Mech Metrics
Posted: Fri Nov 28, 2014 12:38 pm
Had some idle moments and decided to check max damage per second specs of various mechs. First one I tried was which medium mech spits out the most missiles in a 5x5LRM or similar mode. So I tried the Kintaro GB, Shadowhawk 2D2 (3 LRM5, 1 LRM10 in 5-port torso), and the Stormcrow.
Kintaro GB: 10 per second (w/LRM5 cooldown and range modules)
Stormcrow: 8.3 per second (w/ clan LRM5 cooldown and range modules)
Shadowhawk 2D2: 7.8 per second (w/LRM5 and LRM10 cooldown module)
The Stormcrow has greater speed, and swapping out head omni-pod gives you a tag laser. You can equip the LRMs in Artemis mode and have a targeting computer. Or opt out of Artemis and carry more missile and better targeting computer.
The Shadowhawk 2D2 has jump jets.
But with the quirks and cooldown module, the Kintaro GB pumps out 17% more missiles per second. With an XL285 engine, still has room for tag, 2 medium lasers, BAP, and 12.5 tons (2250) of missiles.
You can drop one of the LRM5 launchers for an SRM4 for more short range protection. This drops your fire rate to 9.2 missiles per second with a load out of 11.5 tons LRMS (assuming one ton of SRM). Given the breaks in fire between targets, the overall drop in fire rate will not be noticeable and is an acceptable tradeoff.
Kintaro GB: 10 per second (w/LRM5 cooldown and range modules)
Stormcrow: 8.3 per second (w/ clan LRM5 cooldown and range modules)
Shadowhawk 2D2: 7.8 per second (w/LRM5 and LRM10 cooldown module)
The Stormcrow has greater speed, and swapping out head omni-pod gives you a tag laser. You can equip the LRMs in Artemis mode and have a targeting computer. Or opt out of Artemis and carry more missile and better targeting computer.
The Shadowhawk 2D2 has jump jets.
But with the quirks and cooldown module, the Kintaro GB pumps out 17% more missiles per second. With an XL285 engine, still has room for tag, 2 medium lasers, BAP, and 12.5 tons (2250) of missiles.
You can drop one of the LRM5 launchers for an SRM4 for more short range protection. This drops your fire rate to 9.2 missiles per second with a load out of 11.5 tons LRMS (assuming one ton of SRM). Given the breaks in fire between targets, the overall drop in fire rate will not be noticeable and is an acceptable tradeoff.