Difference between revisions of "Long Range Missiles"
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===LRMs vs. CLRMs=== | ===LRMs vs. CLRMs=== | ||
− | + | LRMs and CLRMs are somewhat functionally identical, except CLRMs don't have any minimum range. This means the CLRMs don't have the 100m lock-on blind spot but remain with the launching lobe on vehicles only. The non-vehicular clan assets with CLRMs have their salvos launched in a straight line - making them more effective for brawling and direct firing at targets. This, however, comes at a cost - CLRMs are easier dodged by cover and by somewhat lower and less steep cover while compared to IS thech based LRMs. | |
===LRM Launchers and Indirect Fire=== | ===LRM Launchers and Indirect Fire=== |
Revision as of 10:37, 6 September 2018
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.
Contents
Overview
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.
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.
Weapon Stats
All stats are current as of release 0.9.3.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Air LRM5 | 1000m | 2100m | 100m | 180 | 43.5 | 5x 86 | Missile | 5x 86 | Frag | 1m / 3m | 7.5 | 56.44 | 5.44 | 250 | 16254 | Missiles fly straight 1 sec. lock time |
(C)LRM5 | 1000m | 1470m | C 20m IS 100m |
180 | 28.5 | 5x 87.17 | Missile | 5x 87.17 | Frag | 1m / 3m | 15 | 114.41 | 7.13 | 850 | 16475.67 | Clan LRMs have lower arc than IS LRMs 1.75 sec. lock time |
Air LRM10 | 1000m | 2100m | 100m | 180 | 43.5 | 10x 43 | Missile | 10x 43 | Frag | 1m / 3m | 120 | 903 | 87 | 250 | 16254 | Missiles fly straight 1 sec. lock time |
(C)LRM10 | 1000m | 1470m | C 20m IS 100m |
180 | 88 | 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 2 sec. lock time |
Air LRM15 | 1000m | 2100m | 100m | 180 | 43.5 | 15x 28.67 | Missile | 15x 28.67 | Frag | 1m / 3m | 120 | 903 | 87 | 250 | 16254 | Missiles fly straight 1 sec. lock time |
(C)LRM15 | 1000m | 1470m | C 20m 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 2.25 sec. lock time |
Air LRM20 | 1000m | 2100m | 100m | 180 | 43.5 | 20x 21.5 | Missile | 20x 21.5 | Frag | 1m / 3m | 120 | 903 | 87 | 250 | 16254 | Missiles fly straight 1 sec. lock time |
(C)LRM20 | 1000m | 1470m | C 20m 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 2.5 sec. lock time |
LRMs vs. CLRMs
LRMs and CLRMs are somewhat functionally identical, except CLRMs don't have any minimum range. This means the CLRMs don't have the 100m lock-on blind spot but remain with the launching lobe on vehicles only. The non-vehicular clan assets with CLRMs have their salvos launched in a straight line - making them more effective for brawling and direct firing at targets. This, however, comes at a cost - CLRMs are easier dodged by cover and by somewhat lower and less steep cover while compared to IS thech based LRMs.
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.
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.
Usage
The following vehicles equip these weapons.
Air LRM5 | (C)LRM5 | Air LRM10 | (C)LRM10 | Air LRM15 | (C)LRM15 | Air LRM20 | (C)LRM20 |
---|---|---|---|---|---|---|---|