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Missile boat pilot skills
at the moment i have a AWS-8R with 4 ALRM 15's 2 medium lasers, 2 double heat sinks and 8 LRM ammo (1770) and was looking at the LRM 15 range skill but i also want something else to help me keep my target, what skill should i get out of all of them?
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Showing 1-15 of 44 comments
AnimeFreak40K Jan 13, 2016 @ 10:06am 
LRM 15 Range, LRM 15 Cooldown and Target Decay/Advanced Target Decay.

Range will give you 1,100 meters though you really should be up in the fight with your teammates as much as possible and use your LRMs at the 300-500 meter range...

Cooldown will shorten the cycle time on the weapon, thus allowing it to fire more frequently

Target Decay lets you keep a target locked for an extra second or so after Line of Sight (LOS) is lost. Advanced Target Decay is an upgrade (no new module needed, the one you get is just improved) increases this by another second or so.

Other pieces of equipment that will help:
Artemis - Improves salvo/volley grouping (missiles stay closer together, this is a good thing), Improves lock-on-time (doesn't take as long to lock onto a target) and improves tracking strength (how strongly the missiles will stick to a target).

Beagle Active Probe (BAP) - boosts sensor range, helps with lock-on time even when target has ECM cover (I have heard that it improves things at a base as well, not sure if this is true however) and can counter 1 enemy ECM unit within a certain range (I believe it's 180 meters, but it's changed at various points)
:WTF: Grendel Jan 13, 2016 @ 12:35pm 
Originally posted by Empyrrean:
What skill should you get? How about the ability to brawl with a real build, ya freakin LRM noob!
the dude is asking for advice, not criticism... go play MWO and leave this dude alone if you can't be a positive part of the Community.
nakaVS Jan 13, 2016 @ 12:38pm 
Originally posted by Grendel408:
Originally posted by Empyrrean:
What skill should you get? How about the ability to brawl with a real build, ya freakin LRM noob!
the dude is asking for advice, not criticism... go play MWO and leave this dude alone if you can't be a positive part of the Community.
He is 100% correct however...lrms are a horrible crutch to use. Nothing more cringy than spectating a lurm boat down 11-1 squirm when enemies actually see him. Well, the tracking of the lasers at 20k dpi mb more cringy when he actually uses them.
Ishan451 Jan 13, 2016 @ 12:38pm 
Originally posted by Jarjardude:
at the moment i have a AWS-8R with 4 ALRM 15's 2 medium lasers, 2 double heat sinks and 8 LRM ammo (1770) and was looking at the LRM 15 range skill but i also want something else to help me keep my target, what skill should i get out of all of them?

Range is pointless, as you shouldn't be using your missiles at max range. As soon as your missiles are in the air, the enemy gets the big "missiles coming for you" red message. And the farther away he is, the longer he has to get cover.

You want to be, ideally, no further than 500m away from your target.

Instead of range, put some medium laser cool down.


4 LRM 15 also produces a fair amount of ghost cheat. Might i suggest downgrading 2 of them to LRM 10? You would then have space for 2 large lasers and a Tag. As well as a few spare heat sinks. (Dropping leg armor down to 60 each and a smidge head armor and you have space for 4 double heat sinks with endosteel, as well as 2 tonnes of ammo)

Then you could get Cooldown reduction for the LRM 15, and the Lasers. With level 5 cool down your LRM 15 will have roughly the same cool down as the LRM 10 and you'll still have 2 Large Lasers to defend yourself against anything that gets closer than 180m... (that is the minimum distance for your LRM to do damage).
Last edited by Ishan451; Jan 13, 2016 @ 12:41pm
Empyrrean Jan 13, 2016 @ 12:48pm 
It's just a prank bro
ScrapIron Prime Jan 13, 2016 @ 12:51pm 
I think what these gentlemen are trying to say is that a dedicated LRM mech is often dead meat when caught without support or rushed. An array of secondary weapons is of limited use if you don't have enough of them or cannot bring them to bear quickly.

This is one of the reasons that medium and heavy mechs are effective LRM platforms, they are fast enough to engage light mechs with their secondary weapons.

Since you already own your 8R, just keep in mind to stay with the pack. Trail closely behind the team and launch from within 600 meters. Your flight times and hit ratios will be better, and your team can defend you. Also don't forget the option to fire a single LRM at a distant sniper to make him duck. The missile warning they get is useful to suppress them and you don't want to waste too much ammo when doing so.
Last edited by ScrapIron Prime; Jan 13, 2016 @ 1:02pm
WildeKarde Jan 13, 2016 @ 12:54pm 
Get the LRM cooldown, and the target decay.
You do want to be closer to your team mainly as the missiles will hit quicker and also you won't be on your own should an enemy decide to hunt you down. Maybe go for a chain fire or group to split the LRM's to stop ghost heat.

Don't take cooldowns on lasers as you won't be able to make the best use of them as you haven't enought heat sinks. If you get a laser one get a range one especially for mediums.

AnimeFreak40K Jan 13, 2016 @ 12:57pm 
Originally posted by Empyrrean:
It's just a prank bro
Doesn't matter if it was a prank or not... it's still uncalled for.
Gemini Bull Jan 13, 2016 @ 1:34pm 
dont forget to have secondary weapons. doesnt matter what it is, just make sure you have one. you will run out of lrms at some point, and you will be targeted by the mechs that get through your lines.
MagicMoshii Jan 13, 2016 @ 1:39pm 
Originally posted by Grendel408:
Originally posted by Empyrrean:
What skill should you get? How about the ability to brawl with a real build, ya freakin LRM noob!
the dude is asking for advice, not criticism... go play MWO and leave this dude alone if you can't be a positive part of the Community.

thanks for catching that quote, it seems to have vanished into the ether :)
Empyrrean Jan 13, 2016 @ 1:54pm 
Originally posted by Moshii:
thanks for catching that quote, it seems to have vanished into the ether :)
Yeah some SJW mod deleted it because it might hurt people's feelings over the internet :(
The answer to this thread should be in this format :


Target Decay (for when enemy moves behind cover)
Sensor Range (so you can lock on possible target further)

Also LRM cooldown weapon module . No reason to get extra range for LRMS
Last edited by American Dove Mitten; Jan 13, 2016 @ 2:17pm
Illerkayunnybay Jan 13, 2016 @ 6:01pm 
If you are planning on LRMing please remember this critical advice:

never be MORE THAN 400M from the front lines.
PapiDeHusky Jan 13, 2016 @ 6:12pm 
http://steamcommunity.com/app/342200/discussions/0/458605613402381326/
this for mech skills

for pilot skills i would just recommend Cooldown lrm
range skill is unnecessary cause 1m is good enough besides you dont want to stay behind
Last edited by PapiDeHusky; Jan 13, 2016 @ 6:14pm
Ishan451 Jan 13, 2016 @ 8:01pm 
Originally posted by Empyrrean:
Originally posted by Moshii:
thanks for catching that quote, it seems to have vanished into the ether :)
Yeah some SJW mod deleted it because it might hurt people's feelings over the internet :(

Calling SJW to justify your behavior isn't going to change the fact that your comment was uncalled for. And nothing made it obvious that it was a joke. The existence of SJW's doesn't suddenly make it okay to be toxic or excuse that sort of comment.
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Date Posted: Jan 13, 2016 @ 9:43am
Posts: 44