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
I use the T-Funshine Build... https://www.mechspecs.com/threads/s...-2x-lrm10-a-3x-ml-2x-ams-tag-bap-std250.5252/
Thanks Michael, i have been wanting to try a Stalker too. How long between Salvos, do you use an LRM-15 Module?
@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!
Can someone explain how to take advantage of the Tube count? What happens if i put an LRM-20 into a 1 M(6) ?
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?
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.
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.
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.
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.
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.
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.
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.
@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?
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.
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.
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: