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Giving Up On Lrms


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#41 Tskeet

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Posted 15 August 2013 - 10:36 AM

^^^^ That is so preposterous that I couldn't help but enjoy. My apologies if I muted your video and let Dream Theater play in the background :) Great video!

#42 Braggart

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Posted 15 August 2013 - 10:40 AM

If you are pubbing. LRMS are worthless.

If you have a couple friends and work as a team. LRM are so very deadly.

You need a player who is gonna hold a lock for you. Which requires teamwork, and pubs dont have teamwork.

There isnt much worse than having a light bobbing and weaving around you and having 100's of missles rain down on you repeatedly.

Edited by Braggart, 15 August 2013 - 10:41 AM.


#43 Kludger

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Posted 15 August 2013 - 10:41 AM

Combining LRMs with 2xERPPC seems to work well for me on my C1, gives you an alternate long range and close range weapon plus PPC hit disrupts ECM momentarily long enough to get a quick lock without TAG.

#44 Marmon Rzohr

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Posted 15 August 2013 - 11:01 AM

You don't need a dedicated spotter/wingman that bad. Pugging works ok. You just need to get used to the tempo.

Advice I picked up from people smarter than me and from my own experience:
- Matches usually boil down to two phases: sniping phase and brawling chaos
- Don't waste ammo in the sniping phase. Chainfire missiles and pop a shot at each mech you can lock to suppress (unless you get a a good opprotunity)
- Watch what types of mech are being targeted and by who. Assault mechs are you best targets, lights you can freely ignore you do too little damage while they're running. Also if a frendly light just ran through the enemy, he probably wont hold lock for long on any targets, friendlies engaged in short range combat will almost always keep a stable lock.
- Watch the targets armor. If they are taking constant damage that usually means a solid lock and at least two good salvoes.
- You shine in the midgame and when brawls break out.
- Your job is to add damage to as many fights as you can. Whenever there's a duel, it's your job to make it an unfair one. Wherever there's a brawl, or an enemy mech caught alone, you pump in the damage.
- Stay with you team's assault mechs. It makes you a hard target for marauding lights and mediums who will usually need to suicide into your team if they want to get to you. It also means that you've just added 30+ LRMs to the arsenal of an already scary Atlas on your team. Finally if you stay near assaults you will usually be ignored as there are higher priority targets - which gives you the freedom to send out the pain !

Hope this helps a bit.
Cheers mechwarriors ! :)

#45 Master Q

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Posted 15 August 2013 - 11:11 AM

View Post19cico96, on 15 August 2013 - 07:49 AM, said:

Lrms are how they suppose to be, PGI did great job with lrms ;) play brawler, sniper try something different :)


You do realize that 90% of the time I play brawler, right?

I mastered up the Jenner chassis, the Centurion chassis, and the Victor chassis. Two of my Victors were running snipe-types for a while.

Atlases don't run that way, sad to say. The hardpoints require missile usage. And they're too slow to brawl the way a Victor might with SRMs.

View PostHelsbane, on 15 August 2013 - 07:55 AM, said:

First off, you're wrong about Atlas builds. There are a lot of way to outfit one without relying on SRMs or LRMs (and shame on you for wasting a premier brawling platform as a LRM unit). The Atlas isn't fast enough to utilize LRMs effectively. SRMs, sure, but not LRMs. When raining death onto your foes at range, location is key, and with an Atlas, you can't get there fast enough nine out of ten times. Go with a lighter, faster chasis before you condemn LRMs to the rubbish heap.


You do realize most of the stock builds, and most of the tabletop builds, for an Atlas use the LRMs as their long range offensive option.

#46 Kibble

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Posted 15 August 2013 - 11:23 AM

View PostShadowVFX, on 15 August 2013 - 09:26 AM, said:

What's your load out?

I've only gotten 600+ dmg with my LRM Stalker once or twice in the last few weeks, and I'm no slouch of a pilot. If you're "regularly" doing this kind of damage with a mech that's 20 tons lighter, then something is OP as frick with your build and I want to use it too.


It's not just my build but the team I run with. Even in 4 mans we run comps that complement eachother. Having a man that is spotting with tag and willing to actually get behind the baddies and spot is great for getting missles through. A man that is in a quick skirmisher to run back to me to peal away any lights while I continue to fire missles on to tagged/spotted targets from the scout and another man that is either in an assault, skirmisher or missle support. Comunication is key.

My build is 2x LRM20+Art, 2xMlas, 1xTag, Beagle, 1-2JJs, 7-8 tons of ammo. Also I only fire on mechs that are a solid lock and hardly ever shoot lights. Furthermore I rarely sit in back behind the lines as I usually try to stay in the middle of a group or close by and walk with them. Staying within 500m of the baddies is the sweetspot as it's not alot of time for most mechs to get behind cover. Look for clear firing lines and move to them. I feel like I am writing up a "How to lrm" :)

Edited by Kibble, 15 August 2013 - 11:29 AM.


#47 Tibs

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Posted 15 August 2013 - 11:34 AM

I do think need very little damage boost then need do same kind. Damage as streaks do all over then one spot

#48 Novakaine

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Posted 15 August 2013 - 11:40 AM

It's just matter of tactics now a days.
Yeah PGI and their ultra-ECM mode sheesh, but it can be beaten.
Now for some helpful hint from Novakaine.
1. Learn your variants: Don't fire at or toward ECM equipped mechs just a waste of ammo.
2. Fire at the fool trudging off by himself in i5 mmmm good target.
3. Know your role are you gonna soften them up for the team, or be the finisher.
4. The Softener the Ultimate Team Player: Simply hit every single mech on the opposing force and make em pay for.
Your pugs will love you for battering them into easy kills.
5. The Finisher the Ultimate in selfish *****'s: Just kind hang back targeting different mechs until you see that juicy red color and
then blow them all to pieces. A great kill stealing move by the way.
6. Memorize helpful hint #1
7. Have some patience: Sure they all plod out under that umbrella in the beginning but that won't last a hot minute.
8. Just make it rain, if they are busy calling you names they ain't fighting - git em.
Follow these helpful hints and roll like Novakaine, I'm sure you'll be more than happy.

#49 General Taskeen

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Posted 15 August 2013 - 11:44 AM

View PostDreamslave, on 15 August 2013 - 10:36 AM, said:

Your first problem is wasting an Assault platform on LRM-ing. You are an Atlas


Hold on Imma let you finish, but wait, no, Atlas Mechs use LRMs by Default.

#50 GODzillaGSPB

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Posted 15 August 2013 - 11:46 AM

The yway it is currently raining death in form of LRMs, the startpost to me feels like a parody. o_O

I guess what he meant is that he has no success with LRMs and that's something I can actually understand. But even though I'd put at least one launcher in the Atlas, as a support and supressive weapon and as a weapon of opportunity when catching an enemy in the open.

But an Atlas LRM boat is indeed a waste and hurts the team by staying back imho.

#51 Dreamslave

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Posted 15 August 2013 - 11:52 AM

View PostMaster Q, on 15 August 2013 - 11:11 AM, said:

You do realize that 90% of the time I play brawler, right?

I mastered up the Jenner chassis, the Centurion chassis, and the Victor chassis. Two of my Victors were running snipe-types for a while.

Atlases don't run that way, sad to say. The hardpoints require missile usage. And they're too slow to brawl the way a Victor might with SRMs.



You do realize most of the stock builds, and most of the tabletop builds, for an Atlas use the LRMs as their long range offensive option.


You do realize that this isn't tabletop and that stock builds are ineffective?

#52 Thorqemada

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Posted 15 August 2013 - 12:05 PM

This game is so very wrong in so many directions that my hope for a well rounded abstraction of the Battletech Universe in a Mechwarrior game is as low as it can be - have fun and play Sniper vs Running Man in Assault vs Light Online which soon will become Assault Online (given they fix HSR).
And every time you get shot by at least 1 Missile a George Ladouche voice yells "OMG - so many Missiles" and an automated petition is send to PGI requesting a nerf.

:)

Edited by Thorqemada, 15 August 2013 - 12:05 PM.


#53 G3m1n1

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Posted 15 August 2013 - 12:16 PM

I also use LRMs as a mid-range harrassing weapon and they seem fairly effective in that role. I do have a problem with LRMs in general, however, and it's that they seem way too slow for missiles. I know this is just a video game, but the other weapons seem to opperate according to the generally accepted laws of physics. Laser weapons hit instantly with no delay, machine gun and cannon rounds also seem mostly correct on the projectile speed, including the gauss. So why do LRMs fly through the air so slowly? SRMs fly out really quick as well, but the LRMs just hang in the air, and plod along to the target. Seems very strange to me.

#54 Helsbane

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Posted 15 August 2013 - 12:20 PM

View PostMaster Q, on 15 August 2013 - 11:11 AM, said:

You do realize that 90% of the time I play brawler, right?

I mastered up the Jenner chassis, the Centurion chassis, and the Victor chassis. Two of my Victors were running snipe-types for a while.

Atlases don't run that way, sad to say. The hardpoints require missile usage. And they're too slow to brawl the way a Victor might with SRMs.



You do realize most of the stock builds, and most of the tabletop builds, for an Atlas use the LRMs as their long range offensive option.


View PostMaster Q, on 15 August 2013 - 11:11 AM, said:

You do realize that 90% of the time I play brawler, right?

I mastered up the Jenner chassis, the Centurion chassis, and the Victor chassis. Two of my Victors were running snipe-types for a while.

Atlases don't run that way, sad to say. The hardpoints require missile usage. And they're too slow to brawl the way a Victor might with SRMs.



You do realize most of the stock builds, and most of the tabletop builds, for an Atlas use the LRMs as their long range offensive option.


Alright, you need to think for a sec about why an Atlas would pack a LRM20, and then a pile of brawling weapons. It's a weapon used to keep the enemy in cover and allow you to close the gap and bring the rest of your loadout into range. On the stock Atlas, the LRM is a supressive fire weapon. If you happen to occasionally get a supportive hit, fine, but its primary roll is keeping the enemy from firing back as much while you 'charge' at 54kph.

#55 Grey Ghost

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Posted 15 August 2013 - 12:20 PM

LRM's dominate my Medium to Short range Mechs so much lately that I flat out don't use them right now. The LRM Pilots I've gone up against recently are also insanely good as positioning themselves, where often cover is nearly unavailable in order to approach / flank them. These LRM pilots might not be racking up all the killing blows, but they can make my Mech an easy kill for their team.

LRM's have been a major factor that forced me into being a Sniper in my CPLT-K2, a role I never intended to play in MWO.

#56 Praehotec8

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Posted 15 August 2013 - 12:24 PM

View PostShadowVFX, on 15 August 2013 - 09:17 AM, said:

I think LRMs are in a fair spot right now. I do think they're underwhelming when used moderately. You really do need to be boating 40+ to make it work. And I do think the flight times could use an increase in speed. On some maps I don't even bother to fire them, because I know that a locked enemy is quickly going to get dropped, causing my missiles to be a complete waste.

Contrary to some of the QQ on this forum; LRMs are NOT "easy mode". They do require some intelligence to use, or else you're just wasting ammo by throwing it into rocks and buildings.


I've been relatively pleased with them in their current iteration. I bring artemis with all LRM loadouts and find they do decent damage and soften up the enemy. I actually also feel that bringing just a few is reasonable IF you have enough other weapons to compensate. I actually liked using my awesome to lob one LRM 15 at a time downfield while using PPCs also. The LRMs help strip armor and the PPCs seek critical parts. On the other hand my LRM60 stalker can actually KILL things with just LRMs. Feels pretty good to me.

#57 TheStrider

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Posted 15 August 2013 - 12:41 PM

View PostLightfoot, on 15 August 2013 - 09:03 AM, said:

LRM launch tubes are bugged right now. If your mech has the BUG, your LRM20 is now an LRM30, so 2xBUGGED LRM20=LRM60, in which case, LRMs are going at 150% of normal damage and likely seem okay. I think PGI already knows about the LRM tube bug. All LRM launchers are similarly bugged at 150% depending on if your mech has the Bug.

Good thing this is just a Beta test.


So this could be explaining why some people are doing well with them (and think they are OK) while others think they are garbage?

I haven't heard of this bug before, do you have any references we can look at? Or a list of bugged mechs?

I have a 4x LRM15a Awesome, and he does NOT do well, even when I drop my whole load on the enemy. (Yes, I have a clue how to fire LRMS) Yet in the next game, I get crushed by LRMs...

If there is a bug, it would be good to get it known and squashed...

#58 Roosterfish

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Posted 15 August 2013 - 12:42 PM

Things I've not seen brought up in this thread so far.

The tonnage for effectively using LRMs is huge. The launchers themselves are tonnage hogs, then you add Artemis to get the tight groups with los, TAG for ECM targeting, and then BAP for faster targeting/longer sensor range. AMS also is needed because LRM mechs are prime targets for the opposing teams LRM mechs. After all that you still have to devote tonnage to ammo, now even more with 12 mans. When you compare other weapons tonnage for tonnage the LRMs are slacking, with ballistics the tonnage gap ain't as big as with energy.

Even after kitting out your LRM weapons you still need to do some kind of backup. Of course you don't need a staggering amount of weapons but you do need something if for nothing else than to give the Jenner swarm the finger with before they slag you out.

They're also Module hogs. You will need to get at least Adv Sensor Range and Adv Target Decay. There's other that are nice to have but I at least can live without.

If you decide to go LRM you need to think about this before you buy into it.

I'm not saying that LRM themselves need to be buffed, I think they're actually in a fairly good spot right now. It's all the other stuff that effects them that needs to be looked at.

#59 Diablobo

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Posted 15 August 2013 - 12:43 PM

I wish I was playing on the teams that have so much ECM. It seems the only ECM my teams ever have are on the Spiders who are out only covering themselves and maybe a DDC that is way behind the lines at first.

I think ECM and LRMs should be balanced by the matchmaker. If one side has them, the other team should get them too.

#60 XFactor777

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Posted 15 August 2013 - 12:49 PM

View PostScreech, on 15 August 2013 - 08:16 AM, said:

Bring tag and get in under 700m.

And Atlas brawlers only kill the stupid. I know this is still a target rich enviroment, but trying to brawl in one of the slowest mechs in the game is recipe for disaster.

Yea, you're right, brawling with a 100 ton massively armored giant death machine that can carry obscene amounts of firepower and can fire it constantly without pause while simultaneously drawing the entire enemy teams attention is a bad idea.





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