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LRMs for SRMs
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CO_17thRecon
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PostPosted: 23-Apr-2007 12:47    Post subject: LRMs for SRMs Reply to topic Reply with quote

It's pretty well known that LRM-5s and SRM-4s weigh the same amount, and get almost the same ammo. So, I usually swap them out. Generally, this is swapping out an LRM-5 for an SRM-4, such as the custom Grasshopper in my current 'Merc unit. Figured that the GHR-5H had mostly short range weaponry anyway, and that LRM-5 was next to useless.

Anyone else been doing this? If so, on what designs?
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Sleeping Dragon
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PostPosted: 23-Apr-2007 14:33    Post subject: Reply to topic Reply with quote

I think that this will be common modification, but often the LRM is a multipurpose tool, rather than weapon. Light, smoke and fire are useful effects and even small minefields and weak long range firepower can be useful when you don't have anything else. Would you rather have an AC/2 for armor plinking?
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CO_17thRecon
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PostPosted: 23-Apr-2007 14:38    Post subject: Reply to topic Reply with quote

Sleeping Dragon wrote:
Would you rather have an AC/2 for armor plinking?


You're probably asking the wrong person; keep in mind my near obsessive love of autocannons. With LRMs, I usually go no lower than a 10 tube launcher. But as you point out, there are of course, special purpose uses. But when those come up, I usually deploy a specific 'Mech to deal with it. Smoke is useful yes. But it's not ALWAYS useful.

Besides, SRMs have their own uses. Burn, baby, BURN!
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Sleeping Dragon
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PostPosted: 23-Apr-2007 14:56    Post subject: Reply to topic Reply with quote

LRMs have incendiary rounds and inferno mines, don't they? SRMs have infernos and anti-personnel rounds. Each weapon has it's own positives and negatives. On certain 'Mechs the LRMs make sense. Grasshopper, Shadow Hawk and Vindicator make good use of them IMO. That may be because the use them as backup. On Longbow they are far less stellar. Light ACs are good on 'Mechs which can afford them = those with spare tonnage and without heat dissipation capacity, like that on the Marauder.
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Rudel Gurken
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PostPosted: 23-Apr-2007 15:07    Post subject: Reply to topic Reply with quote

I like LRM-5's and so have some (partly experimental) mechs that carry LRM-5's instead of SRM-4's!!
Commando -2D and Panther -9R come into my mind without much thinking!
When there is an LRM-5 and an SRM-2 on the same chassis I usually replace the later and its ammo with a second LRM: Assassin -21 and ShadowHawk -2H
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CO_17thRecon
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PostPosted: 23-Apr-2007 15:13    Post subject: Reply to topic Reply with quote

I guess I should clarify, it's not that I just rip out every LRM-5 I can find. But on some machines, it makes sense. Level 1 Grasshoppers usually have effective long range firepower in their large laser. Ditto for Level 2, but usually more so because the laser is often extended range. So why not increase the firepower up close where the 'hopper does most of its fighting? As well, it gives the machine a helpful crit-hunter weapon.

Other designs, it gets fuzzy. Vindicator for instance. It would give you better close range firepower, but you're not really any better off. (No worse off, but no better either.)

Off Topic: Of course, you brought up the Marauder, and I'm reminded of a variant I threw together right after specialty autocannon ammo came out... I stripped out the PPCs and heatsinks for two more autocannons and lots of ammo. Can be quite effective, but it lacks the brute force of the original, no doubt about it.
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Sleeping Dragon
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PostPosted: 23-Apr-2007 16:02    Post subject: Reply to topic Reply with quote

I don't think that the LL is a sufficient long range weapon, but as I said that mod will be pretty common. On level 1 GHR they make sense. Lvl 2 GHR doesn't make sense at all. ER LL is okay, but it drops two MLs and LRM for almost useless sSRM-2. Your Marauder mod doesn't make me that happy, it really lacks serious firepower. I prefer less radical modifications, like the CN9-A3 Centurion.
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