Difference between revisions of "Extended Long Range Missiles"
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==Weapon Stats== | ==Weapon Stats== | ||
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===ELRMs vs. LRMs=== | ===ELRMs vs. LRMs=== |
Revision as of 00:12, 5 November 2017
Extended Long Range Missiles, or ELRMs, are an improved version of the LRM launcher with significantly improved maximum range.
Overview
The ELRM's carry a lower amount of missiles per ton of ammunition but can lock on at 1,500 meters, longer than any other missile weapon although the ArrowIV has a longer range when used in combination with NARC or TAG. Although they are no more deadly than standard LRM's and run out of ammunition quickly, the ELRM's impressive range makes it a very powerful weapon on maps which feature many open firing lines with little cover.
Because ELRM's have such long range they are often used in LRM camping tactics. As with standard LRMs, the ELRM's are very susceptible to enemy AMS systems, and as such when targeting AMS protected units it is best to send the largest number of missiles possible. In addition ELRM's will not be able to lock-on when operating under Passive Radar, nor will they track NARC Beacons or friendly TAG. For this reason units that mount ELRM's are often forced to keep using active radar.
ERLRM's are a weapon exclusive to the Inner Sphere.
Weapon Stats
All stats are current as of release 0.9.1.
Weapon | Lock Range | Max Range | Min Range | Ammo/ton | Heat | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ELRM5 | 1500m | 2100m | 100m | 120 | 43.5 | 5x 87.17 | Missile | 5x 87.17 | Frag | 1m / 3m | 15 | 114.41 | 10.88 | 1100 | 10983.78 | Missiles fly straight when mounted on air units 1.75 sec. lock time |
ELRM10 | 1500m | 2100m | 100m | 120 | 88 | 10x 87.17 | Missile | 10x 87.17 | Frag | 1m / 3m | 10 | 152.55 | 14.67 | 1100 | 10983.78 | Missiles fly straight when mounted on air units 2 sec. lock time |
ELRM15 | 1500m | 2100m | 100m | 120 | 129 | 15x 87.17 | Missile | 15x 87.17 | Frag | 1m / 3m | 8.33 | 190.69 | 17.92 | 1100 | 10983.78 | Missiles fly straight when mounted on air units 2.25 sec. lock time |
ELRM20 | 1500m | 2100m | 100m | 120 | 176 | 20x 87.17 | Missile | 20x 87.17 | Frag | 1m / 3m | 7.5 | 228.83 | 22 | 1100 | 10983.78 | Missiles fly straight when mounted on air units 2.5 sec. lock time |
ELRMs vs. LRMs
Although ELRM's have a significantly better range than standard LRM's and CLRM's and deal equivalent damage there are some disadvantages that should be kept in mind. Most notable is that they carry fewer missiles per ton of ammo, which means that units depending on ELRM's often end up having to reload, taking them out of the battle. In addition, while the missiles have a longer range they fly no faster so units near the weapon's maximum range have ample time to seek cover or evade. Finally, if unable to bring the launcher's long range into play, which can be difficult in many maps, the weapon's primary advantage vanishes making it no more effective than traditional LRM's.
Canon
Extended LRM Launchers were an experimental system introduced by the Federated Commonwealth in 3054 in order to offset the range advantage of Clan weapons. In order to accomplish this an LRM launcher is paired with a booster system, making the launcher system bulkier and heavier but giving the missiles a longer range. Unfortunately this came with a 50% increase in the weapon's minimum range.
In Classic BattleTech ELRM's are unable to make use of advanced guidance systems like NARC or Artemis IV FCS.
Usage
The following vehicles equip these weapons.
ELRM5 | ELRM10 | ELRM15 | ELRM20 |
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