Why Not Lrms?
#41
Posted 28 May 2016 - 09:55 AM
#42
Posted 28 May 2016 - 09:58 AM
Aetes Nakatomi, on 28 May 2016 - 09:51 AM, said:
Although you do get great raw damage you lose the ability to place it where you want. I enjoy playing with my LRM mechs and I do massive damage with them. But I am always conscious of the fact that although my damage may have been less I would have likely got more kills or created opportunity for more kills with my direct fire brawl mechs by being able to place my damage on specific components.
#43
Posted 28 May 2016 - 10:59 AM
Malachy Karrde, on 28 May 2016 - 08:59 AM, said:
LRMs are sustained fire weapons - they're no good against targets that are constantly flitting from cover to cover.
Thus, launchers that are more precise and cycle faster are better than heavier, slower, more inaccurate launchers.
4xALRM10 is far better than 4xALRM15 in most scenarios. LRM20 is pretty awful.
#44
Posted 28 May 2016 - 12:04 PM
Malachy Karrde, on 28 May 2016 - 09:58 AM, said:
I guess both of us play similar with Lurm Mechs. I never fully boat LRMs and tend to think of them as a secondary weapon system used to soften up targets as I move in to use my direct fire weapons. But as I said above I tend to find if I switch those LRMs for SRMs or leave the missile hardpoints empty to take heavier ballistics and/or energy I feel that I do better.
#45
Posted 28 May 2016 - 12:09 PM
Captain Luffy, on 25 May 2016 - 03:28 PM, said:
The enemy is too busy laughing that you wasted a Kodiak/Altas/high ton useful mech by putting LRMs on it. EZ Win
#46
Posted 29 May 2016 - 10:33 AM
Vxheous Kerensky, on 28 May 2016 - 12:09 PM, said:
The enemy is too busy laughing that you wasted a Kodiak/Altas/high ton useful mech by putting LRMs on it. EZ Win
My current 'Bear is running 4xCLRM10, 2xCLPL, MASC, Artemis, CAP, XL400 engine, and plenty of armor/ammo. I played around 10 games yesterday with it, treating it as a midrange combatant, and on average had the highest match score, dmg, and between 2-5 kills. The key is to remember that the LRMs have no minimum range, and at mid range they do actually track extremely well. I didn't spend so much time hanging back, as I did in the brunt of the fighting. Four lrm10s can rip away armor pretty darn quick, and the lasers for that pinpoint followup work just how I'd want them.
[EDIT] MASC on a LRM boat bear is hilarious, it's worth losing the extra ammo tonnage.
Edited by Davis Carlyle, 29 May 2016 - 10:35 AM.
#47
Posted 29 May 2016 - 10:43 AM
Yosharian, on 28 May 2016 - 10:59 AM, said:
Thus, launchers that are more precise and cycle faster are better than heavier, slower, more inaccurate launchers.
4xALRM10 is far better than 4xALRM15 in most scenarios. LRM20 is pretty awful.
All in all, if you use the bigger launchers more like an artillery strike, you can do incredible damage per salvo. That's why the lrm are ineffective crowd never have gotten everyone to stop using them. Some of us have figured out that they are damned effective weapons and when paired with direct fire weapons can make for a really bad day for the opposition. As with any weapon system in game, there are drawbacks. But, I'm more afraid of a lrm 60 kodiak who has 4 mpls than a quad UAC kodiak.
#48
Posted 29 May 2016 - 10:51 AM
Malachy Karrde, on 29 May 2016 - 10:43 AM, said:
All in all, if you use the bigger launchers more like an artillery strike, you can do incredible damage per salvo. That's why the lrm are ineffective crowd never have gotten everyone to stop using them. Some of us have figured out that they are damned effective weapons and when paired with direct fire weapons can make for a really bad day for the opposition. As with any weapon system in game, there are drawbacks. But, I'm more afraid of a lrm 60 kodiak who has 4 mpls than a quad UAC kodiak.
Sorry but you don't know what you're talking about.
#49
Posted 29 May 2016 - 10:59 AM
Yosharian, on 29 May 2016 - 10:51 AM, said:
Maybe you should take the time to counter my arguments and I might make the time of day to consider your position. I've been using lrm mechs since beta, I've got a pretty good idea of how they work. Granted, I only run a few models with them now but it's not because they are ineffective, used properly. It's more that the mechs I'm using don't support lrm use.
#50
Posted 29 May 2016 - 02:59 PM
#51
Posted 29 May 2016 - 03:28 PM
jaxjace, on 29 May 2016 - 02:59 PM, said:
Match last night. Tier 2 Lrm 50, 5 mpls warhawk. 860 damage, 4 killls, 3kmdd. I'd say that they are a viable weapon. Just cause some of you can't figure it out doesn't mean the rest of us cant.
Edited by Malachy Karrde, 29 May 2016 - 03:30 PM.
#52
Posted 29 May 2016 - 03:40 PM
Davis Carlyle, on 25 May 2016 - 11:44 AM, said:
SPIRIT BEAR
LRMs, with a NARC, probe, and more than enough ammo. It's a stupid build, but with an LRM60 alpha and LRM range + target decay modules, this thing can make it rain.
Again, let me assure you, this wasn't meant to be serious. But that said, your opinions?
[EDIT] this is honestly pure laziness combined with some free time at work. There was no thought put into this, mock it as you'd like
[EDIT]
SPIRIT BEAR (TC4 is a placeholder for MASC)
I would drop down to only 3 x LRM15.
4 is overkill.
Then add a ballistic weapon.
#53
Posted 29 May 2016 - 09:12 PM
Malachy Karrde, on 29 May 2016 - 03:28 PM, said:
lots of players have had excellent games while using bad robots or weapons systems. in your case I can pretty much guarantee that the folks you killed were tier 4 kiddies who didn't know what they were doing.
the rest of us pretty much have figured them out. they do spread damage, tell you they're about to hit you, and have more hard counters than any other robot in the game. they're not useless but they're only good if the enemy is bad -- even average players can counter LRMs to the point where they're barely a factor.
I'm an OK player and I get killed by LRMs like ... maybe once every two months?
#54
Posted 29 May 2016 - 09:36 PM
Malachy Karrde, on 29 May 2016 - 03:28 PM, said:
I have put up 1000 damage games with a Locust 1V, single Large Pulse Laser, Tier 1. Doesn't mean the Locust 1V is good. Hell, I've seen Urbanmechs put up numbers like yours, doesn't mean the Urbie is actually good. Usually just means the stars aligned and a good pilot was able to make a bad mech perform amazing.
Edited by Vxheous Kerensky, 29 May 2016 - 09:39 PM.
#56
Posted 29 May 2016 - 10:34 PM
A note on builds, for some reason, everyone seems to be putting the tag in the right arm and a weapon in the left arm. It should be reversed. That way the tag is on the same side as the LRMs so when you peek from that side you can tag and fire your LRMs, plus if your left torso gets taken out you still have the weapon in your right arm.
I would probably do something like this:
https://mwo.smurfy-n...a8161b9b9d60886
Or possibly run it with no tag and dual LPL and lots of heatsinks instead of a ballistic weapon.
#57
Posted 30 May 2016 - 11:12 AM
Malachy Karrde, on 29 May 2016 - 03:28 PM, said:
cool story bro, that doesnt make lrms good.
#58
Posted 30 May 2016 - 11:17 AM
jaxjace, on 30 May 2016 - 11:12 AM, said:
cool story bro, that doesnt make lrms good.
#60
Posted 31 May 2016 - 09:44 AM
Edited by Davis Carlyle, 31 May 2016 - 09:47 AM.
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