My personal CLAN lurm style: forget Artemis forget tag forget tonnage (I find the Mad Dog ideal e.g. instead of an Assault) forget big LRMs use more smaller LRMs (be able to shake their cockpits constantly) spec skillpoints in sensors, the right branch with target decay (keep them yours and know where they move behind cover) use beagle probe (counter their ECM and know where to hit them with your lasers when they are damaged badly) be on the move (e.g. with your lance or to re-position yourself) peak over small hills etc. (again the Mad Dog is ideal for that) but do take part in the fights, too (support your teammates) always take and use your backup lasers (cheap to skill after missile skillpoints got assigned) use chain fire (to support your allies i.e. suppress your target and make the enemy hate you) but learn when an alpha is more suited (e.g. when you want/need to do much damage but cannot be exposed long, to penetrate AMS or to finish someone off quickly) grow some balls and share your armor (again, support your teammates) join the club of 1000+ Please share your thoughts not only for the build but also for this play style in general.
Hey killroy, Welcome to MechSpecs! Please read the FAQ on how to title your builds, this makes it easier to search and/or browse! As regards to the lurm playstyle, some thoughts: - BAP doesn't decrease lock time, it decreases targeting (info) time. A targeting computer (how counter-intuitive it may sound) also does not decrease lock time, in fact it doesn't help missiles at all. TAG, NARC and Artemis decrease locktime. - I agree on skipping artemis on smaller launchers, just because it takes up relatively more weight, but especially near the front line it's nice to have for decreased locktime and spread reduction focusing your damage (for example: 2xcLRM15+A) - Multiple small launchers is nice for clan because their missiles fire sequentially and this sort of mitigates it. on IS i would equip bigger launchers for better tonnage efficiency and burst salvos. - using chainfire negates the benefit of running multiple small launchers, only do this when you need to be careful with heat. - When going frontline anyway, ATMs often outclass LRMs by far. For the rest, I fully agree on playing lurm boats closer to the front lines with more mobile mechs. positioning is important in a lurm boat and that's hard when you can't go faster than 50. Cheers, Excalibaard
I edited the title. Thanks for you help! I play MWO since I don't know when but started to lurm just some weeks ago so any input is really appreciated. Okay this one surprises me. Anyway I love to use probe not only on dakka because of info gathering time but because in general I love to know where to shoot down components / weak (side) torsos etc. I edited the main post for this. But it does allow you to target lock an ECM protected mech, right? Granted it takes a bit longer than without ECM but it works quite well for me. Yes I did not get warm with IS lurms so far. Any more hints on how to use those versus the clan ones? I tend to disagree but maybe I got it wrong, so why is that? E.g. with this build the target is constantly hit by missiles and we all know how bad this is for the guy being hit. It suppresses the target so hard they want to leave the match and this massive disturbance really helps your teammates getting shot at from your target. I tried ATMs really hard (e.g. on Timberwolf) but imo they get shot down by AMS too well and it does not nearly have the same suppressing fire (cockpit shaking, noises etc.) effect.
I don't really use LRMs at all, but I will try this loadout when I feel like giving it a shot. The MDD seems to be appropriate tonnage-wise so you don't hog one of the bigger spots and with 80 km/h you easily get to where you need to be. I agree with Excalibaard however and personally I use ATMs instead to great effect, using the build that I posted here just a little while back frequently give me 1k+ dmg games now when I got some practice. (Pretty much the same build but ATMs instead of LRM)
Well, seems like I have to try ATMs on the Mad Dog again Guess I will try your build when playing next time. I designed this loadout as a fire support role which is usable in many different ranges and to suppress targets (i.e. make them hate you and leave their targets).
Don't need cockpit shake when the enemy dies, true it's more susceptible to AMS, which is the only downside (And not too many people run AMS). The benefit of multiple small launchers is that you fire 4 streams of missiles at the same time, so it gets through AMS easier. When you chainfire you go back to firing 1 stream at the time, which is basically the same as 2xLRM20. IS lurms are mostly hard to use because of their weight and hard 180m limit. Try staying a bit further away, and group firing as much as you can without ghost heat. HBK-4J with 2LRM10+A is nice, MAL-1R with 4LRM15 works too (though you run into the lurm assault mobility problem). You can target ECM mechs regardless, however, BAP cancels 1 ECM within 360m, which means you may remove ECM entirely from your target. I've written a guide here on the various non-weapon equipment, might be interesting for you https://www.mechspecs.com/resources/compact-equipment-and-utility-weapons-guide.32/