Difference between revisions of "Extended Long Range Missiles"
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− | '''Extended Long Range Missiles''', or '''ELRM'''s, are an improved version of the [[Long Range Missiles|LRM]] launcher | + | '''Extended Long Range Missiles''', or '''ELRM'''s, are an range improved version of the [[Long Range Missiles|LRM]] launcher. |
==Overview== | ==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 Stats== | ||
− | |||
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"> | <div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"> | ||
− | {| class= " | + | {| class= "sortable hoverTable statTable stickyCol" |
− | |- style=" | + | |- 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: 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" | '''Min Range''' | ||
Line 18: | Line 16: | ||
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range''' | ! 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: 70px" | '''Lock On<br>Time''' | ||
− | ! style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--> | + | ! 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]]''' | ! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]''' | ||
− | ! style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot''' | + | ! 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]]''' | ! 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: 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: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> | ||
− | ! style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--> | + | ! data-sort-type="number" style="width: 70px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)--> |
− | ! style="width: 70px" | '''Max Speed<br>(m/s)''' | + | ! data-sort-type="number" style="width: 70px" | '''Max Speed<br>(m/s)''' |
− | ! style="width: 70px" | '''[[Heat]]<br>/Shot''' | + | ! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot''' |
− | ! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --> | + | ! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --> |
− | ! style="width: 70px" | '''Ammo cost<br>/ton''' | + | ! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton''' |
|- | |- | ||
− | + | ! data-sort-value="1" | '''ELRM10''' | |
| rowspan="3" | ~290m | | rowspan="3" | ~290m | ||
| rowspan="3" | 1870m | | rowspan="3" | 1870m | ||
Line 44: | Line 42: | ||
| 134 | | 134 | ||
| rowspan="3" | 175 | | rowspan="3" | 175 | ||
− | | | + | | 75 |
| rowspan="3" | 120 | | rowspan="3" | 120 | ||
| rowspan="3" | 1100 | | rowspan="3" | 1100 | ||
|- | |- | ||
− | + | ! data-sort-value="2" | '''ELRM15''' | |
| 2.3s | | 2.3s | ||
| Data-sort-value="1305" | 15 x 87 | | Data-sort-value="1305" | 15 x 87 | ||
Line 55: | Line 53: | ||
| 7.4 | | 7.4 | ||
| 164 | | 164 | ||
− | | | + | | 113 |
|- | |- | ||
− | + | ! data-sort-value="3" | '''ELRM20''' | |
| 2.5s | | 2.5s | ||
| Data-sort-value="1740" | 20 x 87 | | Data-sort-value="1740" | 20 x 87 | ||
Line 64: | Line 62: | ||
| 6.5 | | 6.5 | ||
| 193 | | 193 | ||
− | | | + | | 150 |
|- | |- | ||
|} | |} | ||
</div> | </div> | ||
− | {{Version tag | Width = | + | {{Version tag | Width = 1700px | Version149=0.14.9}} |
+ | |||
+ | ==Gameplay & Hints== | ||
+ | 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. | ||
− | |||
− | |||
==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. | ||
Line 84: | Line 83: | ||
The following Inner Sphere assets equip ELRMs: | The following Inner Sphere assets equip ELRMs: | ||
− | <div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;"> | + | <div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:670px"> |
− | {| | + | {| class= "filterable sortable hoverTable statTable stickyCol stickyHead" |
− | |- | + | |- style="height:70px;" |
− | ! | + | ! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset''' |
− | + | ! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting--> | |
− | ! | + | ! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting--> |
− | + | ! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons''' | |
− | + | ! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ELRM15''' | |
− | + | ! class="unfilterable" data-sort-type="number" style="width: 50px;" |'''ELRM20''' | |
− | + | |- | |
− | + | ![[Raven|Raven F ]] | |
− | + | ||Mech||IS||35||1|| | |
− | + | |- | |
− | + | ![[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> | </div> | ||
− | {{Version tag | Width = | + | {{Version tag | Width = 640px | Version149=0.14.9}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ---- | |
− | |||
+ | {{Navbox Weapons}} | ||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Missile weapons]] | [[Category:Missile 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 |
Damage Type |
Sec. Splash Damage |
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.
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 | |