Hello everyone, I lurk around on these forums a lot looking at builds but rarely post. I decided to post this time because no one else seems to be catching on to the old Ryoken builds from MW4. This is a fast moving LRM boat, meaning that unlike other LRM boats you can get out of dodge if things get bad and the enemy flanks you. It also means that you are an LRM boat that can quickly get into position to back up your team where they need you most! I've consistently earned 150-250 k c-bills WITHOUT premium time. I generally hit most of my targets, I especially like to chase down Timber-wolves when they are harassing my team, and when I run out of ammo I act as a more heavily armored clan-light with my 2 MLas and my TAG providing spotting assists and damage. The TAG also helps when you see a slow moving Atlas with ECM and still want to hit him a few times before retreating! I've thought about trading in the LRM20s for LRM15s and giving myself artemis and a c-BAP, but I'm not sure that it would be worth the tradeoff. Let me know what you guys think of my build and if you have any suggestions! ~ Grayson Sortek
Personally I don't think you need all those heat sinks, unless you are using both Lasers and Missiles at the same time constantly. The LRMs are crazy close, and the Lasers are heat neutral alone BEFORE EVEN BASIC UPGRADES. If you want Probe, Targeting Comp, Artemis, then I think you should look there first. Only issue with keeping the LRM 20's at that point is a lot of stuff is in the arms now.
Just wanted to say thanks for the advice DarkonFullPower, I took out one of the HS and added more ammo for the LRMs. I actually usually do end up shooting my ERMLas at the same time as the LRMs because my team firing lines tend to collapse and I end up finding myself having to pick up the slack while my Assault 'Mechs are hiding in the back (kind of annoying). Oddly enough I'm still finding that even then I'm usually one of the last ones alive. Although the HSs could easily be replaced with a cBAP and cTC, which I might try out. Honestly I'm not sure if I even care about Artemis when it comes to the clan LRMs, since most of my missiles are hitting the targets and most of those are hitting the CT. They might change those stats and I'll need to get artemis at some point, but I've been doing a really good amount of damage without it. Again thanks for the feedback! It might really be worth it to replace those HSs with those utility pieces.
Here's my take on it. Just ran it on Mordor and was able to mix missiles and lasers somewhat freely. The C right arm is nice for the quirk if you don't need two energy on it. May try dropping a heat sink and adding a 1 ton targeting computer once elite skills are filled out.
cAP is your friend when it comes to LRM boat, use it. Putting TAG in your arm would allow for better locking, since missile lock follows your arms. LRM15 and LRM5 are better buy per ton. You can actually upgrade your system to 3x LRM15. The ghostheat is minimal, really., especially if you chain. A bit more ammo would be good also.
I am Really enjoying this build but I have a coupla questions. Is a TC Mk1 worth it on this build and does it get you target lock Faster? I am using your 3xLRM15 but if I use a LRM10 instead of one of the 15s can I set it up so it fires first as a "test Volley" to see if I'm getting good hits before committing to firing my remaining 15s?
"Let's go to the Mechlab. It's Mechlab time. Mechlab time for Buddy." First off, I'm an average pilot at best, but I like playing with numbers. I'm sure the aces in the game can decide how to make the most of a build, I'm just here theorycrafting, and this is how I've been using Mechlab. Those two missile hardpoints in the left torso lend itself to all sorts of configurations. Each of these builds have 2x ERML, cAP, cTAG, and 10 sinks, keeping in the spirit of the original build. The only differences are in the choices of tubes and the maximum ammo the tonnage will allow. They are hidden for the TL;DR folks as these aren't the ones I want you to actually use. Spoiler: 'LRM 40' (2x LRM20), 1620 ammo, 4.47 dps Basic setup. Spoiler: 'LRM 45' (3x LRM15), 1530 ammo, 4.29 dps Higher alpha; higher max DPS, lower sustained DPS versus "LRM 40" Spoiler: 'LRM 50' (1x LRM20, 2x LRM15), 1260 ammo, 4.51 dps Higher alpha, significantly lower ammo capacity. Now for analysis: Let's say that the average match length is 7 minutes, with about 4 minutes of that being the maneuvering, scouting, and locking on targets, so about 3 minutes (or 180 seconds) of exchange, optimally (no misses). How much ammo do we actually need and how much damage can we do in that period of time? I think the simplest way to get an idea is to find the sustained DPS of only the missles (by removing the ERMLs from Mechlab) and multiply by the exchange time of the game. Since LRMs do 1 damage each, damage = # missiles. (3 minutes of fire, rounded to the nearest alpha size) "LRM 40" sDPS: 7.30 (missiles only) Missiles/damage per Game: 1320 vs Ammo Capacity: 1620 (300 extra) "LRM 45" sDPS: 6.16 (missiles only) Missiles/damage per Game: 1125 vs Ammo Capacity: 1530 (405 extra) "LRM 50" sDPS: 6.57 (missiles only) Missiles/damage per Game: 1200 vs Ammo Capacity: 1260 (60 extra) What this tells me is a lot of this extra ammo is going to be wasted in the LRM 40 and 45 versions (except in drawn out fights), and a better balance can be achieved by adding more heatsinks: "LRM 40", +1 DHS sDPS: 7.83 (missiles only) Missiles/damage per Game: 1400 vs Ammo Capacity: 1440 (40 extra) "LRM 45", +2 DHS sDPS: 6.93 (missiles only) Missiles/damage per Game: 1170 (1260 - 90) vs Ammo Capacity: 1170 (0 extra) "LRM 50", +0 DHS sDPS: 6.57 (missiles only) Missiles/damage per Game: 1200 vs Ammo Capacity: 1260 (60 extra) The winner is still the LRM 40 configuration in overall missile damage output, with or without extra sinks. I added +2 DHS to the LRM 45 since it gives the same effective output as +1 DHS over 3 minutes (either you're short missiles but run cooler, or you have extra for a longer game). Adding the heatsinks and ERMLs back in, we get this: TL;DR: The conclusions I draw from each build is this: - LRM 40 +1 DHS has the highest ammo capacity. It's a "safe" build, meaning you can hang back and have the bulk of your damage be from missiles. You'll be firing your launchers all game, probably only using your ERMLs for defense and not brawling. - LRM 45 +2 DHS can do more maximum DPS with missiles, but fights are more aggressive due to having to use your ERMLs to make up for the lower LRM damage output. - LRM 50 can do slightly more maximum DPS than LRM 45, but it suffers significantly in sustain when using the ERMLs, and without the benefit of extra heat sinks for your lasers when you run out of ammo. A silly, silly build, only for the "HOW MANY MISSILES WAS THAT?" comments. I'd choose either the LRM 40 or 45 build, depending on a cautious or aggressive playstyle.