Time in flight makes the difference between wasting ammo and getting damage. Besides, yelling at people dying on the front line to hold locks for you won't make you many friends. An abject lesson in this I demonstrated to a direwolf one day. 80 rockets from a blackjack to the bum proved a good case of why you should stick closer to the front line when Lurming.
heavy/assault LRMS are secondary weapons for keeping some enemies pinned while you lock down and cut through the ones you want dead. medium LRMs are there to support, flank and scare the crap outta anyone who sticks their head out. light LRMs are there to backstab and armour strip on the unwary, just you need to flee the moment anything notices you.
Thank you for pointing out the MEDIUM mechs are to be considered for LRM boats. If you're not running clans the Treb-M is a fantastic choice for LRM-15 boating. LRMs are fire/damage support so in very few cases should an assault or heavy be on the back line. Need armor up front!
"Putting lrms on assault mechs is a thing I wouldn't advise" My thoughts: but assaults are slow and can't dodge missiles, perfect targets... Ow wait, that's not what you meant
I put LRM 15's on my awesome because it has some cool perks for that. Have about 3k missiles also have one mrm 20 and 3 med lasers for backup. It totally wrecks face. Folks wanna run in but then eat mrm and med lasers to the face. And because its an assault with huge arm shields it can take quite a bit of damage. Average at least 1k dmg a game with that thing.
Stan as long as you don’t play it by standing in spawn firing at 900 meters, and are in that 5-300 meters range sharing armor with the team and contributing to your own locks sometimes. This can be very difficult to do if you are moving at 50 kph, but at 65 it’s pretty serviceable and a decent weapon. someone playing like that, I wouldn’t consider them any different than the ppc or ac2 boat assaults, they aren’t face wrecking balls of shotguns/ac20’s either and no one bats an eye at them.
@@Gw2Zoke Lone wolf play style just gets you killed and as you've said doesnt contribute to the team. Why I mentioned huge arm shields. TAG is a no brainer. But when you're shredding 1K dmg off the enemy team, staying in the rear of your team and still taking hits then I consider that a healthy contribution.
@@picallo1 Baras Hunchback play is exactly how I played with my Catapult. Be mobile, jump a lot, stick with the team. 1 k damage was possible while being on autopilot. Nevertheless the hatetrain was real. Not so much in the games but in the community, forums etc. Thats why I´ll never play a PvP only team game again. Not even if you would pay me for it.
I use a medium lrm mech. Arctic Wolf ACW-1 that uses 3 lrm5, 4 srm6 and 1 srm2. It provides great support the whole match and when the heavies you are with engage, you close with them and srm like crazy. It’s a fun build that moves all over at 103kph. It’s also good at taking out backstabbing light mechs.
I think you can run LRMs on an assault, but you want something that's mobile and can still be in the fight and share armor, like a Warhawk or Warhammer IIC. But sitting in the back with a LRM 120 Supernova or Stalker and just sitting out of the fight spamming missiles is not helpful, I definitely agree
Scorch with 2LRM20+A, 2ATM12, 2MPL, 325XL, Beagle and Targeting Comp. The LRM and ATM combo will pound the crap out of anything closing with you with the MPLs working on anything the missiles have opened up as well as messing up lights. Group the LRM and ATM in separate groups. Fire LRM, then ATM. The ATM are faster and will often reach the target at the same time as the LRM without the heat penalty for firing them all together. The Artemis and ATM build lends itself to direct fire missile combat, not hiding behind hills and lobbing missiles until the lights come for you after your team is killed.
I debate the idea of not putting lrms on assaults. I would say running pure lrms should be a no go, but ever since the trajectory change having them as a backup weapon isn't a bad idea. I run one of my maulers with ultras and lrms and works well. Can't tell you how many times a heavy or medium tried to rush me thinking I only had lrms. It's very satisfying center punching those folks with ultras
Back when things were slower and died slower, I'd always try to fit an LRM15/20 onto an Assault, just so that if I wasn't directly engaged I could still contribute to the fight. Simply launching a flight of missiles at someone can change their mindset and change the actions that they take.
dual lbx 10 + lrm 30 .. while going in soften up from range to finish off up close .. was my first assault build on the fafnir 5E .. now i run rac 2s and mrms on it ..
well allmost all assaults have lurms in their stock builds, but in MWO the fronts often close so fast that lurms on an assault are wastes tonnage. especially when MRM are so much better in general
Well it also has a lot to do with weapon velocity in general. Firing beyond 600m is little better than splashing the damage. If your enemy sees it coming they can just step out of the way of incoming autocannon and missile fire.
A similiar Build but with LRM 10s and 2x MPL was my first ever noob build i went farming C-Bills with. its probably time to be a big boi, lose the arm armour and get the LRM 15s rocking :D
Ian Robertson sensors skill tree is very useful. Seismic sensors can give you so much information. Radar deprivation is a necessity. The rest of the tree is amazing for increasing your lock in speeds, which is a necessity on heavily LRM builds. Now the jump jet tree on the other hand...
@Ian Robertson Target decay on an LRM boat (or even an ATM boat) is essential, if only because it means the difference between missiles getting to the target or not. And missing missiles are useless heat, useless ammo loss, and time wasted. Bonus, a lack of radar dep means opposing missile boats get better chances to nail you.
Actually, what I'd really like to see are more balanced or mixed LRM builds. For example: I regularly run a Shadow Hawk with 1xLPL, 3xLMG and 3xLRM5. The lurms fire super-fast thanks to the Shadow Hawk's cooldown quirks, and it's vicious with all weapons engaged at 250m. Or a Jagermech with 2xRAC2 and 4xLRM5, or a Catapult with 2xLRM15A, 2xML and 2xSRM4, etc. You can pull some nifty tricks with those mixed builds; for example, Battletech-style multishooting (i.e. lock a long range target to fire lurms at while simultaneously shooting different close-range targets with the support weaponry).
TheWanderfound but unfortunately, focused damage is the perfered in MWO, so its statistically better to have specific weapons together that you can all put on one target
Will H Pinpoint firepower has its advantages, sure. Particularly at Baradul's level where the gunnery is of sufficient standard to reliably hit fast-moving targets or pick out weak components. But there's a place for the spread weapons as well, whether it be LRM or SRM or ATM or LBX. Lurms and ATMs are good for squirrel hunting, good for early damage, good for driving enemies out of low cover, good for suppression fire, good for tactical flexibility. The ability to shift fire to almost anywhere on the battlefield has a lot of utility. Y'just gotta use 'em right. Missile players are responsible for their own locks, have an obligation to share armour, and the ideal range for LRMs is 250m, not 900. Bring support weapons unless you're very confident in your ability to control distance. 500 pinpoint damage beats 500 spread damage, but 1,000 spread damage is still worth doing. Especially if you can do it from the front lines.
I hate nascaring but like the saying goes, if you cant beat em, join them. so I run a Light engine 325 with speed tweak on a marauder which is completely unnecessary
That's exactly why I dragged my Boar's Head out of mothballs. It might not be the best Atlas, but it's an Atlas that can keep up in the inevitable NASCAR, and that makes it valuable
Haha, i run the alternative to that... i have a slow Mad, so i strapped an UAC20 and 6MPL. anything that can catch me at the tail of the nascar, will rapidly wish they didnt
Loving the vids Baradul, so hopeful for looking at new mechs and trying fun builds. Any chance of a vid with you talking about some of your favourite Hero mechs and builds, whilst the hero sales are on during the event?
I play light mechs as LRM boats. My Raven carries 2 LRM5, 3 ERML, ECM, and Beagle. I'm not using up much tonnage, and I still go 130kph for scouting and getting into position. Easily my favorite build in game.
@@Damiv That's like saying "this sports car is exactly how a dump truck should be made." LRM boat has a definition, and "A normal mech that has a few LRMs on the side" is not it. The Raven in the example above is a solid mech. It is NOT an LRM boat.
@@Ozymandias2x 2/3 of it's weapon tonnage dedicated to LRMs isn't "on the side" in my opinion. It's not a monoboat true, but it's definitely the focus of the mech.
@@Damiv Mmf, I guess you've got a point. Even though 3/5 of its damage comes from the lasers, the LRMs do represent significant tonnage on such a small mech. Alright, I concede. It still feels wrong for two LRM-5s to qualify as an LRM boat when the lasers outdamage them though.
is the C-TAG visible to other players? like you see a beam coming from the other side of the map? or is it just on your vision? because if not then youre basically giving your location, right?
What hurts here is it looks like both cases were a 3-man group doing much of the work, with Baradul being able to use them as a good distraction to keep raining down missiles. Ah well, that's soup queue for ya. I tend to prefer something a little more aggressive- two LRM 20's + 2 SRM 6 or two ATM 9+ two SRM 6, just because having zero point defense makes me twitchy.
Hey recently got back into the game and found your channel. Is it possible to link your builds for each vid in a pastebin or something so we can directly import them please?
artemis is too valuable to drop on lrm 15s, the spread would be too big to deal the damage were you want it to land ... at worst if need be downgrade 2 of the launchers to lrm 10
@@kevinkliegl9315 uhuh .. yea totaly worthless with that spreadreduction on the heavier multitupe weapons for the risk of exposing yourself ... sure ...
@@MrTBSC Not worth it for the weight, especially when the IDIOTS at PGI took faster lock times off. It does not even help that much and I have done extensive testing so you can do what you want if you think it is better, I know that it is not from fact based stats. Good luck in the field Mech Head.
The Hunchback IIC is a monstrosity. If you want a Hunchback, get ACs; if you want LRMs, get a Catapult. Damn clanners... they don't even know what they want :/
its not about the speed, its about the tonnage balancing in matchmaking. You can LRM as effectively as an assault while freeing up an assault slot for somebody to frontline with
simple math you can have 2 medium mechs with that build or only one 100 ton kodiak with 400xl engine ... you may argue you could survive longer than either of them but both together will wreck you faster than you could wreck one of them ..
Sie haben mich motiviert, meine Langstreckenraketen auf meinem Stalker durch Mittelstreckenraketen zu ersetzen. Können Sie ein Stalker MRM Boot spielen?
You don’t really need the speed on the hunchback iic, that’s not what it’s meant for. You cannot make it fast enough for its lack of armor to be made up for. Your only hope is to carry so much fire power, that the enemy dies before you do.
@@jsizzlesaurusrex I disagree. Mobility is key for delivering LRM's on target. Consider: mech.nav-alpha.com/#b7756aad_HBK-IIC-B vs mech.nav-alpha.com/#1d9b2e19_HBK-IIC-B More ammo, better JJ's, muuuch better speed, same DPS. I always do like taking Artemis, but this is one of the mechs where it makes ALOT more sense to lose the Artemis in favor of mobility. In that first game he wouldn't have been killed, he would have been able to evade and keep LRM'ing.
Personally I would go with something like this: mech.nav-alpha.com/#88eb1017_HBK-IIC-B Its a bit of a best of both worlds and I find tag and active probe to not be worth their weight though some ammo/JJ's could be taken off for them.
Love this. LRMS are always "hated" in the game and this is how to use them. Thanks Baradul! i'll look at doing a config of my own to try that out. check out some of my vids at ua-cam.com/users/spachiify
Dimitris Laoudis couldnt find a single match? Probably was just an off day, because usually my wait times are no more then a minute or 2 from both NA and EU servers
Maybe when your LRMs are depleted, you shine the TAG into cockpits to blind your opponents!!
some ppl say I was crazy when play LRMboat and walk "almost" front line of battlefield.
so this VDO from Mr.Baradul explain everything
Time in flight makes the difference between wasting ammo and getting damage. Besides, yelling at people dying on the front line to hold locks for you won't make you many friends. An abject lesson in this I demonstrated to a direwolf one day. 80 rockets from a blackjack to the bum proved a good case of why you should stick closer to the front line when Lurming.
heavy/assault LRMS are secondary weapons for keeping some enemies pinned while you lock down and cut through the ones you want dead.
medium LRMs are there to support, flank and scare the crap outta anyone who sticks their head out.
light LRMs are there to backstab and armour strip on the unwary, just you need to flee the moment anything notices you.
Thank you for pointing out the MEDIUM mechs are to be considered for LRM boats. If you're not running clans the Treb-M is a fantastic choice for LRM-15 boating. LRMs are fire/damage support so in very few cases should an assault or heavy be on the back line. Need armor up front!
I dont often lrm but when I do....stormcrow with 5x15's. I'd take that over an assault lrm any day.
"Putting lrms on assault mechs is a thing I wouldn't advise"
My thoughts: but assaults are slow and can't dodge missiles, perfect targets... Ow wait, that's not what you meant
I put LRM 15's on my awesome because it has some cool perks for that. Have about 3k missiles also have one mrm 20 and 3 med lasers for backup. It totally wrecks face. Folks wanna run in but then eat mrm and med lasers to the face. And because its an assault with huge arm shields it can take quite a bit of damage. Average at least 1k dmg a game with that thing.
Stan as long as you don’t play it by standing in spawn firing at 900 meters, and are in that 5-300 meters range sharing armor with the team and contributing to your own locks sometimes. This can be very difficult to do if you are moving at 50 kph, but at 65 it’s pretty serviceable and a decent weapon.
someone playing like that, I wouldn’t consider them any different than the ppc or ac2 boat assaults, they aren’t face wrecking balls of shotguns/ac20’s either and no one bats an eye at them.
@@Gw2Zoke Lone wolf play style just gets you killed and as you've said doesnt contribute to the team. Why I mentioned huge arm shields. TAG is a no brainer. But when you're shredding 1K dmg off the enemy team, staying in the rear of your team and still taking hits then I consider that a healthy contribution.
@@picallo1 They call that second line
@@picallo1 Baras Hunchback play is exactly how I played with my Catapult. Be mobile, jump a lot, stick with the team. 1 k damage was possible while being on autopilot. Nevertheless the hatetrain was real. Not so much in the games but in the community, forums etc.
Thats why I´ll never play a PvP only team game again. Not even if you would pay me for it.
This mech is an absolute beast with 3 ATM9 launchers.
Yep, I play it that way also.
Thanks for the build baradul, this got me my first win where I stayed alive.
Hey I was in this game! I thought you were doin a meme build at first but then I saw your damage output.
You're the reason I'm getting back into MWO!
Welcome back!
I use a medium lrm mech. Arctic Wolf ACW-1 that uses 3 lrm5, 4 srm6 and 1 srm2. It provides great support the whole match and when the heavies you are with engage, you close with them and srm like crazy.
It’s a fun build that moves all over at 103kph. It’s also good at taking out backstabbing light mechs.
Cooking with Baradul, todays recipe: A meat launching hunchie
Nascar is nuts. But it beats standing in one spot, getting surrounded and crushed. Your Mech has legs. Strategic use helps immensely.
I think you can run LRMs on an assault, but you want something that's mobile and can still be in the fight and share armor, like a Warhawk or Warhammer IIC. But sitting in the back with a LRM 120 Supernova or Stalker and just sitting out of the fight spamming missiles is not helpful, I definitely agree
I llike to run a quad lrm10 stalker with 4 medium lasers. Run through my ammo in the first half of the game, then get into the scrum later.
Scorch with 2LRM20+A, 2ATM12, 2MPL, 325XL, Beagle and Targeting Comp. The LRM and ATM combo will pound the crap out of anything closing with you with the MPLs working on anything the missiles have opened up as well as messing up lights. Group the LRM and ATM in separate groups. Fire LRM, then ATM. The ATM are faster and will often reach the target at the same time as the LRM without the heat penalty for firing them all together. The Artemis and ATM build lends itself to direct fire missile combat, not hiding behind hills and lobbing missiles until the lights come for you after your team is killed.
I debate the idea of not putting lrms on assaults. I would say running pure lrms should be a no go, but ever since the trajectory change having them as a backup weapon isn't a bad idea. I run one of my maulers with ultras and lrms and works well. Can't tell you how many times a heavy or medium tried to rush me thinking I only had lrms. It's very satisfying center punching those folks with ultras
Back when things were slower and died slower, I'd always try to fit an LRM15/20 onto an Assault, just so that if I wasn't directly engaged I could still contribute to the fight. Simply launching a flight of missiles at someone can change their mindset and change the actions that they take.
dual lbx 10 + lrm 30 .. while going in soften up from range to finish off up close .. was my first assault build on the fafnir 5E .. now i run rac 2s and mrms on it ..
The second Match was awesome.
i thought i saw this before and i was right you did this a year ago with med lasers on it its interesting to see the difference with tag and no lasers
One of my favorite lrm boats is a mad dog with 6 c-lrm5s on chain fire. Just a constant stream of damage
Hey Baradul, here's an interesting one for you. 9x LRM5s on an Arctic Wolf (No TAG, just pure missiles). Chainfire while always, always, on the move.
my missile boat is a Sunspider with 4 x 9 atms and a speed of 81kph! love it!
well allmost all assaults have lurms in their stock builds, but in MWO the fronts often close so fast that lurms on an assault are wastes tonnage. especially when MRM are so much better in general
Well it also has a lot to do with weapon velocity in general. Firing beyond 600m is little better than splashing the damage. If your enemy sees it coming they can just step out of the way of incoming autocannon and missile fire.
A similiar Build but with LRM 10s and 2x MPL was my first ever noob build i went farming C-Bills with. its probably time to be a big boi, lose the arm armour and get the LRM 15s rocking :D
Video uploaded 25 seconds ago? That's a new record... :D
There's a couple of range skill nodes that aren't really needed, you could trade those for the last two radar dep nodes.
@Ian Robertson You must not play with lock-on missiles systems much...
Ian Robertson sensors skill tree is very useful. Seismic sensors can give you so much information. Radar deprivation is a necessity. The rest of the tree is amazing for increasing your lock in speeds, which is a necessity on heavily LRM builds. Now the jump jet tree on the other hand...
@Ian Robertson Target decay on an LRM boat (or even an ATM boat) is essential, if only because it means the difference between missiles getting to the target or not.
And missing missiles are useless heat, useless ammo loss, and time wasted. Bonus, a lack of radar dep means opposing missile boats get better chances to nail you.
Actually, what I'd really like to see are more balanced or mixed LRM builds.
For example: I regularly run a Shadow Hawk with 1xLPL, 3xLMG and 3xLRM5. The lurms fire super-fast thanks to the Shadow Hawk's cooldown quirks, and it's vicious with all weapons engaged at 250m.
Or a Jagermech with 2xRAC2 and 4xLRM5, or a Catapult with 2xLRM15A, 2xML and 2xSRM4, etc.
You can pull some nifty tricks with those mixed builds; for example, Battletech-style multishooting (i.e. lock a long range target to fire lurms at while simultaneously shooting different close-range targets with the support weaponry).
TheWanderfound but unfortunately, focused damage is the perfered in MWO, so its statistically better to have specific weapons together that you can all put on one target
Will H
Pinpoint firepower has its advantages, sure. Particularly at Baradul's level where the gunnery is of sufficient standard to reliably hit fast-moving targets or pick out weak components.
But there's a place for the spread weapons as well, whether it be LRM or SRM or ATM or LBX. Lurms and ATMs are good for squirrel hunting, good for early damage, good for driving enemies out of low cover, good for suppression fire, good for tactical flexibility. The ability to shift fire to almost anywhere on the battlefield has a lot of utility.
Y'just gotta use 'em right. Missile players are responsible for their own locks, have an obligation to share armour, and the ideal range for LRMs is 250m, not 900. Bring support weapons unless you're very confident in your ability to control distance.
500 pinpoint damage beats 500 spread damage, but 1,000 spread damage is still worth doing. Especially if you can do it from the front lines.
I hate nascaring but like the saying goes, if you cant beat em, join them. so I run a Light engine 325 with speed tweak on a marauder which is completely unnecessary
That's exactly why I dragged my Boar's Head out of mothballs. It might not be the best Atlas, but it's an Atlas that can keep up in the inevitable NASCAR, and that makes it valuable
Haha, i run the alternative to that... i have a slow Mad, so i strapped an UAC20 and 6MPL. anything that can catch me at the tail of the nascar, will rapidly wish they didnt
Loving the vids Baradul, so hopeful for looking at new mechs and trying fun builds. Any chance of a vid with you talking about some of your favourite Hero mechs and builds, whilst the hero sales are on during the event?
Poor Jenner... getting LRM'ed to death before you get to fire a single shot is one of the worst feelings.
Jenners deserve to be destroyed
"LRMs are for wimps."
"Here have some then."
Oh, finally my favourite lrm build... so much fun ^^
How do you toggle to have always TAG up? Wich a macro or similar? Or there is some kind of toggle
I play light mechs as LRM boats. My Raven carries 2 LRM5, 3 ERML, ECM, and Beagle. I'm not using up much tonnage, and I still go 130kph for scouting and getting into position. Easily my favorite build in game.
That's not an LRM boat, that's a balanced mech with some LRMs as the ranged option.
@@Ozymandias2x Exactly how a LRM boat should be made imho.
@@Damiv That's like saying "this sports car is exactly how a dump truck should be made."
LRM boat has a definition, and "A normal mech that has a few LRMs on the side" is not it. The Raven in the example above is a solid mech. It is NOT an LRM boat.
@@Ozymandias2x 2/3 of it's weapon tonnage dedicated to LRMs isn't "on the side" in my opinion. It's not a monoboat true, but it's definitely the focus of the mech.
@@Damiv Mmf, I guess you've got a point. Even though 3/5 of its damage comes from the lasers, the LRMs do represent significant tonnage on such a small mech.
Alright, I concede. It still feels wrong for two LRM-5s to qualify as an LRM boat when the lasers outdamage them though.
Great Video! Awesome missile build! Thank You!
is the C-TAG visible to other players? like you see a beam coming from the other side of the map? or is it just on your vision? because if not then youre basically giving your location, right?
Videos like this make me wish that there was a Catapult IIc.
You did what I would do in first game. Too late to run so do as much dmg as can b4 dying:)
Friends don't let friends Nascar.
What hurts here is it looks like both cases were a 3-man group doing much of the work, with Baradul being able to use them as a good distraction to keep raining down missiles. Ah well, that's soup queue for ya. I tend to prefer something a little more aggressive- two LRM 20's + 2 SRM 6 or two ATM 9+ two SRM 6, just because having zero point defense makes me twitchy.
Ever since the missile patch tag has lost its ability to generically increase lock-on times.
As you are taking all the ghost heat all the time this thing would actually run a little bit cooler with 3xC-LRM20 (takes one more slot though)
He's avoiding the ghost heat by firing each side sequentially.
Wait so tag works even through terrain??
Hey recently got back into the game and found your channel. Is it possible to link your builds for each vid in a pastebin or something so we can directly import them please?
so this is why we had lrm city for 2 days
That last dragon was me!
You are the last dragon. You possess the power of the glow.
Will Fischer who’s the prettiest?
Would you consider dropping the artemis and a bit of arm armor for a higher engine rating?
artemis is too valuable to drop on lrm 15s, the spread would be too big to deal the damage were you want it to land ... at worst if need be downgrade 2 of the launchers to lrm 10
@@MrTBSC Artemis is worthless after the morons at PGI nerfed it.
@@kevinkliegl9315 uhuh .. yea totaly worthless with that spreadreduction on the heavier multitupe weapons for the risk of exposing yourself ... sure ...
@@MrTBSC Not worth it for the weight, especially when the IDIOTS at PGI took faster lock times off. It does not even help that much and I have done extensive testing so you can do what you want if you think it is better, I know that it is not from fact based stats. Good luck in the field Mech Head.
"Damn, that Kodiak"....just another 99th percenter XD
Baradul and his team "ate" a lot of damage in this video, but the enemy team ate more so they lost. 🙂
I will try this one... maybe with lrm10s and more ammo. Still looking for a mech that is better at lrms than the awesome 8r.
Thats what I use. I dont have any problems with it.
Archer is not bad for lrm build
Do you have a graphic settings guide for this game? Doesn't matter the performance of my computer (Inter i9) the FPS are still potato :)
It's the game engine dude. But I think that there are two settings that make big fps drops, damage glow and particles.
How would you build a super nova A?
Standart engine, 4srm6s, 2lpls, 2mpls and go get em boiii
У меня практически такая же катюша, один минус подошли в упор считай труп, редко когда в тиме попадется адекват который прикроет
"Friends with benefits"... lolol
The Hunchback IIC is a monstrosity. If you want a Hunchback, get ACs; if you want LRMs, get a Catapult.
Damn clanners... they don't even know what they want :/
I dont advise using lrms on assault mechs, then i use a 64kph mech. I can use an assault mech faster than that!
its not about the speed, its about the tonnage balancing in matchmaking. You can LRM as effectively as an assault while freeing up an assault slot for somebody to frontline with
simple math you can have 2 medium mechs with that build or only one 100 ton kodiak with 400xl engine ... you may argue you could survive longer than either of them but both together will wreck you faster than you could wreck one of them ..
Lovely
Sie haben mich motiviert, meine Langstreckenraketen auf meinem Stalker durch Mittelstreckenraketen zu ersetzen. Können Sie ein Stalker MRM Boot spielen?
Good tutorial. Any chance of an IS friendly version?
Prerrably not in German? Still want a German ep Btw..
I wish they'd update the Xbox version and give us the goodies that PC already has.
Did they buff LRM ammo? It used to be you needed 1t ammo per 5LRM, but here you are with half that number...
He's got the extra ammo quirks in there helping out.
I'd take off the Artemis and go for a bigger engine on this thing. The Artemis isn't worth the reduced speed.
You don’t really need the speed on the hunchback iic, that’s not what it’s meant for. You cannot make it fast enough for its lack of armor to be made up for. Your only hope is to carry so much fire power, that the enemy dies before you do.
@@jsizzlesaurusrex I disagree. Mobility is key for delivering LRM's on target. Consider:
mech.nav-alpha.com/#b7756aad_HBK-IIC-B vs
mech.nav-alpha.com/#1d9b2e19_HBK-IIC-B
More ammo, better JJ's, muuuch better speed, same DPS. I always do like taking Artemis, but this is one of the mechs where it makes ALOT more sense to lose the Artemis in favor of mobility. In that first game he wouldn't have been killed, he would have been able to evade and keep LRM'ing.
Personally I would go with something like this:
mech.nav-alpha.com/#88eb1017_HBK-IIC-B
Its a bit of a best of both worlds and I find tag and active probe to not be worth their weight though some ammo/JJ's could be taken off for them.
@@jsizzlesaurusrex In the age of NASCAR, yes you do need speed. It's why I take the maddog, has huge quirks, speed over 80.
@@jsizzlesaurusrex Yes you can, total BS.
13:58 i do not think this means what you think it means :p
"Speed is very important for a LRM mech." ... 65kph.
still better than 48 kph or 52 through speedtweek ...
Love this. LRMS are always "hated" in the game and this is how to use them. Thanks Baradul!
i'll look at doing a config of my own to try that out. check out some of my vids at ua-cam.com/users/spachiify
Shame you couldn't put in 4... 20s... eh? 4-20s... Eh? Eh? 420?!
I'll show myself out.
didn't know that people still play mwo, i uninstalled almost a year ago as i could not find a match even in solo queue... wtfrik???
Dimitris Laoudis couldnt find a single match? Probably was just an off day, because usually my wait times are no more then a minute or 2 from both NA and EU servers
Damn, a bunch of clan stuff :(