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Long Range Missile 5

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Equipment Overview
Long Range Missile 5 
LRM5.JPG
Tech Base: Inner Sphere 
Equipment Type: Missile Weapon 
Tonnage: 2 tons
Ammo per Ton: 180 (36 salvos) 
Critical Slots: 1  
Item Health: 10  
Cost: Cbill.png 60,000  
Sell: Cbill.png 30,000  
Equipment Specifications
Recycle: 3.25
Damage: 5.5 
DPS: 1.69
Heat: 2
HPS: 0.62
Minimum Range: 180m
Range: 180 - 1000m 
Maximum Range: 1000m
Projectile Velocity: 120
Impulse: 0.4
Cockpit Shake: 2.2

 

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Contents

[edit] Overview

The LRM-5 is the smallest and lightest of the Long Range Missile family. Its light weight and small size give even small 'Mechs the ability to strike at range. Each missile does 0.7 points of damage. All LRMs have a minimum range where their warheads have insufficient time to arm after firing. An LRM's minimum range is 180m, below which the damage very rapidly decreases to nothing at point blank range.

[edit] Artemis

The Artemis IV FCS upgrade increases the tracking strength and decreases the lock down time by 50%. However, each launcher requires an extra critical space for the Artemis control system. Additionally, ammunition costs double.

[edit] ECM

While ECM makes the effective use of LRMs slightly more difficult, it is possible. If you are alone with an ECM equipped foe, staying within 181 and 200m will allow you to use your weapons with lock. If you have a TAG spotter, as long as they are at least 181m from the target and maintain the tag on the target, you will have your target. If you have a PPC spotter, you have your target as long as they keep the ECM disabled.

[edit] References

  1. Piranha Games\MechWarrior Online\Game\GameData.pak\Libs\Items\ItemStats.xml
  2. How screen shake is calculated