Long Range Missile 10

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Equipment Overview
Long Range Missile 10 
LRM10.JPG
Tech Base: Inner Sphere 
Equipment Type: Missile Weapon 
Tonnage: 5 tons
Ammo per Ton: 180 (18 salvos) 
Critical Slots: 2  
Item Health: 10  
Cost: Cbill.png 200,000  
Sell: Cbill.png 100,000  
Equipment Specifications
Recycle: 3.75
Damage: 11 
DPS: 2.93
Heat: 4
HPS: 1.07
Minimum Range: 180
Range: 180 - 1000m 
Maximum Range: 1000m
Projectile Velocity: 120
Impulse: 0.4
Cockpit Shake: 4.4
Heat Scaling: 2

 

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Overview[edit | edit source]

The LRM 10 is the second lightest of the Long Range Missile family. Its relatively low weight and convenient size has seen it as the secondary armament on many 'Mechs. All LRMs have a minimum range where their warheads have less time to arm after firing. An LRM's minimum range is 180m, below which the damage decreases to nearly nothing at point blank range. The LRM 10 is subject to Heat Scaling.

Artemis[edit | edit source]

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 and 1 extra ton for the Artemis control system this makes Artemis on multiple smaller launchers less tonnage efficient than on a single larger launcher.

ECM[edit | edit source]

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.

References[edit | edit source]

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