Difference between revisions of "Long Range Missiles"

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{{Out of date}}
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'''Long Range Missiles''', or '''LRM'''s, are long range support weapons capable locking onto targets and of [[indirect fire]] when supported by [[NARC]] or [[TAG]] systems to direct the missiles.
'''Long Range Missiles''', or '''LRM'''s, are long range support weapons capable locking onto targets and of indirect fire when supported by [[NARC]] or [[TAG]] systems to direct the missiles.
+
 
 +
See: [[ELRM]]s for ''Extended'' Long Range Missiles.
  
 
==Overview==
 
==Overview==
 
[[File:LRM15.jpg|thumb|300px|A [[Bushwacker]] firing an LRM15.]]
 
[[File:LRM15.jpg|thumb|300px|A [[Bushwacker]] firing an LRM15.]]
Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. The weapon's long range and ability to be fired indirectly (with the aid of NARC or TAG) make it the most popular support weapon in MWLL. Several LRM equipped units working together have the ability to quickly cripple or destroy enemy units from relative safety.
+
Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. Although LRM (IS and vehicle LRMs) and cLRM (Clan LRM) are statistically identical, cLRM mounted on mechs are actually direct fire missiles in contrast to vehicular and non-clan LRMs launching-arc behavior. The non-vehicular clan assets with CLRMs are thus more effective for brawling and direct firing at targets, which however, comes at a cost - CLRMs are easier dodged by cover. The LRMs on the other side are launched at an angle upward, preventing them to reliably hit targets closer than 175m, even thou warheads activate after 100m of flight, but allowing them to traverse the battlefield at a higher altitude and more effectively score hits on targets behind considerably high obstacles.
 +
 
 +
The weapon's long range and ability to be fired [[indirect fire|indirectly]] from safe location (with the aid of NARC or TAG) makes LRMs popular support weapons in MWLL.
 +
 
 +
{{Clear}}
 +
==Weapon Stats==
  
There are three important things to keep in mind about LRM weapons.  First is that the missiles only have modest maneuverability and can have difficulty striking fast-moving targets. Second is that, like all missile weapons, if the target is protected by an [[AMS]] fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target.  Finally, because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range.  This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.
+
<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: 70px" | '''Lock On<br>Range'''
 +
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
 +
! 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" | '''Max 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'''
 +
|-
  
<!-- <br><br><br><br> -->
+
! data-sort-value="1" | '''LRM5'''
 +
| rowspan="4" Data-sort-value="175" | ~175m
 +
| rowspan="4" | ~1365m
 +
| rowspan="4" | 1000m
 +
| 1.8s
 +
| Data-sort-value="436" | 5 x 87
 +
| rowspan="4" | Missile
 +
| Data-sort-value="436" | 5 x 87
 +
| rowspan="4" | Frag
 +
| rowspan="4" | 1m / 3m
 +
| 13.1
 +
| 97
 +
| rowspan="4" | 175
 +
| 38
 +
| rowspan="4" | 180
 +
| rowspan="4" | 850
 +
|-
  
==Weapon Stats==
+
! data-sort-value="2" | '''LRM10'''
All stats are current as of release 0.9.1.
+
| 2s
 +
| Data-sort-value="872" | 10 x 87
 +
| Data-sort-value="872" | 10 x 87
 +
| 9.9
 +
| 147
 +
| 75
 +
|-
  
{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
+
! data-sort-value="3" | '''LRM15'''
|- class="stripe_green" style="height:50px; text-align:center"
+
| 2.3s
! style="width: 10%" | '''Weapon'''
+
| Data-sort-value="1308" | 15 x 87
! '''Lock Range'''
+
| Data-sort-value="1308" | 15 x 87
! '''Max Range'''
+
| 8.7
! '''Min Range'''
+
| 193
! '''Ammo/ton'''
+
| 113
! '''Heat'''
 
! '''Damage'''
 
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
 
! '''Secondary Damage'''
 
! style="width: 6%" | '''Secondary Damage Type'''
 
! '''Splash Radius'''
 
! '''Shots/min'''
 
! '''Mech Damage/sec'''
 
! '''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="4" | '''LRM20'''
| Weapon
+
| 2.5s
| Lock Range
+
| Data-sort-value="1743" | 20 x 87
| Max Range
+
| Data-sort-value="1743" | 20 x 87
| Minimum Range
+
| 7.6
| Ammo/ton
+
| 226
| Heat
+
| 150
| 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 LRM5
+
! data-sort-value="5" | '''CLRM5'''
| 1000m
+
| rowspan="4" | 10m
| 2100m
+
| rowspan="4" | ~1400m
| 100m
+
| rowspan="4" | 1000m
| 180
+
| 1.85s
| 43.5
+
| Data-sort-value="435" | 5 x 87
| 5x 86
+
| rowspan="4" | Missile
| Missile
+
| Data-sort-value="435" | 5 x 87
| 5x 86
+
| rowspan="4" | Frag
| Frag
+
| rowspan="4" | 1m / 3m
| 1m / 3m
+
| 13.1
| 7.5
+
| 97
| 56.44
+
| rowspan="4" | 185
| 5.44
+
| 38
| 250
+
| rowspan="4" | 180
| 16254
+
| rowspan="4" | 850
| Missiles fly straight<br>1 sec. lock time
 
 
|-
 
|-
  
| (C)LRM5
+
! data-sort-value="6" | '''CLRM10'''
| 1000m
+
| rowspan="3" | 2s
| 1470m
+
| Data-sort-value="870" | 10 x 87
| C 20m<br>IS 100m
+
| Data-sort-value="870" | 10 x 87
| 180
+
| 9.9
| 28.5
+
| 147
| 5x 87.17
+
| 75
| Missile
 
| 5x 87.17
 
| Frag
 
| 1m / 3m
 
| 15
 
| 114.41
 
| 7.13
 
| 850
 
| 16475.67
 
| Clan LRMs have lower arc than IS LRMs<br>1.75 sec. lock time
 
 
|-
 
|-
  
| Air LRM10
+
! data-sort-value="7" | '''CLRM15'''
| 1000m
+
| Data-sort-value="1305" | 15 x 87
| 2100m
+
| Data-sort-value="1305" | 15 x 87
| 100m
+
| 8.7
| 180
+
| 193
| 43.5
+
| 113
| 10x 43
 
| Missile
 
| 10x 43
 
| Frag
 
| 1m / 3m
 
| 120
 
| 903
 
| 87
 
| 250
 
| 16254
 
| Missiles fly straight<br>1 sec. lock time
 
 
|-
 
|-
  
| (C)LRM10
+
! data-sort-value="8" | '''CLRM20'''
| 1000m
+
| Data-sort-value="1740" | 20 x 87
| 1470m
+
| Data-sort-value="1740" | 20 x 87
| C 20m<br>IS 100m
+
| 7.6
| 180
+
| 226
| 88
+
| 150
| 10x 87.17
 
| Missile
 
| 10x 87.17
 
| Frag
 
| 1m / 3m
 
| 10
 
| 152.55
 
| 14.67
 
| 850
 
| 16475.67
 
| Clan LRMs have lower arc than IS LRMs<br>2 sec. lock time
 
 
|-
 
|-
  
| Air LRM15
+
! data-sort-value="9" | '''Air LRM5'''
| 1000m
+
| rowspan="4" | 100m
| 2100m
+
| rowspan="4" | 1520m
| 100m
+
| rowspan="4" | 1000m
| 180
+
| rowspan="4" | 1s
| 43.5
+
| rowspan="4" Data-sort-value="430" | 5 x 86*
| 15x 28.67
+
| rowspan="4" | Missile
| Missile
+
| rowspan="4" Data-sort-value="430" | 5 x 86*
| 15x 28.67
+
| rowspan="4" | Frag
| Frag
+
| rowspan="4" | 1m / 3m
| 1m / 3m
+
| 7.2
| 120
+
| 53
| 903
+
| rowspan="4" | 175
| 87
+
| rowspan="4" | 44
| 250
+
| rowspan="4" | 180
| 16254
+
| rowspan="4" | 250
| Missiles fly straight<br>1 sec. lock time
 
 
|-
 
|-
  
| (C)LRM15
+
! data-sort-value="10" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air LRM10'''
| 1000m
+
| 14.1
| 1470m
+
| 103
| C 20m<br>IS 100m
 
| 180
 
| 129
 
| 15x 87.17
 
| Missile
 
| 15x 87.17
 
| Frag
 
| 1m / 3m
 
| 8.33
 
| 190.69
 
| 17.92
 
| 850
 
| 16475.67
 
| Clan LRMs have lower arc than IS LRMs<br>2.25 sec. lock time
 
 
|-
 
|-
  
| Air LRM20
+
! data-sort-value="11" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air LRM15'''
| 1000m
+
| 20
| 2100m
+
| 146
| 100m
 
| 180
 
| 43.5
 
| 20x 21.5
 
| Missile
 
| 20x 21.5
 
| Frag
 
| 1m / 3m
 
| 120
 
| 903
 
| 87
 
| 250
 
| 16254
 
| Missiles fly straight<br>1 sec. lock time
 
 
|-
 
|-
  
| (C)LRM20  
+
! data-sort-value="12" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air LRM20'''
| 1000m
+
| 25.3
| 1470m
+
| 185
| C 20m<br>IS 100m
 
| 180
 
| 176
 
| 20x 87.17
 
| Missile
 
| 20x 87.17
 
| Frag
 
| 1m / 3m
 
| 7.5
 
| 228.83
 
| 22
 
| 850
 
| 16475.67
 
| Clan LRMs have lower arc than IS LRMs<br>2.5 sec. lock time
 
 
|-
 
|-
 +
 
|}
 
|}
<br>  
+
</div>
 +
{{Version tag | Width = 1700px | Footnote1 = *All Air&nbsp;LRMs launch five missiles per shot | Version149=0.14.9}}
  
===LRMs vs. CLRMs===
+
==Gameplay & Hints==
Currently LRMs and CLRMs are functionally identical except CLRMs do not have a minimum range. The best way to take advantage of this is to get a lock on the intended target then aim low to compensate for the CLRMs upward arc following launch. This will give the missiles a flatter trajectory and increase the chance of scoring hits, although striking with many of the missiles can be difficult.
+
There are three important things to keep in mind about LRM weapons.  
 +
*The missiles only have modest maneuverability and can have difficulty striking fast-moving targets.  
 +
*Like all missile weapons, if the target is protected by an [[LAMS]], fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target.
 +
*Because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range. This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.
  
 
===LRM Launchers and Indirect Fire===
 
===LRM Launchers and Indirect Fire===
The arcing trajectory of LRM launchers makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either TAG or NARC. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit.  One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the TAGed or NARCed unit.
+
The arcing trajectory of LRM launchers (IS and vehicle LRMs) makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either [[TAG]] or [[NARC]]. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit.  One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the marked unit.
 +
*LRMs can be surprisingly effective at mid-range despite their long max range. At shorter distances, opponents will have less time to react and dodge the missiles (via [[MASC]] or [[Jump Jets]]).
  
<!-- ==MWLL History== -->
+
===cLRM Launchers and Direct Fire===
 +
Mech-mounted cLRMs launch in straight lines and have a minimum range of 10m.
 +
*Despite the ability to be used at brawling distance, the low maneuverability of LRMs means they will often miss fast targets moving laterally in close quarters.
 +
*If in close range, try to fire at slower assets (Heavies/Assaults/Tanks) or at targets forced to slow down (i.e. on top of a Control Point).
 +
*Aim up or backwards to shoot around cover at [[NARC|NARCed]] enemies.
  
 
==Canon==
 
==Canon==
Line 221: Line 178:
  
 
Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts.  In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.
 
Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts.  In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.
 +
 +
[http://www.sarna.net/wiki/LRM BattleTech reference]
  
 
==Usage==
 
==Usage==
The following vehicles equip these weapons.
+
The following assets equip LRMs:
  
{| 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:1030px">
|- class="stripe_green" style="text-align:center;"
+
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"
! Air LRM5 || (C)LRM5 || Air LRM10 || (C)LRM10 || Air LRM15 || (C)LRM15 || Air LRM20 || (C)LRM20
+
|- 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-->
*[[Sparrowhawk]]
+
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting-->
*[[Shiva]]
+
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''
*[[Hawkmoth]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''(c)LRM5'''
|
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''(c)LRM10'''
*[[Atlas]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''(c)LRM15'''
*[[Bushwacker]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''(c)LRM20'''
*[[Owens]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air LRM10'''
|
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air LRM15'''
*[[Corsair]]
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''Air LRM20'''
*[[Shiva]]
+
|-
|  
+
![[Anubis|Anubis Prime ]]
*[[Cougar]]
+
||Mech||IS||30||2||||||||||||
*[[Uziel]]
+
|-
*[[Madcat MKII]]
+
![[Osiris|Osiris G ]]
*[[Morrigu]]
+
||Mech||IS||30||1||||||||||||
*[[Atlas]]
+
|-
*[[Harasser]]
+
![[Uller|Uller G ]]
|
+
||Mech||CL||30||||||2||||||||
*[[Sulla]]
+
|-
*[[Xerxes]]
+
![[Cougar|Cougar Prime ]]
|
+
||Mech||CL||35||2||||||||||||
*[[Hephaestus]]
+
|-
*[[Loki]]
+
![[Cougar|Cougar A ]]
*[[Madcat]]
+
||Mech||CL||35||||||1||||||||
*[[Morrigu]]
+
|-
*[[Thor]]
+
![[Cougar|Cougar C ]]
*[[Atlas]]
+
||Mech||CL||35||||||2||||||||
*[[Bushwacker]]
+
|-
*[[Mauler]]
+
![[Owens|Owens Prime ]]
*[[Owens]]
+
||Mech||IS||35||3||||||||||||
|
+
|-
*[[Shiva]]
+
![[Chimera|Chimera G ]]
*[[Visigoth]]
+
||Mech||IS||40||||||||1||||||
|
+
|-
*[[Madcat]]
+
![[Shadowcat|Shadowcat D ]]
*[[Puma]]
+
||Mech||CL||45||||||||1||||||
*[[Thor]]
+
|-
*[[Vulture]]
+
![[Hellhound|Hellhound C]]
 +
||Mech||CL||50||3||||||||||||
 +
|-
 +
![[Uziel|Uziel F ]]
 +
||Mech||IS||50||||3||||||||||
 +
|-
 +
![[Blacklanner|Blacklanner Prime ]]
 +
||Mech||CL||55||||1||||||||||
 +
|-
 +
![[Blacklanner|Blacklanner A ]]
 +
||Mech||CL||55||2||||||||||||
 +
|-
 +
![[Blacklanner|Blacklanner D ]]
 +
||Mech||CL||55||||1||||||||||
 +
|-
 +
![[Bushwacker|Bushwacker Prime ]]
 +
||Mech||IS||55||2||||||||||||
 +
|-
 +
![[Stormcrow|Stormcrow A ]]
 +
||Mech||CL||55||||1||||||||||
 +
|-
 +
![[Stormcrow|Stormcrow G ]]
 +
||Mech||CL||55||2||||||||||||
 +
|-
 +
![[Argus|Argus Prime ]]
 +
||Mech||IS||60||||||1||||||||
 +
|-
 +
![[Argus|Argus F ]]
 +
||Mech||IS||60||3||||||||||||
 +
|-
 +
![[Vulture|Vulture Prime ]]
 +
||Mech||CL||60||||||2||||||||
 +
|-
 +
![[Vulture|Vulture C ]]
 +
||Mech||CL||60||||||1||2||||||
 +
|-
 +
![[Vulture|Vulture G ]]
 +
||Mech||CL||60||||||||2||||||
 +
|-
 +
![[Catapult|Catapult Prime ]]
 +
||Mech||IS||65||||4||||||||||
 +
|-
 +
![[Cauldronborn|Cauldronborn Prime ]]
 +
||Mech||CL||65||||1||||||||||
 +
|-
 +
![[Cauldronborn|Cauldronborn B ]]
 +
||Mech||CL||65||||||2||||||||
 +
|-
 +
![[Cauldronborn|Cauldronborn D ]]
 +
||Mech||CL||65||||2||||||||||
 +
|-
 +
![[Loki|Loki A ]]
 +
||Mech||CL||65||||||1||||||||
 +
|-
 +
![[Loki|Loki F ]]
 +
||Mech||CL||65||||2||||||||||
 +
|-
 +
![[Avatar|Avatar F ]]
 +
||Mech||IS||70||2||||||||||||
 +
|-
 +
![[Avatar|Avatar G ]]
 +
||Mech||IS||70||||||2||||||||
 +
|-
 +
![[Novacat|Novacat F ]]
 +
||Mech||CL||70||4||||||||||||
 +
|-
 +
![[Thor|Thor Prime ]]
 +
||Mech||CL||70||3||||||||||||
 +
|-
 +
![[Warhammer|Warhammer E ]]
 +
||Mech||IS||70||||||||1||||||
 +
|-
 +
![[Madcat|Madcat Prime ]]
 +
||Mech||CL||75||||||||2||||||
 +
|-
 +
![[Madcat|Madcat D ]]
 +
||Mech||CL||75||||||2||||||||
 +
|-
 +
![[Thanatos|Thanatos F ]]
 +
||Mech||IS||75||||||||1||||||
 +
|-
 +
![[Thanatos|Thanatos G ]]
 +
||Mech||IS||75||||1||||||||||
 +
|-
 +
![[Awesome|Awesome A ]]
 +
||Mech||IS||80||||||1||||||||
 +
|-
 +
![[Awesome|Awesome F ]]
 +
||Mech||IS||80||3||||||||||||
 +
|-
 +
![[Masakari|Masakari Prime ]]
 +
||Mech||CL||85||||1||||||||||
 +
|-
 +
![[Masakari|Masakari D ]]
 +
||Mech||CL||85||||1||||||||||
 +
|-
 +
![[Masakari|Masakari F ]]
 +
||Mech||CL||85||6||||||||||||
 +
|-
 +
![[Masakari|Masakari G ]]
 +
||Mech||CL||85||||1||||||||||
 +
|-
 +
![[Bloodasp|Bloodasp G ]]
 +
||Mech||CL||90||1||||||||||||
 +
|-
 +
![[MadCatMKII|MadCatMKII Prime ]]
 +
||Mech||CL||90||||2||||||||||
 +
|-
 +
![[MadCatMKII|MadCatMKII G ]]
 +
||Mech||CL||90||||2||||||||||
 +
|-
 +
![[Mauler|Mauler Prime ]]
 +
||Mech||IS||90||||||2||||||||
 +
|-
 +
![[Mauler|Mauler A ]]
 +
||Mech||IS||90||||||||2||||||
 +
|-
 +
![[Mauler|Mauler B ]]
 +
||Mech||IS||90||||2||||||||||
 +
|-
 +
![[Mauler|Mauler G ]]
 +
||Mech||IS||90||||||2||||||||
 +
|-
 +
![[Sunder|Sunder B ]]
 +
||Mech||IS||90||||||1||||||||
 +
|-
 +
![[Atlas|Atlas Prime ]]
 +
||Mech||IS||100||2||||||||||||
 +
|-
 +
![[Atlas|Atlas D ]]
 +
||Mech||IS||100||||2||||||||||
 +
|-
 +
![[Atlas|Atlas E ]]
 +
||Mech||IS||100||||||2||||||||
 +
|-
 +
![[Daishi|Daishi Prime ]]
 +
||Mech||CL||100||||1||||||||||
 +
|-
 +
![[Daishi|Daishi E ]]
 +
||Mech||CL||100||||||||2||||||
 +
|-
 +
![[Kodiak|Kodiak E ]]
 +
||Mech||CL||100||||||||3||||||
 +
|-
 +
![[Kodiak|Kodiak F ]]
 +
||Mech||CL||100||||||||1||||||
 +
|-
 +
![[Harasser|Harasser A ]]
 +
||Vehicle||IS||25||||2||||||||||
 +
|-
 +
![[Hephaestus|Hephaestus A ]]
 +
||Vehicle||CL||30||||||||1||||||
 +
|-
 +
![[Ares|Ares Prime ]]
 +
||Vehicle||CL||40||||||2||||||||
 +
|-
 +
![[Goblin|Goblin D ]]
 +
||Vehicle||IS||45||2||||||||||||
 +
|-
 +
![[Epona|Epona A ]]
 +
||Vehicle||CL||50||||||||2||||||
 +
|-
 +
![[Epona|Epona B ]]
 +
||Vehicle||CL||50||1||||||||||||
 +
|-
 +
![[Epona|Epona E ]]
 +
||Vehicle||CL||50||||1||||||||||
 +
|-
 +
![[Rommel|Rommel G ]]
 +
||Vehicle||IS||65||3||||||||||||
 +
|-
 +
![[Shoden|Shoden A]]
 +
||Vehicle||CL||70||||3||||||||||
 +
|-
 +
![[Morrigu|Morrigu Prime ]]
 +
||Vehicle||CL||80||||2||||||||||
 +
|-
 +
![[Schrek|Schrek D]]
 +
||Vehicle||IS||80||||2||||||||||
 +
|-
 +
![[Behemoth|Behemoth Prime ]]
 +
||Vehicle||IS||100||4||||||||||||
 +
|-
 +
![[Behemoth|Behemoth C ]]
 +
||Vehicle||IS||100||2||||||||||||
 +
|-
 +
![[Mars|Mars Prime ]]
 +
||Vehicle||CL||100||||||3||||||||
 +
|-
 +
![[Mars|Mars F ]]
 +
||Vehicle||CL||100||||3||||||||||
 +
|-
 +
![[SparrowHawk|SparrowHawk D ]]
 +
||ASF||IS||30||||||||||2||||
 +
|-
 +
![[Avar|Avar C ]]
 +
||ASF||CL||35||||||||||2||||
 +
|-
 +
![[Sulla|Sulla G ]]
 +
||ASF||CL||45||||||||||||2||
 +
|-
 +
![[Corsair|Corsair G ]]
 +
||ASF||IS||50||||||||||2||||
 +
|-
 +
![[Visigoth|Visigoth F ]]
 +
||ASF||CL||60||||||||||||||2
 +
|-
 +
![[Rusalka|Rusalka Prime ]]
 +
||ASF||IS||65||||||||||2||||
 +
|-
 +
![[Rusalka|Rusalka E ]]
 +
||ASF||IS||65||||||||||||||2
 +
|-
 +
![[Shiva|Shiva F ]]
 +
||ASF||IS||85||||||||||||2||
 +
|-
 +
![[Shiva|Shiva G ]]
 +
||ASF||IS||85||||||||||||||4
 +
|-
 +
![[Xerxes|Xerxes A ]]
 +
||ASF||CL||85||||||||||2||2||
 +
|-
 
|}
 
|}
 +
</div>
 +
{{Version tag | Width = 1020px | Version149=0.14.9}}
  
==See Also==
 
*[[Extended Long Range Missiles]]
 
 
*[[Medium 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 08:55, 1 November 2024

Long Range Missiles, or LRMs, are long range support weapons capable locking onto targets and of indirect fire when supported by NARC or TAG systems to direct the missiles.

See: ELRMs for Extended Long Range Missiles.

Overview

A Bushwacker firing an LRM15.

Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. Although LRM (IS and vehicle LRMs) and cLRM (Clan LRM) are statistically identical, cLRM mounted on mechs are actually direct fire missiles in contrast to vehicular and non-clan LRMs launching-arc behavior. The non-vehicular clan assets with CLRMs are thus more effective for brawling and direct firing at targets, which however, comes at a cost - CLRMs are easier dodged by cover. The LRMs on the other side are launched at an angle upward, preventing them to reliably hit targets closer than 175m, even thou warheads activate after 100m of flight, but allowing them to traverse the battlefield at a higher altitude and more effectively score hits on targets behind considerably high obstacles.

The weapon's long range and ability to be fired indirectly from safe location (with the aid of NARC or TAG) makes LRMs popular support weapons in MWLL.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Max Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
LRM5 ~175m ~1365m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 13.1 97 175 38 180 850
LRM10 2s 10 x 87 10 x 87 9.9 147 75
LRM15 2.3s 15 x 87 15 x 87 8.7 193 113
LRM20 2.5s 20 x 87 20 x 87 7.6 226 150
CLRM5 10m ~1400m 1000m 1.85s 5 x 87 Missile 5 x 87 Frag 1m / 3m 13.1 97 185 38 180 850
CLRM10 2s 10 x 87 10 x 87 9.9 147 75
CLRM15 15 x 87 15 x 87 8.7 193 113
CLRM20 20 x 87 20 x 87 7.6 226 150
Air LRM5 100m 1520m 1000m 1s 5 x 86* Missile 5 x 86* Frag 1m / 3m 7.2 53 175 44 180 250
Air LRM10 14.1 103
Air LRM15 20 146
Air LRM20 25.3 185
*All Air LRMs launch five missiles per shot All stats are current as of release 0.14.10

Gameplay & Hints

There are three important things to keep in mind about LRM weapons.

  • The missiles only have modest maneuverability and can have difficulty striking fast-moving targets.
  • Like all missile weapons, if the target is protected by an LAMS, fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target.
  • Because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range. This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.

LRM Launchers and Indirect Fire

The arcing trajectory of LRM launchers (IS and vehicle LRMs) makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either TAG or NARC. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit. One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the marked unit.

  • LRMs can be surprisingly effective at mid-range despite their long max range. At shorter distances, opponents will have less time to react and dodge the missiles (via MASC or Jump Jets).

cLRM Launchers and Direct Fire

Mech-mounted cLRMs launch in straight lines and have a minimum range of 10m.

  • Despite the ability to be used at brawling distance, the low maneuverability of LRMs means they will often miss fast targets moving laterally in close quarters.
  • If in close range, try to fire at slower assets (Heavies/Assaults/Tanks) or at targets forced to slow down (i.e. on top of a Control Point).
  • Aim up or backwards to shoot around cover at NARCed enemies.

Canon

Long Range Missiles were developed for range rather than punch and were first introduced in the early 2300's by the Terran Hegemony. They are typically deployed in five tube groups, up to twenty tubes in a single launcher, although Clan ProtoMechs make use of smaller numbers of tubes. Standard LRM's proved to be quite versatile, capable of indirect fire support missions and were easily upgraded with Artemis IV FCS, enhancing the the accuracy of the missiles, and could even accept a variety of special munitions.

Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts. In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.

BattleTech reference

Usage

The following assets equip LRMs:

Asset Type Faction Tons (c)LRM5 (c)LRM10 (c)LRM15 (c)LRM20 Air LRM10 Air LRM15 Air LRM20
Anubis Prime Mech IS 30 2
Osiris G Mech IS 30 1
Uller G Mech CL 30 2
Cougar Prime Mech CL 35 2
Cougar A Mech CL 35 1
Cougar C Mech CL 35 2
Owens Prime Mech IS 35 3
Chimera G Mech IS 40 1
Shadowcat D Mech CL 45 1
Hellhound C Mech CL 50 3
Uziel F Mech IS 50 3
Blacklanner Prime Mech CL 55 1
Blacklanner A Mech CL 55 2
Blacklanner D Mech CL 55 1
Bushwacker Prime Mech IS 55 2
Stormcrow A Mech CL 55 1
Stormcrow G Mech CL 55 2
Argus Prime Mech IS 60 1
Argus F Mech IS 60 3
Vulture Prime Mech CL 60 2
Vulture C Mech CL 60 1 2
Vulture G Mech CL 60 2
Catapult Prime Mech IS 65 4
Cauldronborn Prime Mech CL 65 1
Cauldronborn B Mech CL 65 2
Cauldronborn D Mech CL 65 2
Loki A Mech CL 65 1
Loki F Mech CL 65 2
Avatar F Mech IS 70 2
Avatar G Mech IS 70 2
Novacat F Mech CL 70 4
Thor Prime Mech CL 70 3
Warhammer E Mech IS 70 1
Madcat Prime Mech CL 75 2
Madcat D Mech CL 75 2
Thanatos F Mech IS 75 1
Thanatos G Mech IS 75 1
Awesome A Mech IS 80 1
Awesome F Mech IS 80 3
Masakari Prime Mech CL 85 1
Masakari D Mech CL 85 1
Masakari F Mech CL 85 6
Masakari G Mech CL 85 1
Bloodasp G Mech CL 90 1
MadCatMKII Prime Mech CL 90 2
MadCatMKII G Mech CL 90 2
Mauler Prime Mech IS 90 2
Mauler A Mech IS 90 2
Mauler B Mech IS 90 2
Mauler G Mech IS 90 2
Sunder B Mech IS 90 1
Atlas Prime Mech IS 100 2
Atlas D Mech IS 100 2
Atlas E Mech IS 100 2
Daishi Prime Mech CL 100 1
Daishi E Mech CL 100 2
Kodiak E Mech CL 100 3
Kodiak F Mech CL 100 1
Harasser A Vehicle IS 25 2
Hephaestus A Vehicle CL 30 1
Ares Prime Vehicle CL 40 2
Goblin D Vehicle IS 45 2
Epona A Vehicle CL 50 2
Epona B Vehicle CL 50 1
Epona E Vehicle CL 50 1
Rommel G Vehicle IS 65 3
Shoden A Vehicle CL 70 3
Morrigu Prime Vehicle CL 80 2
Schrek D Vehicle IS 80 2
Behemoth Prime Vehicle IS 100 4
Behemoth C Vehicle IS 100 2
Mars Prime Vehicle CL 100 3
Mars F Vehicle CL 100 3
SparrowHawk D ASF IS 30 2
Avar C ASF CL 35 2
Sulla G ASF CL 45 2
Corsair G ASF IS 50 2
Visigoth F ASF CL 60 2
Rusalka Prime ASF IS 65 2
Rusalka E ASF IS 65 2
Shiva F ASF IS 85 2
Shiva G ASF IS 85 4
Xerxes A ASF CL 85 2 2
All stats are current as of release 0.14.10