1st. Find your moat
-Whats a moat?
Open range where you can target enemy mechs and they have limited cover on their approach to you AND you have some cover preferably. A few examples of moats in the game:
-Alpine:
- Top of main hill. No brainer, If you can get to the very top of the hill you can crest, get a lock, ride it and fire and the opposing team has little cover to protect them.
- Back of main hill by the fort section with the buildings. You have to take the north route to get here, but if you can get there and start firing once your team engages, you'll do tremendous damage. For them to return fire, they have to go through the buildings and if you move to the side of the path up top on the hill behind the buildings you'll extend your moat to get 2 more LRM blasts on the targets.
- The main hill is a ridiculously good moat if you can get to the top of it. A Stalker without the hill climb module can still climb to the top after the nerfs, but you need to go over the saddle towards the back end and make your climb up there. From that hill you have an unobstructed view of red team. The only thing that should force you off the hill will be when they send flankers to your rear. And as soon as they do it, hop off the hill and evade them and rejoin your main team. You do need red team to take the right side of the hill for this to work well. If they stick to the left side of the hill, you are going to have to close to see the other side of the hill and your moat will be very short, 500M give or take.
- Center of crater works as a fairly decent moat, however you will have to rely on your team to get locks from there. However you are very close to front lines and you can get off missile volleys at 250M range, so a lock is a hit from there.
- The unused side route below the battlefield that no one uses. It can be one of the better moats in the game. You can run up close to it, there is a little hill and fire at targets up to the crashed drop ship that splits the battlefield in half. AND when a red team gets a wild hair up his *** to aggress you because you are a helpless LRM boat, as long as you are reading the map and scanning for aggressors you should be to the back of the map with 750M+ range of LRM fire on the opposing mech. Don't forget to drop a UAV as you are retreating to ensure your lock stays on the guy. He should be dead at the 200M marker. Easey Peasy.
- LRM Boat (3+ launchers) with minimal back up ML/SL/MPL/SPL. This build will be able to put out a lot of LRM's initially, however the build will start running into heat issues eventually. The other drawback is the inability of defending itself. 4 ML is not going to stop a Firestarter with 6 spl's.
- LRM boat (2 launchers) with main weapons ERLL/LL/LPL/PPC/ERPPC. This build can do a good sustained LRM damage and can defend itself against a lone light mech. The main drawback is the decrease in LRM volleys put out. The main benefit is when your tag is on the opposing mech you know to fire your main weapons at range with a good chance at hitting them. You'll get a faster kill with this build 1 on 1 compared to the other mechs because you can open a torso while firing your lurms.
- LRM 5 boat. Tends to be a fast mech with multiple LRM5. They have potentially the tightested grouping and best chance to core an assault. Of course the exact same build against a mech carrying AMS is going to have to mass volley and will run into heat issues very quickly. You'll see a lot of fast medium mechs with a few ML/MPL/SPL as back up. Although you can pull this off on a stalker LL build (4 LRM5 + 4 LL).
- Advanced Target Decay Module: Mandatory
- Radar Deprivation: Very good to have with the increase in LRM's in the game
- Adv Sensor Range: 25% sensor range and you'll pick up most targets just short of 1,000M.
- BAP: Stop opposing ECM from humping you and preventing your LRM's frm being able to lock. OF course, if you have an ECM mech humping you and you are firing LRM's off at an enemy you are going to die from a rear torso breach in 5 secs. Its really only of use to faster Med/Light LRM boats who want the scouting, not worry about ECM stopping their locks and who want to help the team.
- UAV: Mandatory. Especially for Nascar, as you get stuck circling, drop a UAV and when you set up next spot you'll have a target. You can also use a UAV as a "taunt" in the game. Some players as soon as they see a UAV will quit firing on you and take out the UAV. I've been saved a number of times firing off a UAV as a distraction whil evading.
- Artillery Strike/Air Strike: If you get closed on by a light and the light isn't good and you are fully armored, call a strike down guessing where he'll be on the next circle and watch him blow up OR when you have an opposing red mech coming up to you on your moat, judge where he'll be and drop an arty strike. If they are stupid enough to run through it, more damage, but often it will stop them and they'll wait and you'll get in 2 LRM strikes on them before they close.
- TAG: Mandatory
- Artemis: Nice to have, works very well with a dual launcher LRM boat + other main weapons. You will be staying in the open firing your ERLL's and benefiting from Artemis as well.
- Always hold off firing at a random target you can't see at 950M at the start of the fight. You will not connect and waste a volley.
- Scope out your team. If you are lucky you got brawlers and you'll have no problems with locks. Pay attention to see if the blue doritos are next to the red doritos and then unload, you will hit.
- Keep your armor intact. Most LRM boats are running XL's to carry extensive amounts of ammo. You need to last the entire fight to do the maximum amount of damage.
- When fighting, pay attention and pick distracted targets. If you can peek out, and find a red sniper start unloading LRM's on him and benefit from TAG &/or Artemis.
- Watch the mini map, you get on the wrong side of red team rush you are dead.
- Watch the mini map, if you can get yourself to the side of red team and unload your LRM's they won't have cover and take full hits.
- Use your LRM's to stop red team pushes. If I see a few assaults pushing over a hill, I'll target each assault individually and fire a single launcher, it will force a few assaults to stop the assault and you might get 1 or 2 assaults in the open for easy kills.
- Avoid launching LRM's at lights early on in the game. Focus on Assaults/Heavies if possible. You'll get the most bang for your ammo and help the team early on by removing their sniper and heavy brawler capabilities.
Clan LRM's stream and spread out more and are probably 33% less effective compared to IS. Running a dual launcher + taking advantage of the Clans energy weapon advantage you can do very well. Boating is possible on storm crows and maddogs, but compared to the IS options (Kintaro, Shadowhawk), you will do less damage by your LRM volley but you will have significantly better energy weapon back up.
IS LRM's do significantly more damage but weigh almost twice as much as their clan equivalents. You have many platforms to use. My own personal favorites are a Catapult LRM boat (dual ARLRM15's + 1 ML) and a STK-3H w/ dual ARLM20 + (2 LPL or 2 ERLL). The Awesome 8R is a good ride for chain launching LRM15's but you are going to have little to no close weapon defense and those multiple LRM15 are going to run hot (15% less heat but 30% faster firing).. Its a players choice in ride, but if you want to go heavy LRM with little to nothing else, the 8R is a very good choice.
6. AMS
As more players start to use LRM's, AMS will start to get more of a resurgence in use. Right now, its probably used on 1-2 mechs per team. 1 AMS = approximately 5 LRM's destroyed. If you chain fire, you give the enemies AMS more time on target to destroy your LRM's. If you fire in a single volley, you will lose at the most 5 LRM's.
Lets do some made up math, because frankly there isn't really a great way to get the firm numbers on this other than visual observations on what is actually hitting. Lets say you are firing 4 LRM5's against a mech with 1 AMS.
Chain Fire:
Lets say the first volley 100% are destroyed (5LRM's), but now AMS has to play catch up with the 0.50 sec delay between impacts. Lets say now 40% of the LRM's are destroyed 2 LRM's. Out of firing LRM5's in chain you lost 5 initial LRM's + 6 LRM's from streaming, so you lost 11 LRM's and hit with 9 LRM's.
Lets say you are past the initial 5 LRM loss, and are now in chain fire, losing 40% of your LRM5's, so you are now hitting with 3 per LRM5 chain fired. So, 3 * 4 = 12 LRM's hit.
Volley Fire:
You fire all 20 LRM's at once, lose 5 and hit with 15 LRM's. You get the heat penalty, but damage > heat when dealing with ammo.
12 hits vs 15 hits, what would you prefer?
Edited by Rhent, 15 December 2015 - 01:09 PM.