Difference between revisions of "Extended Long Range Missiles"

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'''Extended Long Range Missiles''', or '''ELRM'''s, are an range improved version of the [[Long Range Missiles|LRM]] launcher.
'''Extended Long Range Missiles''', or '''ELRM'''s, are an improved version of the [[Long Range Missiles|LRM]] launcher with significantly improved maximum range.
 
  
 
==Overview==
 
==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.
+
Compared to LRM's, the ELRM's carry a lower amount of missiles per ton of ammunition but can lock on at 1500 meters, longer than any other missile weapon. Although they are no more deadly or faster than standard LRM's and run out of ammunition more quickly, the ELRM's extra range can be advantageous 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 [[Radar|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.
+
ELRM's are a weapon exclusive to the Inner Sphere.
  
ERLRM's are a weapon exclusive to the Inner Sphere.
 
  
 
==Weapon Stats==
 
==Weapon Stats==
All stats are current as of release 0.8.6.
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<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
+
{| class= "sortable hoverTable statTable stickyCol"
{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
+
|- style="height:70px;"
|- class="stripe_green" style="height:50px; text-align:center"
+
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
! style="width: 10%" | '''Weapon'''
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! data-sort-type="number" style="width: 70px" | '''Min Range'''
! '''Lock Range'''
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! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
! '''Max Range'''
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! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''
! '''Min Range'''
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! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
! '''Ammo/ton'''
+
! data-sort-type="number" style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
! '''Heat'''
+
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
! '''Damage'''
+
! data-sort-type="number" style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
+
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''
! '''Secondary Damage'''
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! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)
! style="width: 6%" | '''Secondary Damage Type'''
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! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! '''Splash Radius'''
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! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
! '''Shots/min'''
+
! data-sort-type="number" style="width: 70px" | '''Max Speed<br>(m/s)'''
! '''Mech Damage/sec'''
+
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
! '''Heat/sec'''
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! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
! '''Ammo Cost/ton'''
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! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
! '''Max Damage/ton Ammo'''
 
! class="unsortable" | '''Notes'''
 
|-
 
 
 
<!-- Use this template when adding new missile weapons. It should match the column format above.
 
| [[Weapon]]
 
| Lock Range
 
| Max Range
 
| Minimum 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
+
! data-sort-value="1" | '''ELRM10'''
| 1500m
+
| rowspan="3" | ~290m
| 2100m
+
| rowspan="3" | 1870m
| 100m
+
| rowspan="3" | 1500m
| 120
+
| 2s
| 43.5
+
| Data-sort-value="870" | 10 x 87
| 5x 87.17
+
| rowspan="3" | Missile
| Missile
+
| Data-sort-value="870" | 10 x 87
| 5x 87.17
+
| rowspan="3" | Frag
| Frag
+
| rowspan="3" | 1m / 3m
| 1m / 3m
+
| 9.1
| 15
+
| 134
| 114.41
+
| rowspan="3" | 175
| 10.88
+
| 75
| 1100
+
| rowspan="3" | 120
| 10983.78
+
| rowspan="3" | 1100
| Missiles fly straight when mounted on air units
 
 
|-
 
|-
  
| ELRM10
+
! data-sort-value="2" | '''ELRM15'''
| 1500m
+
| 2.3s
| 2100m
+
| Data-sort-value="1305" | 15 x 87
| 100m
+
| Data-sort-value="1305" | 15 x 87
| 120
+
| 7.4
| 88
+
| 164
| 10x 87.17
+
| 113
| Missile
 
| 10x 87.17
 
| Frag
 
| 1m / 3m
 
| 10
 
| 152.55
 
| 14.67
 
| 1100
 
| 10983.78
 
| Missiles fly straight when mounted on air units
 
 
|-
 
|-
  
| ELRM15
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! data-sort-value="3" | '''ELRM20'''
| 1500m
+
| 2.5s
| 2100m
+
| Data-sort-value="1740" | 20 x 87
| 100m
+
| Data-sort-value="1740" | 20 x 87
| 120
+
| 6.5
| 129
+
| 193
| 15x 87.17
+
| 150
| Missile
 
| 15x 87.17
 
| Frag
 
| 1m / 3m
 
| 8.33
 
| 190.69
 
| 17.92
 
| 1100
 
| 10983.78
 
| Missiles fly straight when mounted on air units
 
 
|-
 
|-
  
| 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
 
|-
 
 
|}
 
|}
<br>
+
</div>
All ELRMs have 100 m minimum range. To get a lock on a target it takes 2.65 seconds and is only possible in a range of 1500 meters.  
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{{Version tag | Width = 1700px | Version149=0.14.9}}
  
===ELRMs vs. LRMs===
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==Gameplay & Hints==
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.
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Because ELRM's have such long range they are often used in [[Gameplay Tactics#LRM Camping|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 [[Radar|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.
  
<!-- ==MWLL History== -->
 
  
 
==Canon==
 
==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.
+
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.
 
In Classic BattleTech ELRM's are unable to make use of advanced guidance systems like NARC or Artemis IV FCS.
 +
 +
[http://www.sarna.net/wiki/Extended_LRM BattleTech reference]
  
 
==Usage==
 
==Usage==
The following vehicles equip these weapons.
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The following Inner Sphere assets equip ELRMs:
  
{| 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:670px">
|- class="stripe_green" style="text-align:center;"
+
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"
! ELRM5 || ELRM10 || ELRM15 || ELRM20
+
|- 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-->
*[[Hawkmoth]]
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! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting-->
|
+
! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''
*[[Owens]]
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! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ELRM15'''
|
+
! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ELRM20'''
*[[Catapult]]
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|-
*[[Mauler]]
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![[Raven|Raven F ]]
*[[Raven]]
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||Mech||IS||35||1||
|
+
|-
*[[Partisan]]
+
![[Chimera|Chimera A ]]
 +
||Mech||IS||40||1||
 +
|-
 +
![[Catapult|Catapult E ]]
 +
||Mech||IS||65||2||
 +
|-
 +
![[Warhammer|Warhammer G ]]
 +
||Mech||IS||70||1||
 +
|-
 +
![[Mauler|Mauler E ]]
 +
||Mech||IS||90||2||
 +
|-
 +
![[Partisan|Partisan C ]]
 +
||Vehicle||IS||80||||2
 +
|-
 +
![[Behemoth|Behemoth F ]]
 +
||Vehicle||IS||100||||2
 +
|-
 
|}
 
|}
 +
</div>
 +
{{Version tag | Width = 640px | Version149=0.14.9}}
  
==See Also==
 
*[[Long Range Missiles]]
 
 
*[[Medium Range Missiles]]
 
 
*[[Short Range Missiles]]
 
  
*[[Streak Short Range Missiles]]
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----
  
*[[Advanced Tactical Missiles]]
 
  
 +
{{Navbox Weapons}}
 
[[Category:Lists]]
 
[[Category:Lists]]
 
[[Category:Missile weapons]]
 
[[Category:Missile weapons]]
<br>{{Navbox Weapons}}
 

Latest revision as of 14:59, 6 November 2021

Extended Long Range Missiles, or ELRMs, are an range improved version of the LRM launcher.

Overview

Compared to LRM's, the ELRM's carry a lower amount of missiles per ton of ammunition but can lock on at 1500 meters, longer than any other missile weapon. Although they are no more deadly or faster than standard LRM's and run out of ammunition more quickly, the ELRM's extra range can be advantageous on maps which feature many open firing lines with little cover.

ELRM's are a weapon exclusive to the Inner Sphere.


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
ELRM10 ~290m 1870m 1500m 2s 10 x 87 Missile 10 x 87 Frag 1m / 3m 9.1 134 175 75 120 1100
ELRM15 2.3s 15 x 87 15 x 87 7.4 164 113
ELRM20 2.5s 20 x 87 20 x 87 6.5 193 150
All stats are current as of release 0.14.10

Gameplay & Hints

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.


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.

BattleTech reference

Usage

The following Inner Sphere assets equip ELRMs:

Asset Type Faction Tons ELRM15 ELRM20
Raven F Mech IS 35 1
Chimera A Mech IS 40 1
Catapult E Mech IS 65 2
Warhammer G Mech IS 70 1
Mauler E Mech IS 90 2
Partisan C Vehicle IS 80 2
Behemoth F Vehicle IS 100 2
All stats are current as of release 0.14.10