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I can't say anything about Clans, I haven't touched them much, the Arctic Wolf can do well as a LRM5 carrier, SRM4 Splatter, or a ATM mech depending on the Variant. The huntsman is 5 tons heavier I can be configured as a well as the Arctic Wolf.
The Archer has been said to be a good SRM Carrier, Catapult is like the Picture of Missile Boats. Would walk away from the Kintaro though, they are fun LRM5 carriers but wouldn't recommend them. The Atlas recently became a grand MRM User with a AC/20, Though the S and D-DC I believe does the SRM6 Artemis more often. Commando is also one of those mechs that annoys you with Streaks or normal SRMs.
Archer 5W, it has nothing but missile hardpoints, and is a solid support heavy. it can brawl with the best of em, but ideally you'll want a couple teamates supporting your fire on a target. load down with any combo of MRM, SRM, or streak SRM. if you use streaks, keep space for a BAP as it'll help with your ability to lock any kind of target.
Shadow Hawk isnt soley focused on missiles, but it can use them to good effect with its other weapons. as for build ideas, the 2H could be loaded with a sizeable engine, 3 MGs, and some streaks with a med pulse laser, great for shooing away or outright killing enemy light mechs.
the Stalker has a variant that is a lot of fun to mess with, the 5M can be a support assault with some LRM racks with artemis, or 5 MRM 20 racks, keep in mind its not meant as a frontline brawler but as a hill peeker that can dump a large amount of damage over large enemy targets then retreat till its safe to shoot again.
as said though, your first mech should be direct fire and not rely on LRM type weapons. this is a good lesson to learn and helps you appreciate what your team is doing for you. the ideal LRM mech is no more than 450m away from most of its targets and or sitting just a about 100m from your front line. this is so you can contribute your armor to the fight, rather than hide and never be hit.
now you might be wondering what about clan mechs, well heres some info on some of the differences in the weapons they share.
LRM, IS vs. Clan: the IS units will fire them in a big cluster that focuses its main target point on the CT of the enemy mech, this makes it hard for enemy AMS to shoot down these missiles and hard to avoid the full damage of he initial volley. Clan units will stream the missiles out of the launcher, while this looks cool, it makes it easier for enemy AMS units to destroy your volleys, and gives an ealier warning about incoming missiles on their end. so they can get to cover and not be hit more easily as well. the benefit is the weapons on clan side weight less, as do most all clan weapons with IS versions.
SRM, IS vs clan. simple difference here, clans weigh less, have more spread, and a bit more range. IS group a bit tighter, especially with artemis, making them more easily lethal at further ranges than the clan, but they weight more and take more slots.
Artemis, when it is and isnt a good idea.
for SRMs on the IS side, you only really need it if your bringing in SRM 6s. its not a requirement but depending on your tonnage you got to work with or slots, having it can give you that edge, but by no means is it absolutely necessary. for clan, SRM4 and up would be my suggestion.
LRMs, 15 and up is where its more useful, but lower sizes can benefit from it just as well.
you wont need artemis for Rocket launchers, MRM, ATM, or Streak missile launchers, it will have 0 effect on them.
im not a big clan player, i've got maybe 5 mechs left after getting rid of most of my chassis to make room for more IS stuff. ATMs are more effective if you use them at closer ranges, they also have a more flat firing arc compared to LRMs, so bear that in mind when deciding to use them.
for more info, you can poke around youtube, just keep in mind, any "hate" for LRM boats is unfounded, or due to constantly having people be a bad one. learning to LRM support properly is jsut as effective as running a UAC dakka build or a 6 LBX 2 build. knowing when to share armor and move with the group and close on targets or retreat back further, repositioning for better shots, etc. is all gained through trial and error and advice from other players. simply ignore the people that say "you are worthless" then dont offer any advice beyond "kill yourself"
Some people go 3-4 LRM20s but I just do 2 LRM20s. Don't bother with close range defenses, you might aswell be dead if someone manages to get up that close. Best defense is offense but if you played right then you have like your entire team to kill that mech in the first place. You can always drop some LRM ammo for armor if you don't feel comfident with map positioning or you simply lack the ability to preceive the movements of enemy mechs.
After a while, you can easily do like 300+ dmg a game and even 1000 dmg once in a while. The amount of points/money you earn is about the same as any other class though, even with 800+ score, but launching tons of missles is hella fun.
an LRM boat shouldnt be bothering with fast moving lights, he should be focused on the heavy mediums and up, the things with lots of armor. if you wanna missle the lights you should pack streaks and lasers.
Catapult A1 with a pair of MRM 40's on chain fire with a pair of ROcket 20's is a total blast too. You can also swap it to 6X SRM's or run an LRM build too. a very solid mech, but needs an XL-265 or XL-280
You Sir, have no damn clue at all.... xD
Now to the OP: If you plan to buy into clanmechs, MAD IIC Scorch is currently one of the best available LRM/ATM-boats, you can easy fit 4xlrm20+artemis with 2 heavy med laser and around 16tons of ammo, target comp 1 and clan active probe while still keeping around 490/520armor.
Artemis, target comp and active probe do push your lock-on times a lot, artemis lowers the lrm-spread, target comp boosts velocity and active helps to lock on emp-mechs close/mid range.
After a while you earn xp that you can exchange to skill points, use them on sensors (range, decay, info gathering, etc) and on your weapon tree, cooldown, heat, velocity and the 6 green skills should be your main focus, in the end, some coolshots help a lot to have a longer devasting rain.
Only use the heavy med against lights in close combat, where your lrm don't do much damage and maybe if you have already crit mech directly in front of you, else you will create too much heat, but if you keep firing your 4xlrm20 artemis in chainfire, you have a very long and constant rain. If you play on a cold map, you can even play with 2xlrm20 on chainfire in group 1 and 2, and then fire them together.
BUT! As others have said, LRMs look nice for starters, but they require a lot of experience and at best a big c-bill amount, because you need all the 91 skillpoints as well, to build a real evil boat that is working on (nearly) every map and even then you are still in need of a useful team, because in 99,9% of all games, LRM alone don't win a game.
Rather start learning the maps in light/med mechs first, then go to higher, slower classes and after that, YOUR LRM will be much more helpful for the team and your own paycheck.
You have no clue how artemis works. Artemis takes up 1 ton and 1 slot per missile launcher, increases lock speed for LRMs and Streaks and reduces the missile spread on LRMs and SRMs (but not on Streaks)
Ferro is a dumb idea on IS mechs for one reason: it provides lower space savings than endo while taking up the same amount of space.
50 KPH is entirely inadequate if you want to survive on speed alone.
When you're firing LRMs at above 600m, you're not firing them to deal damage but to suppress your target.
500+ damage is perfectly doable with 2xLRM15 (with Artemis) and just 5-6 tons of ammo. The reason you're not doing that is because you're not using your missiles effectively and waste ammo on targets way outside effective hit range. When used properly, a dedicated LRM boat with 45 tubes and 12-13 tons of ammo can crank out 800 damage routinely, and in favorable conditions hits 1500-1700 range.
There is no longer range artillery in the game. LRM are best deployed from 350 meters away from the enemy.
But to answer your question, some of your best options are Medium Mechs. They have the mobilitiy to take reposition and make maximum use of your LRM at the best angles.
On IS side you are looking at a Kintaro 18 or 19, Hunchback 4J or a Trebuchet 7M.
For clans it would be the Cougar D (yes, technically a light mech), Hunchback IIC B or a Huntsman C.
Remember that the amount of maximum damage you can do in the course of a game is decided by the amount of ammo you can carry. And with some of the Quirks on the IS Mediums you can significantly increase your DPS with LRM compared to using a bigger mech with more launchers.
If you carry 2k missiles into the match with you and use them all up, then it doesn't really matter to much if you fired dual LRM10 or LRM20s.
Yes, if there is a lot of AMS on the field LRM20s are superior, but that is where higher mech speeds come into play. Repositioning yourself to a new location, one the enemy isn't locking down with AMS.
back in the day when people were still getting used to EVADING missiles, they would stop dead and back up most often. this was the perfect opportunity for the Gauss shot as now they are at a dead stop, where you shoot and aim its going to hit. but these were also the days of no gauss charge up... so yeah. but its a fun little poke mech, it does take a pricey engine though, as is the problem with most IS builds. but atleast our weapons are cheaper on avg.
If you play a LRM Mech in Solo Quickplay you should always mount a TAG to mark enemy targets faster. LRM 20s are a good option if the mech has LRM 20 cooldown quirks, but in most case 2 LRM 15 with Artemis and additional missles are better.
As LRM Mech you have 2 objectives:
1. Support the light mechs of your team
2. Cover the back of the guys in the frontline
To do both you have to stay near the front line, at least 200 meters.
You also should mount secondary weapons like Med Lasers.
AMS is also helpfull to support the guys in the front line, BAP speed up target data (allows you to skip undamaged targets), ECM is also very helpfull.
Catapult C4: Jump Jets, Arm Mounted Missles. If the missles are gone you have still 4 Med-Lasers. Because of the Jump Jets IMHO better as MRM Mech.
Archer 2R: Torso Mounted Missles and fast moving arms with 2 Lasers each. The moving arms allow faster missle lock, and the arm mounted Lasers are good against fast mechs in close combat. The toros energy hardpoints are high above, ideal for a TAG.
Griffin 2N: ECM / LRM 10 / SRM 6 for team support. ECM / MRM / Light PPCs for middle range combat. ECM 4xSRM4 for close range combat. Maybe not the best medium mech for LRMs if you look at the quirks, but the most flexible.
Stalker 3FB: no quirks, but ECM. Best used as Team Support, giving ECM / AMS cover, LRM Support and additional Lasers in close range combat.
King Crab KGC-000. Forget the arm mounted AC 20s. Don't think about 6 (Ultra) AC 2s or 4 Rotary AC 2s. 4 Ultra AC5s ? Nope. Dual Rotary 5s ? Nice but.... All those weapons hang pretty low, and you have to expose much of your mech to fire.
Dual Large Lasers, 2x LRM 15 with Artemis or 2x MRM 20 are much better: all hardpoint above the cockpit. And 6 Light Machine Guns shred structure and components real good if the armor is gone.