Difference between revisions of "Long Range Missiles"
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|+ style="caption-side:bottom; text-align:left; font-size:12px;" | *All Air LRMs launch five missiles per shot | |+ style="caption-side:bottom; text-align:left; font-size:12px;" | *All Air LRMs launch five missiles per shot | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | ! '''Weapon''' | + | ! data-sort-type="number" | '''Weapon''' |
− | ! '''Min<br>Range''' | + | ! data-sort-type="number" | '''Min<br>Range''' |
− | ! '''Max<br>Range''' | + | ! data-sort-type="number" | '''Max<br>Range''' |
− | ! '''Lock<br>On<br>Range''' | + | ! data-sort-type="number" | '''Lock<br>On<br>Range''' |
− | ! '''Lock<br>On<br>Time''' | + | ! data-sort-type="number" | '''Lock<br>On<br>Time''' |
! '''Damage''' | ! '''Damage''' | ||
! class="unsortable" | '''[[Damage types|Dmg<br>Type]]''' | ! class="unsortable" | '''[[Damage types|Dmg<br>Type]]''' | ||
! '''Secondary<br>Dmg''' | ! '''Secondary<br>Dmg''' | ||
! class="unsortable" | '''[[Damage types|Sec<br>Dmg<br>Type]]''' | ! class="unsortable" | '''[[Damage types|Sec<br>Dmg<br>Type]]''' | ||
− | ! '''Splash<br>Radius<br>''' (prm/sec) | + | ! data-sort-type="number" | '''Splash<br>Radius<br>''' (prm/sec) |
! '''Shots<br>/min''' | ! '''Shots<br>/min''' | ||
! '''Raw<br>DPS''' | ! '''Raw<br>DPS''' | ||
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==Usage== | ==Usage== | ||
− | The following | + | The following assets equip LRMs: |
Revision as of 20:58, 2 April 2019
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 0.10.3.
Weapon | Min Range |
Max Range |
Lock On Range |
Lock On Time |
Damage | Dmg Type |
Secondary Dmg |
Sec Dmg Type |
Splash Radius (prm/sec) |
Shots /min |
Raw DPS |
Heat | Ammo /ton |
Ammo cost /ton |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LRM5 | 100m | 1365m | 1000m | 1.8s | 5 x 87 | Missile | 5 x 87 | Frag | 1m / 3m | 15 | 217 | 29 | 180 | 850 |
LRM10 | 2s | 10 x 87 | 10 x 87 | 10 | 290 | 88 | ||||||||
LRM15 | 2.3s | 15 x 87 | 15 x 87 | 8 | 363 | 129 | ||||||||
LRM20 | 2.5s | 20 x 87 | 20 x 87 | 7 | 435 | 176 | ||||||||
CLRM5 | 20m | 1375m | 1000m | 1.8s | 5 x 87 | Missile | 5 x 87 | Frag | 1m / 3m | 15 | 217 | 29 | 180 | 850 |
CLRM10 | 2s | 10 x 87 | 10 x 87 | 10 | 290 | 87 | ||||||||
CLRM15 | 2.3s | 15 x 87 | 15 x 87 | 8 | 363 | 129 | ||||||||
CLRM20 | 2.5s | 20 x 87 | 20 x 87 | 7 | 435 | 176 | ||||||||
Air LRM5 | 100m | 1520m | 1000m | 1s | 5 x 86* | Missile | 5 x 86* | Frag | 1m / 3m | 7 | 107 | 44 | 180 | 250 |
Air LRM10 | 14 | 200 | ||||||||||||
Air LRM15 | 20 | 290 | ||||||||||||
Air LRM20 | 26 | 374 |
LRMs vs. CLRMs
Although LRM and CLRM are statistically identical, it is of note that 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 IS LRMs on the other side are launched at an angle upward, preventing them to reliably hit any target closer than some 200-300m out, 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.
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 assets equip LRMs:
(C)LRM5 | Air LRM10 | (C)LRM10 | Air LRM15 | (C)LRM15 | Air LRM20 | (C)LRM20 |
---|---|---|---|---|---|---|
Inner Sphere
Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|
Clan |
Inner Sphere Clan
|
Inner Sphere Clan
|
Inner Sphere Clan
|