LRM2
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.