LRM2

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Mech Weapon
LRM2
Type Technological
Damage Type {{{damagetype}}}
Heat 24
Ammo 100
Rate of Fire 3s cycle time
Burst Length 5
Damage 20
Hard-mount none
Included with None
Mount Points Left Shoulder, Right Shoulder, Right Arm, Left Arm
Cost 3
Damage per Second 33.33
Heat per Second 8
Damage per Heat 4.17
Damage per Cost 33.33
DPS per Cost 11.11


LRM2 are a lockon style armament.

History

Guided missiles are a common wartime staple for shooting down agile targets, the world of MCM is no different. The long range missile system has a visual target lock-on system that requires the pilot to hold their crosshairs over the target until a lock is achieved. After such a time the missiles can be unloaded and they will pursue their target.

Use

There are two ways this missile system can be used, dumbfire and locked. The missiles fire after you let go of the trigger. If you do not have anything locked on they will travel in a straight line and deal damage to whatever they collide with. If you keep a target centered on the screen while holding on to fire the missiles will eventually report a lock on. Letting go will cause the missiles to fire and pursue the locked target.

Other Notes

The tracking code is persnickety with these things. Oftentimes the missiles will fire and not go anywhere. The tracking routine makes use of llMoveToTarget which has a maximum range. If you have trouble with your missiles not seeking their target after locking on, try firing them closer to the target. These are great if comboed with a weapon with low refire. Fire your weapon with the trigger press. Keep the trigger pulled as you establish lock. Let go of the trigger to fire the missiles. Press again to rinse and repeat.