So a buddy of mine gave me an idea and this is the result: "]XLRM-5 Yes, it is definitely most un-orthodox!
Fixed that for you Don't worry Myth, under the new system I will STICKY that thread in every single forum, sub forum, window, doorway, anywhere.
Yep, that's definitely a strange build. I don't think the LRM5s would do enough damage to be worthwhile, especially with the recent missile nerf. Seems like this thing would have Lights swarming all over it.
Thanks for the assist Michael The tactic for this mech is to run up along a flank, and with luck/skill, get behind the enemy fireline and pepper them with lrms from behind, relocating to a new firing position after a few salvoes. Lights getting too close for comfort can be handled in three ways: 1 - run away! 2 - TAG and LRM if they're at 180+m or lastly 3 - Medium laser to the leg.
I think that this unorthodox build isn't built by anyone because it's just terrible. 1. 1 AMS shoots 3-4 missiles per volley (and maybe 1-2 per follow up). this makes larger LRM boxes better. You fire 4 missiles per volley, so the first and 3rd will be negated, and only half of the second volley gets through. essentially this way, 2 missiles of all 10 hit your target. Your build is countered by just 1 AMS on the enemy team, and 2 AMS means it deals exactly 0 damage. 2. LRMs deal as much damage as a thrown piece of paper. They're only worth it if you have 1-3 really large salvos and even then the tonnage/dmg is sub-par to both energy and ballstics due to the amount of ammo you'll have to carry. 2 missiles getting through is the damage of 1 medium laser at 400 m. 3. The larger your amount of volleys, the larger the amount of time you'll have to spend locked and tracking your targets. 4. ECM counters you and TAG has a max range of 750, which is well in range of a full damage ERPPC to the face while you have no ECM protection of your own at all, making you visible to any mech turning it's torso a bit in your direction. Those are 4 reasons I can come up with on why this just isn't going to work. LRM5s on their own are already debatably useful weapons, but when split into multiple salvos it's more useful to punch the enemy mech with your bare fists. You're much better off going with the standard short ranged speedy hunter loadouts
It was fun for a while, but as Seven pointed out, it wasn't very effective. Allthough killing a heavy at 200m with lrms was hilarious. I've rebuilt it along the lines of a stock X5, but with artemis and mpls.
volleys of 2 missiles don't really need artemis imo ^^ if you have an SRM 6 in there it'll just fire like a burst mode SRM2, which has a pretty tight grouping (as does SRM4)
I ran 2x LRM5's (no artemis) on my X-5 after picking it up, shameless attempt at getting "safe" hits on enemy mechs from range to get assists monies. Doing this I noticed that a lot of people don't bother running AMS, because of the overall weakness of missiles (reason #2 in SubjectSeven's reply), the weakness of missiles ironically means people don't always bother running counters. So while the damage is still very meh, it can work for some free (but typically minor) damage. Another thing I noticed was that missiles are a great way to get noticed. When an enemy Atlas gets the "INCOMING MISSILE!" flashes, they don't know if it's your little insignificant spread, or a Catapult A1 lighting up the sky. An Atlas pilot who's looking for an obnoxious missile mech on the flank isn't looking (and firing) at your teammates. For awhile I ran with an LRM5 and a SSRM2 for "versatility". Don't. You end up with so little damage with both that it's not worth it.
I actually ran into a Catapult C1 boating LRM5's on chain-fire with a TAG yesterday. I was in a Cataphract without an AMS, and holy shit is it scary seeing a constant stream of missiles heading your way. View getting knocked around every half second while you're scrambling for cover (on Alpine). Ended up taking me down to basically no armor.
I'm running a similar variant now for fun... 4x SLas 2x LRM5 It is a pretty good scout, you get to fire a few volleys for distraction as you flank and pepper them.
If you strip out Atremis, the heat sinks (which should be in the engines), BAP and a few points of armor, you can fit 2xLRM10s. This will provide a constant ripple of 4 missiles. I'm certain that it's a bad idea, but it is sort of cool.
@Archwright like this? I also took the liberty of deciding that the X5's arms are not going to be very effective at shielding so I stripped off the armor on that and a bit more for some extra ammo. That satisfies my wishful thinking that this thing will stay alive long enough for 27 salvos (135 times 4 missiles!
My version of this: Yes this mech does very well, the LRM5s are not a waste and very very good for late game hits. You must learn to use a mech, any mech can be a great mech in the right hands. I will post some screen caps of this little beasty pulling its weight in matches. I start the match in scout mode with my speed and TAG. I pick and chew at people with the 3x Med Laser and some LRMs (never many early on), but after a few minutes of scouting you see AMS running out and damage accumulating that's when I start launching missiles and really hitting them. Some examples: http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571590 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571591 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571592 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571594 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571593 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571595 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571596 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571598 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571599 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571601 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571602 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571603 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571604 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571605 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571606 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571607 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571609 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571608 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571611 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571612 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571613 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2571614 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2567102 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2567103 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2567105 http://knightwardens.enjin.com/profile/9561955/pics/detail/album_id/396219#pid=2567106
Would you run this build if it had 2xLRM10? That's essentially what you get with 42% cooldown. Add to that the velocity quirk and an ERL and 3xML and this is a very nasty little beast. It's not uncommon for me to get 700+ damage with it. You have to play it aggressively. Just make sure you don't get too close and carry Radar Derp, cuz you will engrage a lot of enemies with this build.