WHK-B Rainmaker (2x cLRM20, 2x cLRM15, 1x cERLL, cTAG, cAP)

Thread in 'Warhawk Omni Builds' started by FuzzyBunny, Jun 17, 2014.

  1. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    This is hands down the Clan LRM boater. 70 missile tubes. 1800 rounds of ammo. Speed to reposition. Finally a decent set of back up weapons.
     
    Last edited by a moderator: Oct 4, 2014
  2. Falconium

    Falconium Administrator Staff Member

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    I agree, the Warhawk's LRM-70 capacity makes it the most deadly LRM boat in the 'verse!

    Great build, too, btw. I think I'd trade one of those MPLasers for a Tag and an extra ton of ammo; imho, any LRM boat (the Cat-A1 being the notable and necessary exception) should bring a Tag.



    One weakness to this though, which can't really be avoided: all ammo has to be in the arms, which also carry all the backup weapons for this build. As a result, losing both arms in this 'Mech makes you the honorary meat-shield for the team! :rofl:
     
    Last edited by a moderator: Oct 4, 2014
  3. Blagg Zear

    Blagg Zear Star Lord

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    Here is my Variant for the LRM70 Madness with moar Spam, TAG and CAB! :rofl:

     
    Last edited by a moderator: Oct 4, 2014
  4. The Verge

    The Verge Moderator Staff Member

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    Guys, TAG isn't really needed. that's what lights are for. BAP is required in missile boats, to ensure your locks remain, even under enemy ECM. TAG does do the same thing, but you have to track the light mech. Having both is great, but BAP, then TAG, then AMS is how my book is written.

    IDK, what do you think?
     
  5. Falconium

    Falconium Administrator Staff Member

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    Always Tag before BAP for me in LRM boats. I find I need it more to knock off ECM at distance, than to knock off ECM standing near me. I do not bring an LRM boat without a Tag (except, as I said, the A1, which is simply incapable of it due to no Energy hardpoints).

    And yeah, as a rule, LRMing works best when you have a friendly Light pilot (with TAG/NARC/BAP/UAV/all-of-the-above) running around spotting targets for you. But sometimes they're busy with other things, so I always recommend bringing your own Tag. Relying on friendlies to get locks for you is too risky.
     
  6. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I think the best solution might be too just go down to one ERLL and add the tag and AP. I'll edit the original later.

    Edited to add TAG and AP.
     
  7. Thiak

    Thiak Well-Known Member

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    i still prefer the 3xlrm15+a, lrm10+a
    less spread, more volleys, faster reload/aimtime


    no matter what i have to try this someday

    without artemis on a stationary target size of an atlas you only hit with like 70% of all missiles
     
  8. Damonwolf

    Damonwolf New Member

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    I'm confused. From everything I've read, Artemis only Improves the lock-on-time and tracking strength of LRMs by 50%. Has there been a change to Artemis that I missed that tightens the grouping?
    I know TAG tightens the grouping.

    The reason I ask is because I have read several players swear by Artemis and how it tightens the grouping and enables more missiles to hit the target. Either I have missed something/misinterpreted data, or they are attributing an effect to Artemis that doesn't exist.
     
  9. tfun90

    tfun90 Advanced Member

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    I think that tracking strength = spread.
     
  10. Thiak

    Thiak Well-Known Member

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    it seems powerful, 70 lrms in 1 volley, but testing showed me that the difference to a lrm55+A or an lrm70 is nothing but going through your ammo faster and not hitting your targets with any more dmg

    15 lrm difference, sure take the lrm 55+a version of this build and the lrm70 version and shoot the immovable atlas in testing grounds and you'll see yourself that 10-20 lrms wont hit the atlas at all
     
  11. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Artemis only works in direct line of sight. So, sure, you'll hit with more missiles if you have direct line of sight. If you don't though, you will hit more with you 70 volley than you will with you 55+A volley.

    That being said I'm running a LRM 60 currently when I want to boat my LRMS on the Warhawk.
     
  12. Lan

    Lan Mech Wrangler

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    Check this thread on Artemis and LRMing.

    http://www.mechspecs.com/forum/index.php?topic=6720.0
     
  13. Sir Tiddles

    Sir Tiddles Active Member

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  14. Thiak

    Thiak Well-Known Member

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    i still prefer my lrm55+a boat with 3MLas, i played lrm70 about 10 matches and maybe its the bad teams lately but i get much better scores with the lrm55+a
     
  15. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Like this:



    Causs that is how my B is currently set up. The reasoning is because some of my alternate builds for the B are brawling, and they use the artemis on the SRMs.
     
    Last edited by a moderator: Oct 4, 2014
  16. Thiak

    Thiak Well-Known Member

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    This one =)

    edit: the thing for me as well is that i have similar firepower but i can the artemis build has more ammo per tube, and i tend to play it more aggressive, in around the 400-500m range so i can constantly tag and lurm them, that as well gives me the complete bonus which artemis provides
     
  17. Fleanutbutter

    Fleanutbutter Benefactor

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    I've been using this build on my B variant very sucessfully. Even a bad game gets me 400+ damage while I've had a couple over 1k. When rushed by meds and lights the tag lets you kill them before they get too close. The tag also makes it less futile to use your lrms at 100-180m because you're getting more missles on target, despite the lower damage - I've had a few kills at that range. The erll helps there too.

    I figure if you're going to run LRMs you might as well boat them and this thing sure does that.

    I run it without Artemis and CAP with about 2200 missles and only LRM65 because I had an LRM10 laying around and didn't want to shell out for a 15.

    The launchers and missles are spread enough that if you lose one side you can still be dangerous. I had a game where I lost my left torso early on and still had 5 kills and 700 damage. Losing the right would be worse, of course from an ammo perspective, but what can you do.

    5 star from me.
     
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