Difference between revisions of "Medium Range Missiles"

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'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with missiles.  MRM's are unable to lock on, like [[Short Range Missiles|SRM's]].
+
'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with unguided missiles.
  
 
==Overview==
 
==Overview==
Unlike most missile types the Medium Range Missile rack is unable to lock on, though they can be guided slightly as they are trying to track onto the reticule after being fired. This can allow for some aim correction while firing, though for best effect it is recommended that the shot be lined up properly before firing.  At short range weapon effectiveness is significantly reduced due to the missiles firing out in a "shotgun" pattern after initial launch as well as their 20 meter minimum range.
+
'''Medium Range Missile''' rack launches shotgun-like burst of fast moving missiles and similar to [[SRM]]s, there's no guidance system. Unlike SRM systems, MRM short range effectiveness is significantly reduced by the 60 meter [[minimum range]]. While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature can make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire. Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting, the enemy cockpit will be shaken quite violently.  
  
While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire.  Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting the enemy cockpit will be shaken quite violently.  In addition, their tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  These same factors do make the missiles less effective against fast moving targets, or when moving laterally when the missiles launch.
+
Only [[Inner Sphere]] units have access to MRMs.
 
 
Only Inner Sphere units may make use of MRMs.
 
  
 
==Weapon Stats==
 
==Weapon Stats==
All stats are current as of release 0.9.3.
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 +
{| class= "sortable hoverTable statTable stickyCol"
 +
|- style="height:70px;"
 +
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 +
! data-sort-type="number" style="width: 70px" | '''Min Range'''
 +
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
 +
! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
 +
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
 +
! data-sort-type="number" style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''
 +
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''
 +
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)
 +
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
 +
! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
 +
! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''
 +
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
 +
! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
 +
! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
 +
|-
  
{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
+
! data-sort-value="1" | '''MRM10'''
|- class="stripe_green" style="height:50px; text-align:center"
+
| rowspan="4" | 60m
! style="width: 10%" | '''Weapon'''
+
| rowspan="4" | 675m
! '''Max Range'''
+
| Data-sort-value="820" | 10 x 82
! '''Min Range'''
+
| rowspan="4" | Missile
! '''Ammo/ton'''
+
| Data-sort-value="820" | 10 x 82
! '''Heat'''
+
| rowspan="4" | Frag
! '''Damage'''
+
| rowspan="4" | 1.5m / 5m
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
+
| 11.3
! '''Secondary Damage'''
+
| 158
! style="width: 6%" | '''Secondary Damage Type'''
+
| rowspan="4" | 450
! '''Splash Radius'''
+
| 46
! '''Shots/min'''
+
| rowspan="4" | 240
! '''Mech Damage/sec'''
+
| rowspan="4" | 1050
! '''Heat/sec'''
 
! '''Ammo Cost/ton'''
 
! '''Max Damage/ton Ammo'''
 
! class="unsortable" | '''Notes'''
 
 
|-
 
|-
  
<!-- Use this template when adding new missile weapons. It should match the column format above.
+
! data-sort-value="2" | '''MRM20'''
| Weapon
+
| Data-sort-value="1640" | 20 x 82
| Max Range
+
| Data-sort-value="1640" | 20 x 82
| Minimum Range
+
| 8.6
| Ammo/ton
+
| 239
| Heat
+
| 92
| Damage
 
| Damage Type
 
| Secondary Damage
 
| Secondary Damage Type
 
| Splash Radius
 
| Shots/min
 
| Mech Damage/sec
 
| Heat/sec
 
| Ammo Cost/ton
 
| Max Damage/ton Ammo
 
| Notes
 
 
|-
 
|-
-->
 
  
| Air MRM10
+
! data-sort-value="3" | '''MRM30'''
| 700m
+
| Data-sort-value="2460" | 30 x 82
| 20m
+
| Data-sort-value="2460" | 30 x 82
| 240
+
| 7.3
| 46.13
+
| 307
| 10x 78.19
+
| 138
| Missile
 
| 10x 78.19
 
| Frag
 
| 1m / 3m
 
| 10
 
| 136.82
 
| 7.69
 
| 250
 
| 19702.72
 
| Shotgun effect<br>Does not follow crosshairs
 
 
|-
 
|-
  
| MRM10
+
! data-sort-value="4" | '''MRM40'''
| 700m
+
| Data-sort-value="3280" | 40 x 82
| 20m
+
| Data-sort-value="3280" | 40 x 82
| 240
+
| 6.5
| 46.13
+
| 364
| 10x 78.19
+
| 185
| Missile
 
| 10x 78.19
 
| Frag
 
| 1.5m / 5m
 
| 12.5
 
| 171.03
 
| 9.61
 
| 1050
 
| 19702.72
 
| Shotgun effect<br>Follows Crosshairs
 
 
|-
 
|-
  
| Air MRM20
+
! data-sort-value="5" | '''Air MRM10'''
| 700m
+
| rowspan="4" | 60m
| 20m
+
| rowspan="4" | 700m
| 240
+
| Data-sort-value="820" | 10 x 82
| 92.27
+
| rowspan="4" | Missile
| 20x 78.19
+
| Data-sort-value="820" | 10 x 82
| Missile
+
| rowspan="4" | Frag
| 20x 78.19
+
| rowspan="4" | 1.5m / 5m
| Frag
+
| 9.2
| 1m / 3m
+
| 129
| 10
+
| rowspan="4" | 500
| 273.65
+
| 46
| 15.38
+
| rowspan="4" | 240
| 250
+
| rowspan="4" | 250
| 19702.72
 
| Shotgun effect<br>Does not follow crosshairs
 
 
|-
 
|-
  
| MRM20
+
! data-sort-value="6" | '''Air MRM20'''
| 700m
+
| Data-sort-value="1640" | 20 x 82
| 20m
+
| Data-sort-value="1640" | 20 x 82
| 240
+
| 8.6
| 92.27
+
| 239
| 20x 78.19
+
| 92
| Missile
 
| 20x 78.19
 
| Frag
 
| 1.5m / 5m
 
| 8.33
 
| 228.04
 
| 12.81
 
| 1050
 
| 19702.72
 
| Shotgun effect<br>Follows Crosshairs
 
 
|-
 
|-
  
| Air MRM30
+
! data-sort-value="7" | '''Air MRM30'''
| 700m
+
| Data-sort-value="2460" | 30 x 82
| 20m
+
| Data-sort-value="2460" | 30 x 82
| 240
+
| 8
| 138.4
+
| 335
| 30x 78.19
+
| 138
| Missile
 
| 30x 78.19
 
| Frag
 
| 1m / 3m
 
| 10
 
| 410.47
 
| 23.07
 
| 250
 
| 19702.72
 
| Shotgun effect<br>Does not follow crosshairs
 
 
|-
 
|-
  
| MRM30
+
! data-sort-value="8" | '''Air MRM40'''
| 700m
+
| Data-sort-value="3280" | 40 x 82
| 20m
+
| Data-sort-value="3280" | 40 x 82
| 240
 
| 138.4
 
| 30x 78.19
 
| Missile
 
| 30x 78.19
 
| Frag
 
| 1.5m / 5m
 
 
| 7.5
 
| 7.5
| 307.86
+
| 418
| 17.3
+
| 185
| 1050
 
| 19702.72
 
| Shotgun effect<br>Follows Crosshairs
 
 
|-
 
|-
  
| Air MRM40
+
|}
| 700m
+
</div>
| 20m
+
{{Version tag | Width = 1500px | Version149=0.14.9}}
| 240
 
| 184.54
 
| 40x 78.19
 
| Missile
 
| 40x 78.19
 
| Frag
 
| 1m / 3m
 
| 10
 
| 547.3
 
| 30.76
 
| 250
 
| 19702.72
 
| Shotgun effect<br>Does not follow crosshairs
 
|-
 
  
| MRM40
+
==Gameplay & Hints==
| 700m
+
*MRM tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  
| 20m
 
| 240
 
| 184.54
 
| 40x 78.19
 
| Missile
 
| 40x 78.19
 
| Frag
 
| 1.5m / 5m
 
| 6
 
| 328.38
 
| 18.45
 
| 1050
 
| 19702.72
 
| Shotgun effect<br>Follows Crosshairs
 
|-
 
|}
 
<br>
 
  
===MRM's vs. LRM's===
+
*MRM can be tricky to use efficiently against fast moving targets, or when shooting moving targets near the maximum range.  
Because it can be difficult to find areas that allow a unit to take full advantage of an LRM or ERLRM rack's range, MRM's can prove to be a more effective weapon overall depending on the location where they are employed.  Their lack of a ballistic trajectory after launch makes them significantly more effective in close quarters fights while they still have a range edge over dedicated short range weapons, especially as the sudden swarm of missiles can be shocking to see against a pilot who isn't use to the sight.  When fired at targets near its maximum range the effectiveness quickly drops off, however, and making it difficult to score any hits on targets unless they are not paying attention.
 
  
<!-- ==MWLL History== -->
 
  
 
==Canon==
 
==Canon==
Medium Range Missiles were introduced by the Draconis Combine's Luthien Armor Works in 3058. Their effort was based around a "dead-fire" concept and were intended to deliver smaller and less expensive missiles aimed at area saturation fire. To this end the missiles completely lacked any sort of guidance system, a huge step backward compared to other systems, which enabled them to make use of lighter missiles and launchers.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.
+
DCMS engineers at Luthien Armor Works’ Shigunga Missiles Division unveiled their medium-range missile (MRM) launcher system in 3058. Basing their efforts on prototype “dead-fire” missiles
 +
under development at the time, MRMs were intended to deliver a less expensive, homegrown weapon aimed at saturation fire in the mid-range bracket. Eschewing targeting and guidance systems
 +
for smaller, unguided projectiles, the MRM system was essentially a giant step backward in terms of missile technology. Operating on the theory that quantity has a quality all its own, they managed
 +
to create launchers that would double the missile throw-weight of traditional Inner Sphere long-range missile launchers at the cost of accuracy and range.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.
  
 
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]
 
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]
  
 
==Usage==
 
==Usage==
The following vehicles equip these weapons.
+
The following Inner Sphere assets equip MRMs:
  
{| cellpadding="4" align="center" cellspacing="0" style="background:#101010; border:1px solid #303030;"
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:1080px">
|- class="stripe_green" style="text-align:center;"
+
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"
! MRM10 || MRM20 || MRM30 || MRM40
+
|- style="height:70px;"
|- style="vertical-align:top;"
+
! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset'''
|
+
! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting-->
*[[Atlas]]
+
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting-->
*[[Bushwacker]]
+
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''
*[[Osiris]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''MRM10'''
*[[Owens]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''MRM20'''
*[[Hawkmoth]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''MRM30'''
*[[SparrowHawk]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''MRM40'''
|
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air MRM10'''
*[[Atlas]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air MRM20'''
*[[Avatar]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air MRM30'''
*[[Chimera]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air MRM40'''
*[[Mauler]]
+
|-
*[[Raven]]
+
![[Commando|Commando D]]
*[[Osiris]]
+
||Mech||IS||25||1||||||||||||||
*[[Thanatos]]
+
|-
*[[Warhammer]]
+
![[Owens|Owens E ]]
*[[Corsair]]
+
||Mech||IS||35||2||||||||||||||
|
+
|-
*[[Awesome]]
+
![[Raven|Raven E ]]
*[[Catapult]]
+
||Mech||IS||35||||1||||||||||||
*[[Chimera]]
+
|-
*[[Mauler]]
+
![[Chimera|Chimera Prime ]]
*[[Warhammer]]
+
||Mech||IS||40||||1||||||||||||
*[[Partisan]]
+
|-
*[[Rusalka]]
+
![[Chimera|Chimera C ]]
|
+
||Mech||IS||40||||||1||||||||||
*[[Catapult]]
+
|-
*[[Mauler]]
+
![[Uziel|Uziel B ]]
*[[Thanatos]]
+
||Mech||IS||50||3||||||||||||||
*[[Demolisher]]
+
|-
*[[Regulator]]
+
![[Bushwacker|Bushwacker C ]]
*[[Shiva]]
+
||Mech||IS||55||2||||||||||||||
 +
|-
 +
![[Argus|Argus C ]]
 +
||Mech||IS||60||||||||1||||||||
 +
|-
 +
![[Catapult|Catapult B ]]
 +
||Mech||IS||65||||||2||||||||||
 +
|-
 +
![[Avatar|Avatar E ]]
 +
||Mech||IS||70||||2||||||||||||
 +
|-
 +
![[Warhammer|Warhammer F ]]
 +
||Mech||IS||70||||||1||||||||||
 +
|-
 +
![[Marauder|Marauder G ]]
 +
||Mech||IS||75||||2||||||||||||
 +
|-
 +
![[Thanatos|Thanatos Prime ]]
 +
||Mech||IS||75||||||1||||||||||
 +
|-
 +
![[Awesome|Awesome D ]]
 +
||Mech||IS||80||||1||||||||||||
 +
|-
 +
![[Mauler|Mauler C ]]
 +
||Mech||IS||90||||||1||||||||||
 +
|-
 +
![[Mauler|Mauler D ]]
 +
||Mech||IS||90||||||||2||||||||
 +
|-
 +
![[Sunder|Sunder D ]]
 +
||Mech||IS||90||||||1||||||||||
 +
|-
 +
![[Archangel|Archangel C]]
 +
||Mech||IS||100||||||2||||||||||
 +
|-
 +
![[Atlas|Atlas G ]]
 +
||Mech||IS||100||||||2||||||||||
 +
|-
 +
![[Chevalier|Chevalier D ]]
 +
||Vehicle||IS||35||1||||||||||||||
 +
|-
 +
![[Goblin|Goblin B ]]
 +
||Vehicle||IS||45||1||||||||||||||
 +
|-
 +
![[Goblin|Goblin E ]]
 +
||Vehicle||IS||45||2||||||||||||||
 +
|-
 +
![[Regulator|Regulator C ]]
 +
||Vehicle||IS||45||||||1||||||||||
 +
|-
 +
![[Demolisher|Demolisher D ]]
 +
||Vehicle||IS||80||||||1||||||||||
 +
|-
 +
![[Demolisher|Demolisher F ]]
 +
||Vehicle||IS||80||||||||2||||||||
 +
|-
 +
![[Partisan|Partisan D ]]
 +
||Vehicle||IS||80||||||1||||||||||
 +
|-
 +
![[Schrek|Schrek C]]
 +
||Vehicle||IS||80||2||||||||||||||
 +
|-
 +
![[Behemoth|Behemoth B ]]
 +
||Vehicle||IS||100||3||||||||||||||
 +
|-
 +
![[Hawkmoth|Hawkmoth A ]]
 +
||VTOL||IS||25||||||||||2||||||
 +
|-
 +
![[SparrowHawk|SparrowHawk B ]]
 +
||ASF||IS||30||||||||||2||||||
 +
|-
 +
![[Corsair|Corsair D ]]
 +
||ASF||IS||50||||||||||||2||||
 +
|-
 +
![[Rusalka|Rusalka D ]]
 +
||ASF||IS||65||||||||||||||2||
 +
|-
 +
![[Shiva|Shiva B ]]
 +
||ASF||IS||85||||||||||||||||2
 +
|-
 
|}
 
|}
 +
</div>
 +
{{Version tag | Width = 1070px | Version149=0.14.9}}
  
==See Also==
 
*[[Long Range Missiles]]
 
 
*[[Extended Long Range Missiles]]
 
 
*[[Short Range Missiles]]
 
  
*[[Streak Short Range Missiles]]
+
----
  
*[[Advanced Tactical Missiles]]
 
  
 +
{{Navbox Weapons}}
 
[[Category:Lists]]
 
[[Category:Lists]]
 
[[Category:Missile weapons]]
 
[[Category:Missile weapons]]
<br>{{Navbox Weapons}}
 

Latest revision as of 11:30, 3 December 2022

Medium Range Missiles, or MRMs for short, are a unique weapon system capable of saturating an area with unguided missiles.

Overview

Medium Range Missile rack launches shotgun-like burst of fast moving missiles and similar to SRMs, there's no guidance system. Unlike SRM systems, MRM short range effectiveness is significantly reduced by the 60 meter minimum range. While the damage dealt by individual missiles is slightly less than that of LRM's, and their unguided nature can make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire. Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting, the enemy cockpit will be shaken quite violently.

Only Inner Sphere units have access to MRMs.

Weapon Stats

Weapon Min Range Max Range Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
MRM10 60m 675m 10 x 82 Missile 10 x 82 Frag 1.5m / 5m 11.3 158 450 46 240 1050
MRM20 20 x 82 20 x 82 8.6 239 92
MRM30 30 x 82 30 x 82 7.3 307 138
MRM40 40 x 82 40 x 82 6.5 364 185
Air MRM10 60m 700m 10 x 82 Missile 10 x 82 Frag 1.5m / 5m 9.2 129 500 46 240 250
Air MRM20 20 x 82 20 x 82 8.6 239 92
Air MRM30 30 x 82 30 x 82 8 335 138
Air MRM40 40 x 82 40 x 82 7.5 418 185
All stats are current as of release 0.14.10

Gameplay & Hints

  • MRM tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.
  • MRM can be tricky to use efficiently against fast moving targets, or when shooting moving targets near the maximum range.


Canon

DCMS engineers at Luthien Armor Works’ Shigunga Missiles Division unveiled their medium-range missile (MRM) launcher system in 3058. Basing their efforts on prototype “dead-fire” missiles under development at the time, MRMs were intended to deliver a less expensive, homegrown weapon aimed at saturation fire in the mid-range bracket. Eschewing targeting and guidance systems for smaller, unguided projectiles, the MRM system was essentially a giant step backward in terms of missile technology. Operating on the theory that quantity has a quality all its own, they managed to create launchers that would double the missile throw-weight of traditional Inner Sphere long-range missile launchers at the cost of accuracy and range. Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.

BattleTech reference

Usage

The following Inner Sphere assets equip MRMs:

Asset Type Faction Tons MRM10 MRM20 MRM30 MRM40 Air MRM10 Air MRM20 Air MRM30 Air MRM40
Commando D Mech IS 25 1
Owens E Mech IS 35 2
Raven E Mech IS 35 1
Chimera Prime Mech IS 40 1
Chimera C Mech IS 40 1
Uziel B Mech IS 50 3
Bushwacker C Mech IS 55 2
Argus C Mech IS 60 1
Catapult B Mech IS 65 2
Avatar E Mech IS 70 2
Warhammer F Mech IS 70 1
Marauder G Mech IS 75 2
Thanatos Prime Mech IS 75 1
Awesome D Mech IS 80 1
Mauler C Mech IS 90 1
Mauler D Mech IS 90 2
Sunder D Mech IS 90 1
Archangel C Mech IS 100 2
Atlas G Mech IS 100 2
Chevalier D Vehicle IS 35 1
Goblin B Vehicle IS 45 1
Goblin E Vehicle IS 45 2
Regulator C Vehicle IS 45 1
Demolisher D Vehicle IS 80 1
Demolisher F Vehicle IS 80 2
Partisan D Vehicle IS 80 1
Schrek C Vehicle IS 80 2
Behemoth B Vehicle IS 100 3
Hawkmoth A VTOL IS 25 2
SparrowHawk B ASF IS 30 2
Corsair D ASF IS 50 2
Rusalka D ASF IS 65 2
Shiva B ASF IS 85 2
All stats are current as of release 0.14.10