Loup De Guerre "Dedicated LRM" (2x LRM15+A, 2x JJ, TAG, BAP, XL255)

Thread in 'Loup De Guerre' started by spudbuddy, May 20, 2014.

  1. spudbuddy

    spudbuddy New Member

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    groundwork/foundation for LRMing in this robit. Feel free to drop jump jets/ammo to put armor up in arms and equip some lasers, or drop the LRM 15s to 10s and the tag to equip large lasers etc., you have options here. I personally drop lasers for more LRM ammo/jump jets since there's only 2 energy slots and they're both in arms, I always run a zombie arm for survivability/sustainability reasons so I didn't care too much about running 1 medium or 1 large, I just compensated by adding mobility/ammunition with jump jets and alrms all over.

    when in danger torso twist to the right and aim up and down to use your left arm to block shots to more vital body parts.
    make sure to stay behind cover/teammates and jump jet/tag to get quick LRM volleys out, you're in a 50 tonner you won't survive fire exchange with heavier robots without losing body parts/getting wrecked.

    be around teammates.
    melt assaults/heavies.
    avoid lights, you're a medium mech. You either wreck lights or you get wrecked by them, there is no inbetween. LRMing in a medium means you get wrecked by lights so avoid them.
    pro medium mech tips: always have an expendable/zombie-arm with no weapons in it so you can use it like a "shield" lower armor and compensate tonnage elsewhere.

    Feel free to use the build I posted to develop your own preference for LRMing in this thing, there's a couple variables possible.

    note:I always run 11 armor on each back torso section and dump the rest of the armor up front. You torso twist so fast in trebs you don't need to worry about any rear-ganks from lasers, and if an ac-40 gets behind you, well it's over regardless. Drop armor in the legs down to 36 before you start to nit pick armor off the arms if you want to follow how I do armor.
     
    Last edited by a moderator: Oct 6, 2014
  2. DarkonFullPower

    DarkonFullPower New Member

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    Just going to point out your build has NORMAL LRM ammo, instead of LRM+A ammo. :p



    Personally, I would LOVE to know how many jets is too many/not enough for an LRM build in your guys's opinion.
     
    Last edited by a moderator: Oct 6, 2014
  3. spudbuddy

    spudbuddy New Member

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    Honestly, I just run enough to jump over teammates to get locks and missile volleys off, I'm not trying to jump over terrain etc. Unless you have a surplus of room feel free to 5/5 it, but 11 is enough to get over small obstacles and get missile locks over your team during firefight standstills so you're not in the back walking around trying to find a spot where you can fire at the enemy, so a comfortable base is 2/5 for me, if you have a tag you can get away with 1/6 I think but you'll probably fail on most small obstacles still, but being near your team is still the #1 priority so small obstacles are usually regardless factors
     
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