Casual MAL-1R "Rocket Man" (4xMRM20, 2xLL, STD270)

Thread in 'MAL-1R' started by Stretch2279, Aug 31, 2018.

  1. Stretch2279

    Stretch2279 New Member

    3
    1
    3
    Fun little build for casual, not the fastest thing in the world, use the LL for range and the MRM20's for up close and personal, LL on weapon group 1, Right torso MRM's group 2, Left torso MRM's group 3.

     
  2. waaaaaaaat

    waaaaaaaat Active Member

    66
    9
    10
    There is half a ton free here, so you can shave a small amount of armor to make that STD270 a STD275.

     
  3. anamiac

    anamiac Well-Known Member

    140
    44
    28
    You could get a max engine in there without sacrificing much in the way of weaponry:


    You're sacrificing some survivability for tonnage with the light engine, and of course 2xMRM40 is not exactly the same as 4xMRM20, as it has a longer CD.... but I think the 4 tons and slight heat savings make up for that. (The 4xMRM20 gives you 24 heat chainfiring, 27.15 alpha. 2xMRM40 gives 23 heat chainfiring, 24.61 alpha)

    As you may notice, there's still a 1/2 ton available on the MRM40 version. I'd probably put it into ammo, as 4 tons strikes me as enough for Solaris, but not quick play.
     
    Last edited: Aug 31, 2018
    Dagonus likes this.
  4. waaaaaaaat

    waaaaaaaat Active Member

    66
    9
    10
    MRM 40 is more weight-efficient but the stats don’t address another difference between 2xMRM20 and 1xMRM40: I believe the 40 is a longer stream, so an on-target shot may connect slower. I don’t know if there is any convergence or parallax issues with missile launchers on the same torso, but it is possible the missiles hit their target faster with MRM20. I would have to test the launchers to confirm, but I believe the bigger launchers have a longer stream, which makes a difference for non-stationary targets.

    Can anyone confirm this? I can test it later myself.

    Also, there is a difference between chain firing four MRM20s and firing salvos of two pairs of MRM20s. I would pick the latter in a case where I have some confidence in my aim since chain firing will spread damage more. This again illustrates the point that DPS and cooldown are not the only factors in how a missile system deals damage: some of your missiles won’t connect because of travel time between when the missile was launched and where your target ended up by the time the distance was closed and that lowers your effective DPS more than the obvious indicators.

    For an example of why I would fire two MRM20s simultaneously rather than chain fire them: imagine if an on-target shot is only in front of me for 1 second before it disappears behind cover. If I am chain firing I may only have time for one bank of MRMs to fire (or I can double tap but I am risking missing the window this way). If the missiles are fired simultaneously, the both banks will hit on time.
     
    Last edited: Aug 31, 2018
  5. anamiac

    anamiac Well-Known Member

    140
    44
    28
    First off, found a reddit thread. Officially all the launchers take the same amount of time to disgorge the sum of their missiles. In practice, there appears to be slight differences with the MRM30, some sort of rounding error. There also may be some differences between the spread, but I found the thread inconclusive on that point.

    And yes, when I mentioned chainfiring I was only saying that to demonstrate heat qualities. I'd never fire a single MRM20 by itself. For this mech, I would bind right torso missiles to right mouse button, left torso missiles to left mouse button, and lasers to the side of my mouse.
     
    waaaaaaaat and Dagonus like this.
  6. waaaaaaaat

    waaaaaaaat Active Member

    66
    9
    10
    Sounds good. It’s hard to find the numbers on this stuff and I never remembered to test it since Mechspecs went down for a bit. It is odd that the MRM40 yields the same effective damage over time as the MRM20 in the same stream length, but I guess you pay for it in cool down.
     
top-fast
top-fast
top-fast
top-fast