Never Bring Lrms To An Fp Match
#1
Posted 01 May 2016 - 10:29 AM
#2
Posted 01 May 2016 - 10:38 AM
Less DPS that spreads over more components.
The only thing streaks are good at is killing lights, they're not any more viable than LRMs.
#3
Posted 01 May 2016 - 10:47 AM
Seriously, if the comp 12-mans did it, lrms would be op but it would still not be as effective as what they do now with direct fire.
Bottom line, don't bring weapons as a solo player that require unwitting cooperation of your team...
#4
Posted 01 May 2016 - 11:03 AM
#5
Posted 01 May 2016 - 11:08 AM
With few cd quirks applicable to streaks, they just take to long to cooldown.
#6
Posted 08 May 2016 - 06:50 PM
MovinTarget, on 01 May 2016 - 11:08 AM, said:
With few cd quirks applicable to streaks, they just take to long to cooldown.
6 seconds is not as good as 4 seconds period.
#7
Posted 09 May 2016 - 01:50 AM
ChaoticUrlond, on 01 May 2016 - 10:29 AM, said:
Go back to LRM school. Oh yes, I forgot, Clan Wolf has freebirth instructors guiding pups from the moment they drop out of the canister. You are in no position to win, please turn in your Warrior status card to the nearest Smoke Jaguar you meet (preferably a Tech).
Any rebuttal to this advice should be transferred to a paper hard copy. After your thoughts are populated on the blank form, immediately fold it up and keep it in your pocket, where it can plague no one further.
- Oathmaster Tronword Furey
Star Captain, Solahma Crusaders
#8
Posted 09 May 2016 - 02:20 AM
If you play LRMs by hanging far back behind your team and spamming them at random targets using locks from friendlies during a brawl you are a waste of tonnage. There will be obstructions such as buildings, Hills and friendly mechs stopping you dealing damage to the enemy, the teammates are fighting against a larger enemy number because you are not using your own armour for the team effort. In short, you are a waste of tonnage, space and manpower to the team (the same can be said for extreme range snipers imo)
If you play LRMs offensively, pushing together with your team getting your own locks (using NARC, BAP, Tag UAV and shooting blind if you have no other choice), then feel free to bring as many LRMs as you want. They have an effective range of 180m+, that means if you are standing 150 meters behind your team in plain view of everyone, you can see where your LRMs are hitting, stop shooting when the target is behind cover (by changing to a better target) and you can be targeted by the enemy yourself, which in turn means the rest of your team are taking less damage and your whole team survives longer to deal more damage.
#9
Posted 09 May 2016 - 02:41 AM
MovinTarget, on 01 May 2016 - 10:47 AM, said:
Bottom line, don't bring weapons as a solo player that require unwitting cooperation of your team...
Lets say it in my words: Never do somebody a favor, even not teammates so that they do not have a better result at the end of the match than you have.
Crazy, that...egomaniacs in a teamplay?
#10
Posted 09 May 2016 - 02:43 AM
#11
Posted 09 May 2016 - 02:59 PM
This is very much a teamplay mode. Not trying to be part of a team is a disservice to your teammates.
#12
Posted 10 May 2016 - 09:32 AM
#13
Posted 10 May 2016 - 09:36 AM
Also LRMs are team friendly. If you have a fellow team player being attacked by an enemy some distance away you can try and supress the enemy to help them out and then do the same for another friendly mech shortly after rather than having to run around the map so much to achieve this.
The only time I have been in an invasion PUG were it was 12 kills to 0 after the first wave was in a team of several LRM users and the enemy were hit hard by the LRM.
Do people just see LRMs in terms of damage, and ignore the benefits of support (which hopefully goes alongside damage from the LRMS) e.g. suppression role (discuss)?
#14
Posted 10 May 2016 - 11:09 AM
#15
Posted 10 May 2016 - 11:47 AM
...or is the pilot standing in the background,...waiting for locks while teammates are dying in front....then give the coward a gauss projectile into the leg and let him be the bait....
#16
Posted 13 May 2016 - 04:05 AM
10 matches, at least 3-4 PUGs per game, some even with unit tags, are bringing WRK/TBR/EBJ LRM boats and not just one mech drop. 2 mechs in their decks are basically boats.
Its utterly disgraceful and useless because all you hear is "pop a UAV for locks" and this is on maps like Hellbore and Vitric where there is more cover than you can poke a stick at.
And of course, getting walked over as a result because they refuse to push/help or anything. Just sit back and play a LRM boat like you would in QP.
So so annoying, to the point it's almost not worth dropping FP currently without a 12-man to stop the LRM peanuts.
#17
Posted 13 May 2016 - 04:44 AM
Streaks are far more useless than LRM. The only thing they threaten is lights, and only if there is no cover available. Streak boating is just as bad as LRM boating in FW. Learn to aim with SRM.
Witchdoctor1, on 10 May 2016 - 03:49 PM, said:
If I get more than 200 damage per kill, I consider that to be inefficient and means I am not on target enough.
#18
Posted 13 May 2016 - 09:43 AM
R31Nismoid, on 13 May 2016 - 04:05 AM, said:
10 matches, at least 3-4 PUGs per game, some even with unit tags, are bringing WRK/TBR/EBJ LRM boats and not just one mech drop. 2 mechs in their decks are basically boats.
Its utterly disgraceful and useless because all you hear is "pop a UAV for locks" and this is on maps like Hellbore and Vitric where there is more cover than you can poke a stick at.
And of course, getting walked over as a result because they refuse to push/help or anything. Just sit back and play a LRM boat like you would in QP.
So so annoying, to the point it's almost not worth dropping FP currently without a 12-man to stop the LRM peanuts.
This is mostly due to the event. Typically Jade Falcon players are above average in skill, but since this horrendous event started every baddie with a mouse has come over to the clan with the highest win rate because they can't win otherwise.
#19
Posted 13 May 2016 - 10:47 AM
#20
Posted 13 May 2016 - 02:51 PM
Wolf Clearwater, on 13 May 2016 - 04:44 AM, said:
If I get more than 200 damage per kill, I consider that to be inefficient and means I am not on target enough.
I currently have a streak crow for invasion. I usually play it when a light wave is brought at us (at varying points in the game). Also depending on the map, streakcrow on a Emerald brawl generally, ends badly.
You get 3 crows working together the lights fall very easily/quickly and from a decent range away as well.
But ye, agree splat is usually better (I usually have to contend with a 300ms+ ping, so sometimes it's hard going). I run splat for Scouting, way more effective as it's always a closer in brawl... In fact there are better choices that a Crow for scouting anyway so I usually don't run one against IS as they get chewed up rather easily.
demoyn, on 13 May 2016 - 09:43 AM, said:
I suspected that may be the case.
Jade at the moment is basically...
MS / HHoD - Davion
228 - Marik
And other big units, all defending Steiner from Jade attacks. Hardly see a Steiner player actually defending, let along attacking lol. They can't be attacking each other if they are 3-4 deep on the defend queue
And I think Steiner units are just ghost dropping Euro timeslot to take back planets. It's VERY odd going the last 3 days.
I've tried for 2 days to call drops and I'm only getting about 6-8 players actually listening and the others are LRM boating and then always one random Russian who just wants to do his own thing all game (it's really odd, as the TCAF guys are amazing to play with).
It is very very tough going and I'm not the best player, so it's impossible to make up for the 4-5 dead weight players.
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