any build that uses lrm-5 = 1-Star any Atlas with an XL engine = 1-star any build that thinks lrms need BAP = 1-star That is all.
Range of BAP - 180m Min range of LRM - 180m point? none. The Bap is not going to let you target a mech over 180m away because your ecmed, it lets you target THAT mech within it's range.
BAP - Description: Increases sensor range, speeds up targetting data and can detect shut down mechs at close range. Sounds like a Good Thing (TM) ^^
Increased sensor range by 25%, increased target info gather by 25%, detects shut down mechs with in 120m, disrupts ECM within 180m.. seems pretty useful for a lrm boat... add in tag...
So... Say you want LRM's in your mech, it has two hardpoints, but you only have room for an LRM 10? Two LRM 5's have a lower cooldown. As for the BAP comment, are you daft?
I run BAP and 2x LRM5's in lieu of a single LRM10 on a few of my builds, works fantastically I must say. With BAP I can target quicker and further, and if some ECM gets near me at least I can target it for the other LRM boats around me to pound it into the ground. So... why the BAP hate?
I run BAP with Adv. Sensor Range Module on LRM builds because I believe it's a stacking modifier to your radar range. One without the other, less useful. Atlas with XL are GREAT. They're my favorite snack. NOM NOM AC/20 SLOT. As for LRMs, I am not a huge fan as a rule. I have, however, run a few builds with LRM5s (Jager and Stalker) that use LRMs as secondary weapons, since I do not like LRM boating in general. LRM5s give you a quick firing rate on a smaller salvo, so, using them as secondary damage platforms can be effective. Moreover, it leaves more tonnage for your primary weapon systems. If you're looking for a mech with an LRM specific role, then, I totally agree, the 5 is a silly way to go. But, they do have their place.
How do you find this against AMS machines? AMS will essentially destroy all 5 of the missiles coming in from each launcher. Granted it is a hell of a distraction if you chain fire the LRM5s so that it is constnatly causing them to expend their AMS ammo but other than that I would think the damage completely mitigated by AMS systems. Against a double AMS mech? Don't bother firing them, save the ammo.
Does it ? Or could you saturate with - say - 4 LRM5s, OR a LRM20 ? In other words, does the launcher matter, or is it just the total number of missiles ? I see where you're coming from - I noticed the same thing with double LRM15s on my Hunchback 4SP - they come out in 3 salvoes, the other day I launched at an Atlas and he intercepted everthing with his AMS. On the other hand I use 3x LRM10s and 1 LRM20 on a Highlander - thats 50 missiles, all in one go. I notice that it mostly hits for full effect, at least AMS doesn't take a very noticable toll from what I can see. So it should be possible if you're using enough LRM5s, provided you can launch them all at once.
1. Only if using one single LRM5 2. Then do it for all Assaults 3. I would say BAP on any builds that dont use LRMs and/or Streaks
If the target is out in the open with no AMS (and no AMS umbrella from it's allies) the chain firing creates a very obnoxious screen shake for my opponent to be certain, otherwise I will fire the 2x LRM5's simultaneously for a salvo of ten which a single AMS cannot fully mitigate.
I've only ever run LRM5 pods in groups of 4, so, it's essentially a quickfire LRM20. AMS only knocks down 30-40% at most from what I've seen... Again, I rarely run LRMs, though. So what the hell do I know!
6 x LRM5s on an A1 are nasty... I forced an Atlas to shut down so I could no longer target him... and then my teammates ripped him apart from behind
exactly, you absolutely can't fire lrm4 x XX amount in am AMS cover. But with 12v12, you can ALWAYS find 2-3 mechs without cover, even at the start of the match. If you notice all your lrm5's are getting chewed up, obv you don't fire them into the group and save them.
As a note, BAP only enables faster target info, not faster locks, right? I find it only really useful for streak builds to jam ecm, and marginally useful in assassin builds to know where to hit.
Personally i love my 2xLRM5 on my centurion. Faster rate of fire and its not meant to get kills, just help tag people for assists and paves the way through ams for the larger volleys from other mechs to better connect.
Edit: - any build that has Cool Efficiency < 30% -1star - any build that has Cool Efficieny < 25% -2 stars - any builld that breaks Heat Penalty Rule -1 star - any build that has Speed < Stock Speed -1star - any build that has Speed < 48,6 kph -2 stars - any build that has Armor < 90% -1 star - any build that has Armor < 85% -2 stars - any build that doesnt use JJ, though available -1 star - any build that uses more than 1x TAG -2 stars - any build that uses XL Engine & Ammo in Sidetorso -2 stars - any build that uses STD Engine & puts Ammo in Sidetorso without CASE -2 stars
I'm sorry, but standartized rating criteria usually results in paper tigers. Take cool efficiency for example: If I am using an LRM15 for long range support, then when my limited ammo is used up move in to brawl with a secondary set of weapons, I'll never use all of them at once. Cool efficiency doesn't take such things into account. Take armor: If I have a completely empty arm, I can easily strip all the armor I want. Armor rating doesn't take that into account. Take compulsory use of JJs: Why is that, other than "because" ? I'm afraid the only rating system I'll adhere to is the seat of my pants.
What the... What? oh you're subtracting stars I get it....... mostly, no - any build that doesnt use JJ, though available =1 star seriously you have a mech that can jump, a feature that offers a tactical advantage in 90% of the maps, and offers additional manouvering abilities all the time - and you say no? 1 Star as a general concept, fantastic, but I've seen mechs that don't obey this rule that deserve 4 or 5 stars last one..... Hmmm need to speak to Micheal about getting negative star ratings