IS Suppression LRM Mech

Thread in 'MechWarrior Online' started by Renegademaster, Mar 29, 2015.

  1. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    Ok so the challenge is to build an LRM support mech, that can chain fire continuously (or with as short a break between volleys as possible). So that you can LRM a mech and cause near continuous cockpit shake to them. Ideally you travel just behind a pack, and when they give you target lock you shake the hell out of a mech whilst your friends take him apart, but we have also to consider acting alone.

    We are looking at IS mechs only as the Impules is 0.4 as opposed to the Clan Impulse of 0.15.

    I'm going to start the ball rolling with 3 builds that i have been pondering from lightest to heavy. I would appreciate your feedback on my builds as i have never owned any of these mechs. If you can suggest a better way to do it would be delighted to hear it!

    The List (by tonnage ascending):

    NEW ENTRY: inspired by @Sassafras
    The X-5

    A Hero mech (hear those C-Bills coming k-ching!) that spews out endless streams of 4 missiles using 2 by 2 tubes.
    Quirks:
    • MISSILE COOLDOWN: 25.00 %
    Pros
    • Superfast! 121 kph basic
    Cons
    • No teeth under 180m
    • No BAP or Artemis



    NEW ENTRY: inspired by @epikt
    Hunchback 4K - 50 tons

    Wow some great LRM 10 Quirks here:
    • LRM 10 COOLDOWN: 25.00 %
    • MISSILE COOLDOWN: 25.00 %
    • LRM 10 HEAT GENERATION: -12.50 %
    • MISSILE HEAT GENERATION: -12.50 %
    Pros:
    • Fast (82.6kph basic)
    • Decent Back up weapons sub 180m
    Cons
    • Not quite continuous


    Kintaro-18 -55 tons
    Quirks:
    • LRM5 + Missile Cooldown 15%
    • LRM5 + Missile Heatgen 20%
    Pros
    • Fast at 88.94 Kph - capable of hit and run and evading close encounters
    Cons
    • Lowest DPS (+ LRM5 Cooldown module = 10)

    EDIT: build updated to use only 4 LRM5 with Artemis thanks Enileph!

    NEW ENTRY:inspired by @enileph
    Catapult-A1 - 65 tons

    The Moving LRM turret!
    Quirks
    • MISSILE HEAT GENERATION: -10.00 %
    • MISSILE COOLDOWN: 10.00 %
    • LRM 5/10/15/20 SPREAD: -5.00 %
    • LRM 5/10/15/20 VELOCITY: 5.00 %
    Pros:
    • Mega Ammo!
    • Nice Quirks!
    • Jump Jets!
    • Fast(ish) 74.8Kph!
    Cons:
    • No Tag
    • No Artemis
    • No defensive weapons



    ON1-VA - 75 tons
    Quirks:
    • Missile Cooldown 25%
    • Missile Range 25%
    Pros
    • 1250m range
    • Plenty of Ammo
    • With a LRM10 Cooldown Module can chainfire with only a 0.35s gap between volleys
    • Good DPS (+ LRM10 Cooldown Module = 18.6)
    Cons
    • Weapons in Arms
    • Low Crit padding in the Torsos
    • Slowish 64.8Kph - dangerous to be alone!
    • I wouldnt want to Master this mech



    Stalker 5S - 85 tons
    This is a very destructive mech!
    Quirks:
    • MISSILE HEAT GENERATION: -10.00 %
    • ENERGY RANGE: 7.5% (for TAG)
    • Twin AMS
    Pros:
    • Continuously chain fires tubes: 10,5,10,5,6,4,6,4
    • Excellent damage degradation
    • Decent backup weapons sub 180m
    • Stalker is a great mech to master

    Cons
    • Sloooow at 52.4 Kphs
     
    Last edited: Apr 23, 2015
  2. Michael

    Michael Grand Poobah

    4,835
    829
    234
  3. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    Thanks Michael, i have been wanting to try a Stalker too. How long between Salvos, do you use an LRM-15 Module?
     
  4. Michael

    Michael Grand Poobah

    4,835
    829
    234
    @Renegademaster I haven't really played this with modules however I'm sure if you used then you could create a missile hose. This mech is pretty bad ass and I used to take it into to tournaments just to nab kills and points. It literally is a "set and forget". Home in on a target (usually one without AMS) and then just work the hell out of him. There is a video that details how this build works but I think it might be in the Benefactors section. Regardless, it is worth at least trying!
     
  5. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    Can someone explain how to take advantage of the Tube count? What happens if i put an LRM-20 into a 1 M(6) ?
     
    Last edited: Mar 30, 2015
  6. Falconium

    Falconium Administrator Staff Member

    1,499
    474
    67
    Just a random question: Is this "Battle of the Builds" sub-forum really the right place for a thread like this? Or would it not be better suited to the "General MWO Discussion"?

    Or is the OP's intent to actually compare two different builds to be played against each other in a 1v1?
     
    epikt likes this.
  7. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    I think this is still a build battle, the conditions are laid out at the top. Quite a complex one too from my understanding, but feel free to move it if you disagree.
     
  8. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    Im also considering the Stalker-5M after watching this video:
     
  9. Nakhar

    Nakhar Active Member

    63
    18
    12
    In this case you will shoot 20 missiles but as there are only 6 tubes they will be shot in 3 salvos of 6 and the fourth will be 2 missile salvo, the timing between salvos is around 0.5 second.
     
    Renegademaster likes this.
  10. epikt

    epikt Benefactor

    2,511
    502
    104
    Easy one on the contrary.
    To qualify as a build battle 1/ it must be 2 similar mechs, in weaponry, role and tonnage and 2/ you need to make them duel (and if possible record a video).
    Build battle are not really about how effective mechs are on a standard 12v12 field, niether about "what's the best mech to perform this role?", it's about duelling.

    Anyway, you forgot the Hunchback, in my opinion the best. Something like that:



    In General, I think that:
    1/ your builds load very low ammo;
    2/ you pay to much attention to the backup weapons.
    => Load moar ammo and focus on the lurms. You want a suppression mech, do you? How can you suppress anything if you can't afford to spam?
    (though I understand in solo you may want beam weapons for self defence)


    For a duel, I'd go with these two:




    Might be a bit plain and not very skill-oriented, but tell me if someone is interested, I'll open a thread and pilot whatever mech you don't want.
     
    Falconium likes this.
  11. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    Yeah maybe you better move this thread then, the intention is not to compare two mechs, but to find the best mech to satisfy the conditions which are:

    To build a mech that can chain fire LRMs with the minimum pause between cycles, as in the video above, so as to cause continuous cockpit shake.

    Lets take a simplified example for the Stalker 5M with 5 LRM 10s

    5 shots on Chain fire of 1/2 second intervals finish in 2.5s

    the Cooldown of the LRM10 + Cooldown Module = 3.75s *(1 - 0.245) = 2.83s

    Hence the first LRM will have finished its cooldown 2.83s - 2.5s = 0.33s after the end of the 1st cycle of 5 shots. Then they all start firing again for near continuos cockpit shake.

    However its made more complicated when you consider Tubes etc.
     
    Last edited: Mar 30, 2015
  12. enileph

    enileph Star Lord

    4,203
    518
    201
    For LRM5. A Maxed XP mech with cooldown module and some simple cooldown quirk is going to be firing chain with 4 tubes only.. The 5th tube is usually wasted, though I use them to mix in shots of 10 once in a while.

    LRM5 is tightly grouped and does not really gain much from +A though.

    My entry, a CW specialized missile turret.


    Note that you can get even more missile by trimming off leg armor or trading JJ, I will call it a day here since this is technically not a CW thread.

    More than enough tubes for missile rain, in face you may want to duble fire a few times once in a while during the rain to utilize the superb firepower. Remember that multiple LRM5 does not spread more. Speaking of which, the quirk comes with 5% spread decrease even.
     
    Last edited: Mar 30, 2015
  13. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    @enileph well spotted could just about squeeze in Artemis on the Kintaro 18!
     
  14. epikt

    epikt Benefactor

    2,511
    502
    104
    6 LRM5s on a cat is useless, 5 on the KTO-18 already work in a constant stream. Plus, the KTO is lighter, has a better hitbox and has a TAG.
     
  15. enileph

    enileph Star Lord

    4,203
    518
    201
    You do it for the dps too on top of the shake. You double tap once in a while to get more srm up. o it is not just shakes.
     
  16. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    @enileph do you need to have the LRMs grouped separately, or can you hold the mouse down then release and tap again with one big group?

    I find the Missile Spread Quirks very confusing, does red indicate a penalty? Or is it in fact a bonus (double negative)?

    Also can you jump on top of buildings to get elevated position?
     
    Last edited: Mar 30, 2015
  17. epikt

    epikt Benefactor

    2,511
    502
    104
    The "easiest" way to maximize the DPS on the A1 is to have two weapon groups, the first in chainfire, the second linked. You will first activate the chainfired group and shoot the first four volleys, then activate the linked group. It will fire 5+5+5+5+10, or close enough.

    Actually, the same should be done with the KTO too.

    All quirks are bonus.
     
    Renegademaster likes this.
  18. enileph

    enileph Star Lord

    4,203
    518
    201
    I do it like this:
    Group 1) all chained
    Group 2) alpha.
    Group 3+ are things like double/triple fires. (ignore)

    You fire the chain group until it reaches at least one cycle, then when you click the alpha one any ready tubes will be fired.

    Helps you control *when* you want the extra tubes to launch easier.
     
    Renegademaster likes this.
  19. Falconium

    Falconium Administrator Staff Member

    1,499
    474
    67
    Moved thread as per discussed earlier.
     
    Renegademaster likes this.
  20. Renegademaster

    Renegademaster Well-Known Member

    246
    35
    28
    I actually ended up taking @Michael advice and exploring the T funshine build , which is in fact an awesome LRM death machine, thanks Michael!

    Just to clarify why this works:
    Each LRM-15 fires a 10 then a 6 volley seperated by a 1/2 second
    Each LRM-10 fires a 6 then a 4 volley seperated by a 1/2 second
    the tube count limits each volley, putting it all together the fire chain goes:
    10,6,10,6,4,6,4
    and takes 4 seconds, which is enough time for the first launcher to recyle so the cycle can repeat, allowing continuous fire.

    My build with a few tweaks of course:

     
    Last edited: Apr 22, 2015
top-fast
top-fast
top-fast
top-fast