LRM2: Difference between revisions

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[[Category:Tech Weapon]]
[[Category:Tech Weapon]]
NOTE:  This weapon was superseded by the [[LRM5]].  Pilots who own the LRM2 have full upgrade credit for the LRM5.
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LRM2 are a lockon style armament.
LRM2 are a lockon style armament.



Revision as of 09:49, 22 April 2014

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Mech Weapon
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NOTE: This weapon was superseded by the LRM5.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.