Also: "How to be a good LRM boat"
Having played this game only a couple months, I managed to wisely buy an LRM boat right about the time ECM dominance came into play. After going through a couple builds, playing a few games, watching what others were doing, and sobbing to myself as a Jenner once again took me down, I settled on a few general rules for an LRM boat and making them work.
In the vein of Void Angel's post on how to work with the team Atlas (http://mwomercs.com/...fracking-atlas/), it seemed like something similar was called for with LRM boats.
Here's ten tips for helping people just getting into LRM boating:
- You are a support mech. This is the hardest part to get over: you will rarely dominate a game in this role. That's the thing you have to understand - you are a SUPPORT mech: you support your team, not dominate it. What this means is that you will usually not be raking in the kills or the c-bills, but you will be helping your team win matches.
- Don't get tunnel vision. This one is hard to do - you want that kill, after all, but one of the advantages of an LRM is the indirect fire aspect and the fact they have such huge range. This falls under the "support" portion of your role: you may end up with only one kill (or less), but you might end up with six or more assists. You do that, you're doing your job. Be an opportune feeder, switch targets as they become available. Later in the match, you can focus on specific targets, accurately nailing the annoying Jenner, putting constant pressure on the big assault mech, focusing fire. Be aware. Early in a match, I'll usually be switching targets constantly as they pop into the open and teammates target them - launch a volley here, launch a volley there; they'll sometimes hunker down, sometimes shoot their own LRMs back (especially if you're not under an ECM bubble), but eventually, your team will drive them into the open.
- Keep moving forward. Now this doesn't necessarily mean you have to be the center of attention, but if you hide out 1000m away and launch and launch and launch, you aren't going to be able to do enough damage and provide enough support to really help. And with most of the maps, there's enough cover that once someone realizes they're being targeted, they'll seek cover - you'll need to keep maneuvering to pick out targets. Also, it helps if you...
- Have backup weapons. Don't JUST have LRMs. Even if you just have a pair of Medium or Small Lasers, that's better than nothing. Eventually, the fight WILL get up close and personal - you'll either bump into a scout, the fight will roll your way, and so on. If you have backup weapons, you can still help out. If you are in an assault mech, this is especially true. Maybe once the game goes gold, you can super-specialize, but we're not there yet. Even in games were I did very well, I've never had a game in MWO where I did not end up with someone in my grill. LRMs have the habit of peppering a target with a lot of hits, but usually won't take someone down unless you or someone else is using a TAG (or they're dumb enough to stand in one spot). You'll hurt someone, but in order to kill them, you'll need something else (and hopefully a teammate or two).
- Artemis is worth it. Combined with #6, Artemis is real effective at bringing down a hail of missiles on someone. Combined with a TAG, it becomes real effective at bringing a target down.
- Take a TAG. Maybe once this game goes gold, and you're playing on a regular team, this one won't be as necessary, as you'll have teammates filling roles. In pick-up games, though, you can't rely on it. A TAG can make all the difference in the world while "making it rain" on a quick-moving scout mech; either slamming into their legs, or popping harmlessly behind them. There's nothing more satisfying than watching a Jenner run away from your missiles only to watch them skim along the ground and chase them down. An added bonus is that anyone else on your team with missiles, LRMs or SRMs, will benefit from it.
- Take a Beagle Active Probe (BAP). This one's not as necessary as a TAG, but is still very useful. With the balancing between BAP and ECM, this one might have become more necessary. The BAP helps in that support role, as well as making you more effective at targeting the enemy; you can detect them from farther off.
- 1000 meters. More than any other weapon, pay attention to the range to target. You shoot a PPC at a target that's out of range, who cares? But with an LRM, you just wasted a good bit of ammo. Be patient, wait until the range hits 1000m, then let fly.
- 180 meters. Why am I bringing this up? This is the minimum distance LRMs can be used: they do not arm inside 180m. This is something to keep in mind as you waddle up to the battlefield: if someone notices you and starts walking in your direction, backing up for a little bit and keeping them outside that 180m range for a few more steps might be the difference in a match. Once they're inside it, switch to your backup weapons and hope you've either hurt them enough or that your teammates are paying attention.
- LOCK YOUR TARGET. This one applies in every situation, but hit "r" every time you shoot at something. Not only does this light them up for allies, but it allows you to lock on your own missiles. Seems like a no-brainer, but after spectating a few matches, I feel I need to mention it.