Lurms (first time use) A journey to the dark side.

Thread in 'MechWarrior Online' started by anonymized1, Feb 9, 2016.

  1. anonymized1

    anonymized1 Dispossessed

    I'm just tired of getting tanked while trying to get in position to do some damage. I really haven't had a problem unless I drop on polar with no ECM coverage.... which has been the case most of the time. I've even had problems with the BJ's with maxed out engines... break cover for a moment and you're dead. Wait too long in a brawler and your left with no team to support. IDK, I seem to be stuck in brawling mode lately, and it's not working for me on maps with little to no cover.

    Edit: @Cpt Chattahah by the way, thanks for the chastisement :thumbsup: needed it.
     
    Cpt Chattahah likes this.
  2. Blagg Zear

    Blagg Zear Star Lord

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    If you still wanna try mixed Loadouts - here is a List of some Mech-Configs suited for Lurming + Assist Brawling (Just don't let the enemy spot you early!):



    Quirks:
    LRM 10 COOLDOWN: 15.00 %
    MISSILE COOLDOWN: 20.00 %
    MISSILE HEAT GENERATION: -10.00 %
    MISSILE VELOCITY: 10.00 %
    LASER DURATION: -15.00 %

    Good:
    Good Runner (compensates a bit the XL Engine)
    Rapid Spamfire (Quirks)
    Good Direct Firepower
    Plenty of Ammo
    Good Direct Firepower
    BAP
    TAG

    Bad:
    Big STs -> dies quick with XL Engine in a solo Brawl
    No JJs



    Quirks:
    NVA-C LEFT TORSO: MISSILE COOLDOWN: 7.50 % / LRM 5/10/15/20 SPREAD: -6.00 % / SRM 2/4/6 SPREAD: -6.00 % / MISSILE VELOCITY: 7.50 %
    NVA-D RIGHT ARM: MISSILE HEAT GENERATION: -7.50 % / MISSILE COOLDOWN: 7.50 % / LRM 5/10/15/20 SPREAD: -6.00 % / SRM 2/4/6 SPREAD: -6.00 %

    Good:
    Good Runner
    Good Indirect Firepower
    Quick Spamfire (Quirks)
    Good Ammo
    cAP
    TAG
    Plenty of JJs

    Bad:
    Fixed JJs (wasted tonnage?)
    Low Range of Direct Firepower
    Bad Hitbox -> lose Arms lose most Firepower



    Quirks:
    None

    Good:
    Good Runner
    Good Indirect Firepower
    Strong Direct Firepower
    Good Ammo
    cAP
    TAG
    Good Cooling
    Low Profile

    Bad:
    Big CT
    No JJs
    Ammo Placement difficult



    Quirks:
    None

    Good:
    ECM
    Good Direct Firepower
    Good Indirect Firepower
    Good Runner
    Plenty of Ammo
    cAP
    TAG
    Good Cooling

    Bad:
    Low Range of Direct Firepower
    No JJs



    Quirks:
    None

    Good:
    Strong Indirect Firepower (Nonstop Stream!)
    Good Runner
    Good Direct Firepower
    Plenty of Ammo
    cAP
    TAG

    Bad:
    No JJs
    Low Range of Direct Firepower
    Weapon Groups Management
    Heat Management


    or


    Quirks:
    PPC VELOCITY: 30.00 %
    ENERGY HEAT GENERATION: -10.00 %
    LASER DURATION: -15.00 %
    MISSILE COOLDOWN: 10.00 %

    Good:
    Strong Indirect Firepower (Stream)
    Strong Direct Firepower
    Fast for a Heavy
    Good Ammo
    BAP
    TAG
    Good Cooling (+Quirks)

    Bad:
    Big Torso -> dies quick with XL Engine in a solo Brawl



    Quirks:
    ENERGY HEAT GENERATION: -10.00 %
    MISSILE COOLDOWN: 20.00 %
    MISSILE VELOCITY: 10.00 %

    Good:
    Good Indirect Firepower
    Good Direct Firepower
    Plenty of Ammo
    Fast for a Heavy
    BAP
    TAG
    Good Cooling (+Quirks)

    Bad:
    Big Torso -> dies quick with XL Engine in a solo Brawl



    Quirks:
    LB 10-X COOLDOWN: 20.00 %
    BALLISTIC COOLDOWN: 10.00 %
    LASER DURATION: -20.00 %
    ENERGY HEAT GENERATION: -5.00 %
    MISSILE COOLDOWN: 15.00 %
    MISSILE VELOCITY: 10.00 %

    Good:
    Good Indirect Firepower
    Good Direct Firepower
    Small STs
    Good Ammo
    BAP
    TAG

    Bad:
    not the fastest
    Tall Mech = Big Target
    No JJs



    Quirks:
    TBR-S RIGHT TORSO: MISSILE COOLDOWN: -2.50 %
    TBR-PRIME LEFT ARM: LASER DURATION: 4.00 % / ENERGY COOLDOWN: -4.00 %
    TBR-PRIME RIGHT ARM: LASER DURATION: 4.00 % / ENERGY COOLDOWN: -4.00 %

    Good:
    Strong Indirect Firepower (Nonstop Stream!)
    Good Direct Firepower
    Good Runner
    Insane Ammo
    cAP
    TAG
    JJs

    Bad:
    Low Range of Direct Firepower
    Fixed Structures in Head/Legs (Wasted Slots for Ammo Placement) -> Ammo Placement difficult

    Alternative:
    https://mwo.smurfy-net.de/mechlab#i=270&l=9eff5a6e8796ad07487c74c4d267d980a4b8375b

    https://mwo.smurfy-net.de/mechlab#i=373&l=6fec694089b17c0c5f385129409530de4706ed09

    Quirks:
    None

    Good:
    Very Strong Indirect Firepower (Nonstop Stream!)
    Good Direct Firepower (WubWub + Dakka)
    Plenty of Ammo
    cAP
    TAG

    Bad:
    Not the fastest
    Tall Mech -> Big Target
    No JJs
     
    Last edited: Feb 10, 2016
  3. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Totally agree. Polar is still a nightmare to me. I've gotten a lot of hatred (in-game and Reddit mostly) from the White Knights scrawling things like "Get Gud" and blaming the community for hating all new things. However, this is simply not the case. I love the map redesigns, I've loved the newest CW maps, I just can't stand a map that encourages and rewards massive LRM spam with little to no cover to break from. The size of the map - meh, I can go either way. Nice for snipers, but easy enough to avoid their fire and close distance. The Cap points are a pain, but hey, so is Mordor. But the lack of cover from LRMs with the enemy has a spotter, you get NARC'd, or JESUS CHRIST I CAN'T EVEN FUCKING BRAWL BECAUSE I'M MURDERED BY 4 COWARDS WHO CAN'T EVEN FUCKING SEE ME LAUNCHING 30+ LRMS EVERY FUCKING VOLLEY!!! ... ... ... woosah. /rubs ear lobes... Deeeeep breath... Okay. Anyway, my point is just that any other map at least has areas that will break the missiles flight path. River City, Forest Colony, Canyon Network, Terra, Tourmaline, Bog, HPG, Crimson... They all have high buildings, deep valleys, or mountains so it's rare to have an open line for the entire arch of a Long-Range Missile to go 800m unobstructed.

    Eh... I'll stop ranting. I just strongly disagree with that map's design and the fact that it's changed Meta so that SO many players throw at least one LRM launcher on every build in case they get Hoth and can join the SPAM. Not my playstyle.

    I'll shut up now.

    PS: You're welcome, @SkiDog :D Gotta razz my Michigander brothers.
     
  4. Shock

    Shock Patron of the Underdog Staff Member

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    Thought I'd share a pseudo LRM boat that works well for me. It's about as much tubes and ammo as I'm comfortable carrying and it can still contribute if the locks aren't coming.

     
  5. "Thought I'd share a pseudo LRM boat that works well for me. It's about as much tubes and ammo as I'm comfortable carrying and it can still contribute if the locks aren't coming."

    Along those lines, I have messed around with this.
    .
     
  6. enileph

    enileph Star Lord

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    What can I say...
    MISSILE COOLDOWN: 25.00 %
    MISSILE VELOCITY: 10.00 %
    MISSILE HEAT GENERATION: -10.00 %

     
    Last edited: Feb 11, 2016
  7. Jessica Stark

    Jessica Stark Junior Member

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    I"ve been pondering a Mad Dog for a while, and the Battletech novel I read recently put them back into my mind. Which chassis would be the best to buy starting off? I'm obviously going to be swapping pods around, just wondering which CT is the best first buy. Already mastered a heavy in my Marauder, so I won't need to have all three at the same time.
     
  8. ReconSaint

    ReconSaint Star Lord

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    Shhhh... shhh...

    Embrace the Dark Side. Its got cookies.

     
    anonymized1 likes this.
  9. Jessica Stark

    Jessica Stark Junior Member

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    So, ended up getting the Mad Dog A yesterday, and then... This happened. LRMageddon FTW.

    [​IMG]



    It was a bit of a kitchen sink build with regards to the energy weapons because I was a bit short on C-Bills at the time. Trying to decide if I want to have two ERLL's, or just have mediums. The ERLL has proved its usefulness when I sniped a Locust that was trying to escape off a cliff, but the close range firepower is nice too.
     
    Last edited: Feb 17, 2016
  10. anonymized1

    anonymized1 Dispossessed

    Not bad really, as is

     
  11. Gneckes31

    Gneckes31 Well-Known Member

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    I've recently switched my LRM Mad Dog to PRIME STs and LRM15s with Artemis, to make use of the new cooldown and velocity quirks.
     
  12. Jessica Stark

    Jessica Stark Junior Member

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    How's the spread on clan 15's? Haven't used any clan launcher over 10 tubes yet. I knew the IS 15's were pretty much the limit of useful spread already.
     
    enileph likes this.
  13. Gneckes31

    Gneckes31 Well-Known Member

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    Not great, but manageable in my experience.
     
  14. Karl TenBrew

    Karl TenBrew Star Lord

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    Clan 15s aren't too bad, they just stream fire like all Clan LoLRMS. In my experience, this is the part that can make them harder to land moreso than the technical spread since rather than a huge cluster that acts like a tight LBX shot it's more like hitting an opponent with AC1 (not a typo) pellet stream. Firing discipline and map awareness becomes more important because you're not judging if the snap fire cluster is in time to hit, you're judging how much of the stream you might simply lose to the ground or other terrain.
     
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