LRM2: Difference between revisions
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{{Weapon | {{Weapon | ||
|name= {Name} | |name= {Name} | ||
|image= [[File:LRM2.png |250px|center|LRM2]] | |||
|type= {Tech} | |type= {Tech} | ||
|damagetype= {DamageType} | |damagetype= {DamageType} | ||
Line 14: | Line 15: | ||
|cost= {SlotUsage} | |cost= {SlotUsage} | ||
|mount= {Attachment} | |mount= {Attachment} | ||
|creator= | |creator= {Creator} | ||
}} | }} | ||
</mcm_data> | </mcm_data> | ||
[[Category:Tech Weapon]] | [[Category:Tech Weapon]] | ||
[[Category:Shoulder]] | |||
[[Category:Upper Arm]] | |||
[[Category:Explosive]] | |||
[[Category:Omni-Mount]] | |||
[[Category:Omni-Upper Arm]] | |||
[[Category:Omni-Shoulder]] | |||
NOTE: This weapon was superseded by the [[LRM5]]. Pilots who own the LRM2 have full upgrade credit for the LRM5. | NOTE: This weapon was superseded by the [[LRM5]]. Pilots who own the LRM2 have full upgrade credit for the LRM5. | ||
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Latest revision as of 06:44, 18 July 2023
LRM2 | |
---|---|
Type | Technological |
Damage Type | Explosive |
Heat | 24 |
Ammo | 100 |
Rate of Fire | 3.5s 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 | 28.57 |
Heat per Second | 6.86 |
Damage per Heat | 4.17 |
Damage per Cost | 33.33 |
DPS per Cost | 9.52 |
NOTE: This weapon was superseded by the LRM5. Pilots who own the LRM2 have full upgrade credit for the LRM5.
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. Since this behavoir is real chaotic it's hard to tell precisely what triggers it. I've had better luck firing them at closer ranges. But that could be purely supersition. If anyone has concise data, don't hestitate to add it here.