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True Lrm Boat Fiscally Possible?


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#1 Technical Analysis

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Posted 12 November 2012 - 07:22 AM

Hello all, thanks for looking/posting in advance, and my apologies if this is in the wrong section etc (or if you're a LRMboat hata)

i like the concept of being heavy fire support .....that being said, the best i could figure is a lrm boat on comm dropping accurate, timely, sustained, LRM hellfirendamnation. BUT........
it costs me an arm, leg, 2x torso actuators, and wayyyy more cbills than i make in a good round to keep the beasty in service. so HELP basically, what am i doing wrong, or what do i need to be doing? ideas/thoughts/criticisms.....is this play-style even viable?

heres what im running

AWS-8T
2x LRM 20's (10 tons ammo)
4x Med Lasers
Artemis
AMS (2 tons ammo)
XL 290

other stats
Speed: 58.7
Tonnage: 80
Heat efficiency: 1.03
Armor-Standard: 432

If i left anything important out lemme know.

Thanks, Ziggy

#2 MadPanda

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Posted 12 November 2012 - 07:38 AM

The devs have stated that they will not remove the lame builds like lrm boats but they will make them unprofitable. So if you want to profit from an lrm boat then only way is to disable auto-rearm.

#3 Rushin Roulette

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Posted 12 November 2012 - 07:40 AM

One way to lower your costs would be to change from Artemit to normal LRMs

AWS-8T
2x LRM 20's (10 tons ammo)
4x Med Lasers
AMS (2 tons ammo)
XL 290

You can either add 2 more heatskinks, add more armor or drop the 4 Med Lasers and add 2 Large Lasers instead to fill up the saved tonnage.

This should save you a ton of rearm costs as the Artemis Ammunition costs more than the regular LRM ammo adn gives your Mech a better heat management as you either have more heatsinks or 2 lasers which create less heat than 4 smaller ones.

Edited by Rushin Roulette, 12 November 2012 - 07:42 AM.


#4 Mr Steik

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Posted 12 November 2012 - 07:45 AM

Drop the Artemis and make friends with a decent scout.

#5 Flapdrol

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Posted 12 November 2012 - 07:50 AM

I just dont rearm my lrm boats. You get 75% of the ammo which is still a lot.

#6 00dlez

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Posted 12 November 2012 - 08:19 AM

I run a perfectly profitable LRM Atlas D-DC (3xLRM 15, 7 tons ammo)

The key is to have good scouts and team work. Just mashing the fire button when you have a lock wastes a ton of ammo with no effect, and that is when you start to lose money.

#7 Greg Djekow

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Posted 12 November 2012 - 09:10 AM

View PostZiggitzaggle, on 12 November 2012 - 07:22 AM, said:

AWS-8T
2x LRM 20's (10 tons ammo)
4x Med Lasers
Artemis
AMS (2 tons ammo)
XL 290



1) Use CASE.
You think that with an XL engine it doesn't matter? Look at the repair bill and think again.

2) recalculate your heat efficiency. You're either firing your LRMs or your MLs, probably not both at the same time. Get the heat values and try to get a 75% heat coverage of the higher heat weapon.

3) less ammo. 10t LRM ammo with 2 LRM20 are 45 dual volleys.I doubt you'll fire them all (in a reasonable matter) within a game. I'd recomend 6-8 tons

4) better aiming. Yes even LRMs need some skill, though this skill is more tactical than reflex-based. Check where your target is, fire only if you think your missiles will actually do damage and not slam into the next obstacle.

5) use free tonnage for better secondary weapons or armor.

#8 Technical Analysis

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Posted 12 November 2012 - 01:06 PM

thanks everyone for the post/opinions :)

i guess what ive come to is

1. 10 tons is too much, but when you get 7.5 tons free its just right and perfectly profitable.
2. artemis is too expensive to let go so it stays for the moment until i find a clan/group to run with most of the time for a dependable scout.
3. switched to a pair of large lasers (wish i had a gauss really) and dropped some sinks to compensate for weight. lets me snipe a bit in those open maps whilst still lrm'n
4. The MWO community is awesome with intuitive and timely responses,

Again, thanks for everyones replys. Sincerely, Ziggy

#9 Ashnod

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Posted 12 November 2012 - 02:17 PM

LRM's are currently to nerfed to truely be effective, your better off running a brawler or sniper currently.

#10 Vanguard836

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Posted 12 November 2012 - 02:20 PM

View PostMadPanda, on 12 November 2012 - 07:38 AM, said:

The devs have stated that they will not remove the lame builds like lrm boats but they will make them unprofitable. So if you want to profit from an lrm boat then only way is to disable auto-rearm.



Could you quote this from the actual post it was written in ?

#11 unwary

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Posted 12 November 2012 - 10:47 PM

Before artemis, LRMs were fairly balanced. But after, omg the damage was too high and the nerf has made them quite useless.





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