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ETA: I've got 2xMRM40 loaded on a hunchback, a dervish, a quickdraw, an Orion, and a MAD-9M right now. I'm a fan:)
I think ideally MRMs are meant to be Slow Heavy and Assault Killers, but Your Mileage May Vary.
If we are only considering firing one MRM weapon, the MRM40 is the most heat efficient per potential damage point.
MRM10 = 4 Heat = 2.50 damage per heat
MRM20 = 6 Heat = 3.33 damage per heat
MRM30 = 9.5 Heat = 3.16 damage per heat
MRM40 = 11.5 Heat = 3.48 damage per heat
If we consider triggering Ghost Heat by firing two MRM40s at once, we are still more heat efficient than firing two MRM30s that would not have ghost heat.
2xMRM30 = 19 Heat = 3.16 damage per heat
2xMRM40 = 24.61 Heat = 3.25 damage per heat
I tend to run 2 cool shots on mechs boating energy and/or MRMs.
I run the Raven Huginn with 1xMRM40 and it runs relatively cold.
They're less accurate then SRM's and for the weight, SRM's do more damage, but MRM's have double or so the range of SRM's and require less missile hardpoints.
I think MRM 30's are currently meta weapons since you can fire 2 at once with no ghost heat, and that's giving you 60 damage over a second or so and only requires 2 missile hard points and a 20 tons for the weapons themselves.
I personally like MRM's from what I've tried. Truth be told I haven't tried them too much as most of my mechs are energy weapon focused, but they've got good alpha damage, good range, good ammo efficiency, and they don't weigh too much.
Kind of?
Mostly I'm looking to shoot and not get shot back. If I'm taking MRMs to brawl, I'm probably taking my Orion with a dead-side and twisting to take fire in the arm and side torso that have nothing much in them. (I rarely run this mech. I generally don't want to brawl.)
https://www.youtube.com/watch?v=KuREQN9Gg0A&ab_channel=RandomMechwarrior
In the other mechs, I'm looking to peek out of cover and shoot someone that ideally isn't looking. Good mounts and/or ECM and/or good cover spots are pretty significant in making this work. The MAD-9M and the Raven Huginn are pretty decent at this. The Raven in particular is quite mobile.
https://www.youtube.com/watch?v=sQdD6-g_l_E&ab_channel=RandomMechwarrior
The Hunchback, Dervish, and Wolverine with 2xMRM40 aren't looking for extended engagements. We're either looking to dunk someone one or more times using JJs (in dervish or wolverine) to get off a shot from an unexpected angle, or we're using cover to control our exposure. We don't have the speed to be a real skirmisher, we don't have the sustained heat management to have a drawn out engagement. We need to be dunking or using cover and positioning to get off basically free shots. These are much more challenging builds to do well in and will lean on your team's performance much more than the builds that have ECM.
And a caveat - I'm not a comp player and I don't think MRMs are even a consideration for competitive play. I'm just talking about having fun in quick-play verses random players.
MRM20 is a different beast. I honestly wish, that all the people that equip a single LRM 15 or 20 launcher on their mechs would use a MRM20 instead. MRM20 weights the same as the LRM15, does more damage and gets people up front and not hanging back thinking they are a LURM boat with their single launcher.
How useful a single MRM20 launcher is? That depends on your mech size. I have a single MRM20 launcher on my Vindicator and i immensely enjoyed that mech with a MRM20 and an ER PPC. I kept out of brawling range with it, and it was quite fun playing it as Midrange mech. So the MRM20 is certainly not useless.
Of course, if you are a heavy pilot then i would say the consideration depends on your overall loadout. If you don't carry at least 50 damage or 10-15 DPS into the match on your Heavy, then i'd say you are doing it wrong, regardless of your weapon system. And as such you should never use a MRM on its own or as the "main" weapon. So the question is rather, what else are you bringing?
I am pretty new though so my perception might be a bit off.
Hehe, nice. The Huginn turbocharges MRMs with its range buffs.
MRMs are burst-damage weapons that sacrifice precision for raw damage (if you bring enough of them). And MRMs have a rather long optimal range on paper, but it doesn't mean you should fire them at 550 meters (just like the LB-X cannons) because they travel slowly and have a huge spread. IMHO, MRMs are best used in the following situations:
- against large, slow targets (preferably hitting them at the angle with the biggest exposed surface area) at around 300-450 meters
- on mechs that have trouble getting into optimal brawling range (250 meters or less) because of speed or size (usually both)
- on mechs with generic missile quirks
Also, just like (all) SRMs and small-caliber LRMs, having only one or two small-caliber MRMs is not really a good build philosophy. You either take one or two large MRM launchers (like 1x 40, 2x 30 or 2x 40) or you boat 4x MRM 10s for crit-padding purposes and a slightly faster ROF (but it runs hotter than a single MRM 40 and uses 1 more critical slot). I don't think there's any point in running 2x MRM20 when you can just run 1x MRM40 for 2 less tons and more heat efficiency.
For mrm20's if I am running a mech with 2 mrm's instead 2 mrm30's I sometimes do 1 mrm30 and 1 mrm20 and use the extra tonnage for little more speed, ammo, or cooling.
Also as far as mrm10's vs srm6's the one thing I really like with mrm's is their range. We are talking mrm's at 580 or more and srm's at 270. That's a big range difference.