LOS. They will have a tighter spread and give the target now appreciable time to react except... any smart opponent at those ranges is going to bum rush you given half an opportunity and punch you in the face. Skilled IS ML, SPPC, and AC20 are base range of 310m. You are going to loose the damage fight FAST. Not only is your opponent going to be doing damage faster, they are going to be concentrating it while you will be sandblasting.

I like to be around 600-700m. This gives my TAG an effective range, keeps me out of immediate face punch range, allows me to backpedal if they are advancing, while also allows me to do good damage.

Your mileage may vary.

#8 Void Angel

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Posted 28 March 2025 - 07:33 AM

That's why you sit in your team at 350m. If they want to rush you while my Fafnir pours 100-point alphas into them, they can be our guest. However, if you're not in a supported position, no, you don't ever want to be that close: it's not intended as the range you always should be engaging - it's the optimal range of the weapon system.

However! Memory pinged me, and I went back and tested it - that number used to be based on missile behaviors that have since been adjusted. If I recall, there was a difference in missile flight path once you were too far away from the target. But I think missile flights have been adjusted to a more shallow arc; regardless, the mechanics I remember are defunct, and I now recommend that you engage from as close to your team's assaults as you can manage without taking too much return fire (since you will be a focus target.)

#9 Tesunie

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Posted 28 March 2025 - 08:34 AM

I find LRMs are a great supplemental weapon to assist others in the team when you can't always get direct LoS to a target. I also use them in other ways. I like LRMs for their flexibility in a match, not just for "killing power".

Then again, in most games if there is a support class... That is usually me. Rarely do I perform well in other roles, so that may be why I like LRMs.

#10 Void Angel

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Posted 28 March 2025 - 10:07 AM

LRMs are very hard to balance because of how their mechanics work. If they win against direct-fire weapons when used in LOS, who would use direct-fire weapons? If they're worse, then you're generally better taking direct-fire guns that can't be blocked by ECM or running behind a rock. Making them better in indirect-fire mode would create a primary weapon system that only works well when people can't fight back, etc, etc.

#11 VeeOt Dragon

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Posted 30 March 2025 - 12:59 AM

with things they way they are as of this post its actually rather hard to find a good LRM mech. the biggest problem is their velocity. as they sit i could throw a woofle ball faster than they fly. you need to find a mech that has a velocity quirk large enough to give you about a 45% increase in velocity after skills to be even close to useful at any real range. on a side note avoid Artemis, its not worth the tonnage that could be used for ammo, heat sinks, or secondaries. thats another thing MLs are your best friend for such secondaries. they give you something to fire while your missiles are either locking or on cooldown, in general i find that IS LRMs preform better than Clan ones since they all go in one blast instead of a stream that is easier to get away from. i find a decent amount of LRM for an IS Heavy LRM boat is simply running 2 LRM-20s or if you have the space 4 LRM-10s (though remember with the 10s you will have ghost heat so firing two then two is your plan) as the 10s have a tighter spread and faster cooldown.

as far as skills. i usually go full Armor, full Missile, all the heat management nodes, and as much cooldown and and range i can get away with (remember the time to get a lock with IDF is based on ranged to target so even though you generally aren't using them anywhere near max range increasing that max range will decrease your IDF time to lock at closer ranges.). also don't forget investing fully in the target retention (i think thats the name of it), it doesn't fully counter Radar derp since derp is a percentage and retention is a flat amount. other than that just whatever feels right for you. just make sure when your loadout to have enough speed to keep up with the main part of your team (for a heavy LRM boat thats around 70 kph,).

everyone has their own tactics but i find that patience is your friend with LRM. i often find that i am only using LOS about 50% of the time. you are at your best as a second or third line mech. let your teammates push while you lob missiles over their heads adding to the weight of fire going down range.

my go to LRM mech used to be the Catapult-C4 but these days i tend to use the Kintaro-Golden Boy more. its been a while since i did a lot of LRM use so i would have to check my go to mechs to see if the quirks have changed. these days i mostly play TBMs, (the Night Star-Wolf Pheonix being my go to but the Catapult-C1 is second).

Edited by VeeOt Dragon, 30 March 2025 - 01:02 AM.


#12 Void Angel

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Posted 30 March 2025 - 01:29 AM

Structure nodes are also a must, for all builds. There's just not anything you can get from another skill node that's worth the extra time being alive.

#13 VeeOt Dragon

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Posted 30 March 2025 - 05:41 PM

oh as for mechs the Orion-M and the Quickdraw-4H could likely make passable LRM boats.

#14 Ken Harkin

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Posted 31 March 2025 - 07:15 AM

Also remember, < 180 m they SUCK. Clan does some damage, decreasing rapidly with the range under 180m, but IS does NOTHING. It is like throwing confetti at the mech. Watch your range and reverse is your friend.





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