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Anyone Having Success With Lrm Mechs?


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#21 wolf74

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Posted 07 April 2013 - 03:56 PM

I think LRM will be ok if they ever fix ECM (cart before the horse problem) [use the search to find what I'm talking about there]

#22 jeffsw6

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Posted 07 April 2013 - 03:58 PM

View PostMischiefSC, on 07 April 2013 - 03:47 PM, said:

LRMs are not a good boating weapon. They are an excellent weapon when combined with some close range firepower.

This is how I've been playing my assault mechs lately, too. My AS7-D-DC for example has LRM10 and two tons of ammo. If an enemy decides to close inside of 180m to avoid my LRM harassment, he will meet 2xSRM6. If he doesn't, he will be eating LRMs until one of us dies or he decides to take cover.

#23 Otto Cannon

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Posted 07 April 2013 - 04:03 PM

I'm having great success with LRM boats after the nerf.

I kill them all the time.

#24 Urdnot Mau

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Posted 07 April 2013 - 04:03 PM

ECM won't be so bad for LRM when they change one of the current features of ECM (the thing about hiding friendly units). I believe that will increase a little bit of their viability. Furthermore, when they really fix the LRM problem that came a few weeks ago, they might be more commom.

#25 Alphawolf

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Posted 07 April 2013 - 04:09 PM

Well I did fine all weekend in my founders Catapult. Heck this weekend is the first time I have used it since they started tracking ELO information. I even have a similar build except for the PPC:
http://mwo.smurfy-ne...76f3d605c9b35b7
You may want to spring for the target retention Module and extended sensor range module. I played 44 matches in my Founders C1 and came out with 29 wins 15 losses 46 kills 17 deaths and damage done of 13272.

Edited by Alphawolf, 07 April 2013 - 04:11 PM.


#26 Davers

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Posted 07 April 2013 - 04:17 PM

Two LRM15s with Artemis doesn't seem to have any real punch, but 3 LRM15s were a lot better. Maybe 2 LRM20s with Artemis wouldn't be too bad. But even with the three LRM15s I felt more like I was stealing kills than actually contributing to them.

#27 Eddrick

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Posted 07 April 2013 - 04:18 PM

View PostVrekgar, on 07 April 2013 - 03:48 PM, said:

1600 Artemis+TAG missiles does barely 500 dmg. Thats .32 damage PER MISSILE. At that level your getting better effect from MACHINE GUNS. This was against targets in the open, without AMS, Without ECM, who did not manuver.

Your an ***** if you think they are in a good place. Ton for ton they are the worst weapon in the game.

One of the things about LRMs is they requier little effort to use. Getting and maintaining a lock is not hard. Even at the no more then 10 frames per second I get. People have no fear of LRMs right now. So, several people just let me hit them with LRMs as they focused on someone else. End result was often my doing more damage then atleast 4 members of my team.

If you mean a weapon against skilled competetive people. They are too easy to avoid and not realy worth the weight, because, of that. Them being viable for compatition has little to do with there damage. When you can avoid them altogether just by staying near cover. They need to travel faster to be usefull against highly skilled people. That way they have less time to get behind cover.

#28 Davers

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Posted 07 April 2013 - 04:22 PM

View PostVrekgar, on 07 April 2013 - 03:48 PM, said:

1600 Artemis+TAG missiles does barely 500 dmg. Thats .32 damage PER MISSILE. At that level your getting better effect from MACHINE GUNS. This was against targets in the open, without AMS, Without ECM, who did not manuver.

Your an ***** if you think they are in a good place. Ton for ton they are the worst weapon in the game.

Machine gunners would KILL for .32 damage per round. :P

#29 One Medic Army

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Posted 07 April 2013 - 04:24 PM

I'm having plenty of success...




Hunting down and killing LRM boats for scuffing my nice shiny paint.
Honestly I don't even know why I bother anymore, other than habit. They're not dangerous, they're not effective, all they are is annoying like a 4MG spider following you around trying to hurt you.

#30 Vrekgar

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Posted 07 April 2013 - 04:32 PM

View PostEddrick, on 07 April 2013 - 04:18 PM, said:

One of the things about LRMs is they requier little effort to use. Getting and maintaining a lock is not hard. Even at the no more then 10 frames per second I get. People have no fear of LRMs right now. So, several people just let me hit them with LRMs as they focused on someone else. End result was often my doing more damage then atleast 4 members of my team.

If you mean a weapon against skilled competetive people. They are too easy to avoid and not realy worth the weight, because, of that. Them being viable for compatition has little to do with there damage. When you can avoid them altogether just by staying near cover. They need to travel faster to be usefull against highly skilled people. That way they have less time to get behind cover.

This was not against people in cover. This was against people, on alpine, in open ground, getting directly hit by 1600 missiles across 5 mechs... and doing ONLY 500 damage.

.32 damage per missile is BROKEN.

#31 Fedifensor

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Posted 07 April 2013 - 04:33 PM

View PostAlphawolf, on 07 April 2013 - 04:09 PM, said:

You may want to spring for the target retention Module and extended sensor range module. I played 44 matches in my Founders C1 and came out with 29 wins 15 losses 46 kills 17 deaths and damage done of 13272.

That only works if you have the GXP for it...

#32 G0SSY

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Posted 07 April 2013 - 04:36 PM

Don't seem to be doing too bad:
CATAPULT CPLT-C1 29 16 13 1.23 25 18 1.39 9,295 22,387 02:37:23

But the LRM stats kinda make them look badish:

LRM 20 9 4,140 2,163 52.25% 00:52:14 2,147
LRM 15 39 13,245 4,287 32.37% 03:22:59 4,971
I've had the LRM20s in for 9 matches on my C1 (since nerf started) with the remaining 20 matches on 15's, having the extra 10 missiles down range, combined with been a bit more careful seemed to make a lot of difference. (more careful cause I don't want waste them lol)
It seems that the smaller splash damage makes them equalise to about 1 damage per missile that hits on the LRM20s, there are some pre-nerf matches calced on the 15's

Edited by G0SSY, 07 April 2013 - 04:51 PM.


#33 Corbon Zackery

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Posted 07 April 2013 - 04:37 PM

Yes I am.

#34 Jace Lancer

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Posted 07 April 2013 - 04:40 PM

I run an A1 with 3 artemis LRM10s an 3 SSrm2's. it feel like most of my damage comes from the 3 SSRMs when the enemies close in....

#35 Ph30nix

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Posted 07 April 2013 - 04:43 PM

LRM's end up only being good in maybe 1 out of 5 games even if you play at an expert level each and every time. They currently depend on far too many variables that are outside of your control.
Enemy ECM, enemy ability to actualy move or use cover, teammates acting even moderatly like a team so your not obliterated by a brawler that rushes you or a light wolf pack sneaking up on you. so in the end they really just require your target to either A. not be paying attention, or B. be a complete *****

LRM's are FAR FAR FAR from fine. i can live with the damage but they desperately need a MASSIVE speed increase, the fact that at max range it takes about 10 seconds to reach there target is pathetic.

outside of situations where your caught out in the WIDE open (which is 100% your fault) there is no excuse to ever get hit by a missle i honestly dont understand how people every complained about lrm's.

#36 N0V0CAIN

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Posted 07 April 2013 - 04:45 PM

My DDC

2 PPC
1 Gauss
2 LRM 15 with 900

#37 Ph30nix

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Posted 07 April 2013 - 04:47 PM

also as t

View PostFedifensor, on 07 April 2013 - 04:33 PM, said:

That only works if you have the GXP for it...

yea which basicly means newer players with less then about 100 hours played can just forget about using any LRM's,,,,

#38 Greyfyl

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Posted 07 April 2013 - 04:52 PM

I haven't seen lrms at all recently, and srms are very rare.

The WOW team at Blizzard is better at pvp balancing than these guys.

#39 Tennex

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Posted 07 April 2013 - 04:56 PM

LRM balance will ALWAYS be fidgity until they fix ECM.

with ECM in the game. when you drop and everymoment after there is a whatif situation where you are either powerful. or completely useless.

and that friends. is what PGI calls a fun game mechanic. no wonder they produced triple A titles like Duke nukem

Edited by Tennex, 07 April 2013 - 04:59 PM.


#40 Scratx

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Posted 07 April 2013 - 05:05 PM

Well...

CATAPULT CPLT-C1
Matches: 55
Wins: 30
Losses: 25
Ratio: 1.20
Kills: 47
Deaths: 33
Ratio: 1.42
Damage Done: 19,604
XP Earned: 36,669
Time Played: 04:57:05

Until a few days ago it was a Standard 260 + 4xML + 2xLRM10+Art Catapult. The upgrade was to 300XL and LRM15+Art's instead of LRM10+Art's. Everything else the same.

You know, I don't see anything wrong with the catapult. I still kill more than I die, especially since I bit the bullet and put XL in. And I also win more than I lose. In PUGs.

Yeah, LRMs need a bit of a buff, but I'm content to wait for the basic issues to be dealt with first.

The thing is, I am obviously not using my LRMs as my sole weapon... nor should anyone else.





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