• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Xantec

First Lieutenant
63 Badges
Jul 13, 2012
218
43
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Knights of Pen and Paper 2
  • Cities: Skylines Deluxe Edition
  • Ancient Space
  • Majesty 2 Collection
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Megacorp
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Stellaris: Nemesis
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • 500k Club
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
I've just noticed that there is a weight discrepancy between the LRM variants. The LRM5 gets you 5 missiles for two tons. The LRM10 and LRM15 are five and seven tons respectively, which is one more ton than an equal number of missiles from a group of LRM5s. And the LRM20 weighs ten tons, which is two more than an equal number of LRM5s. These weight differences don't show up in the SRM launchers.

Ignoring hard point availability, if everything else were equal (i.e. no + weapons) would there be any tactical reason to use a LRM10 or LRM20 over using multiple LRM5s? Those extra tons of additional weight could be more ammo packs, or some jump jets, etc.
 

Marcus Smythe

Sergeant
Apr 30, 2018
88
0
I THINK the big launchers are more heat efficient, though that is unlikely to matter on a pure-missile design.
You can also 'Breaching Shot' an LRM 20, which is more useful than using Breaching Shot with an LRM5!
Any given Missile Launch tends to hit one area with some splash around that area. So the LRM 20 concentrates more damage than 4xLRM5.
And the LRM 20 eats up less hardpoints- which matters rather a lot.

On the reverse, 4xLRM 5 ARE two tons lighter, and will also count as four times as many shots for possible headshots (by my understanding, missile weapons only check for possible head-shots on the first missile, so 4xLRM5 generates 5x as many head shots. I may be misunderstanding).
 

Naeron66

Second Lieutenant
Apr 24, 2018
141
0
I've just noticed that there is a weight discrepancy between the LRM variants. The LRM5 gets you 5 missiles for two tons. The LRM10 and LRM15 are five and seven tons respectively, which is one more ton than an equal number of missiles from a group of LRM5s. And the LRM20 weighs ten tons, which is two more than an equal number of LRM5s. These weight differences don't show up in the SRM launchers.

Ignoring hard point availability, if everything else were equal (i.e. no + weapons) would there be any tactical reason to use a LRM10 or LRM20 over using multiple LRM5s? Those extra tons of additional weight could be more ammo packs, or some jump jets, etc.

You also need to consider heat generation. So while 4 LRM5 save 2 tons they generate 24 Heat against an LRM20's 18 Heat (i.e. 2 tons of heatsinks). They do give more chance of a headshot but spread the damage wider than a single LRM launcher, swings and roundabouts.

With Guarded and Cover reducing damage there is also Breaching Shot to consider which ignores those but only when you fire a single weapon. So 4 LRM5s at a target in cover will do 25% less damage than a single LRM20, 50% less if the target has Guarded.

However they do give some flexibility, as any attack removes a evasion charge even if it misses 4 LRM5's could be used to remove 1 charge each from 3 targets. Not sure if it would be that useful late game but it is a possible tactical use. So maybe 1 LRM20, 1 LRM10 and 2 LRM5 might be viable on a missile boat (only the Kintaro has the Hardpoints to mount 5 missile weapons). That would give you the heavy hit from breaching shot, the same damage in the open and the ability to strip 1 evasive charge from 3 mechs.
 
Last edited: