That way, you will know right away if a Mech you can't detect has you in sight when the warnings return quickly.
Losing Lock
#21
Posted 26 September 2013 - 07:45 AM
That way, you will know right away if a Mech you can't detect has you in sight when the warnings return quickly.
#22
Posted 26 September 2013 - 07:55 AM
Almond Brown, on 26 September 2013 - 07:45 AM, said:
That way, you will know right away if a Mech you can't detect has you in sight when the warnings return quickly.
That's somewhat outdated information. With current mechanics, all you're doing by powering down, is making yourself an immobile target for the LRMs to slam into after they've lost lock.
#23
Posted 26 September 2013 - 08:07 AM
Kunae, on 26 September 2013 - 07:38 AM, said:
That's a really horrible build, for a C1.
These guys don't seem to think so. They gave it five stars and unanimous raves.
#24
Posted 26 September 2013 - 08:13 AM
Recon777, on 26 September 2013 - 08:07 AM, said:
With the 90m min range enforcement on standard PPC's, you'll get eaten by anything faster than you that gets in close.
The scores that that guy posted were in low Elo matches, so results will vary dramatically. The only true evaluation, is the one that you do. If you can make it work to your expectations, then great!
Personally, I don't see it as being worthwhile, under the current meta.
#25
Posted 26 September 2013 - 08:45 AM
#26
Posted 26 September 2013 - 09:09 AM
#27
Posted 26 September 2013 - 09:12 AM
Recon777, on 26 September 2013 - 09:09 AM, said:
Are you on Comms?
#28
Posted 26 September 2013 - 09:16 AM
Recon777, on 26 September 2013 - 09:09 AM, said:
You are attempting to use a team strategy without teammates. When I bring LRM's in my C1 I rely on careful positioning and fire over the shoulders of my team, standing directly behind them.
#29
Posted 26 September 2013 - 09:25 AM
divinedisclaimer, on 26 September 2013 - 09:16 AM, said:
You are attempting to use a team strategy without teammates. When I bring LRM's in my C1 I rely on careful positioning and fire over the shoulders of my team, standing directly behind them.
Yep. LRM flinging in solo pug match is fun and challenging. You have to use a lot of smarts and self-restraint. Keep track of where your teammates are and the way the engagement is evolving. Don't be the first to engage, don't fire without a reason.
The best is for you to not use LRMs until you are certain to impart a lot of damage, that means TAG within 450m. Wait for your team's brawlers to make contact, pick an enemy mech that is fighting your teammates, and fire away.
If you start flinging LRMs too early, chances are you are trying to hit light mechs that can duck out of LOS, and all you are doing is basically telling everybody that you are an LRM boat. What's the use of that?
#30
Posted 26 September 2013 - 09:29 AM
They see me amongst my team, and fire a constant stream of autocannons at me anyway. In one match I had a bit ago, I was on Canyon, and trying to get position so I could engage my TAG on another Catapult. I was surrounded by teammates. I couldn't manage to get lock on him but for some reason he was able to duck behind a rock and get lock on ME just fine. Its getting seriously frustrated.
#33
Posted 26 September 2013 - 09:54 AM
Recon777, on 26 September 2013 - 04:34 AM, said:
After all, if its line of sight, then why is it that often I'm in a Jenner and I get "Warning incoming missile" so I run like hell and dodge and weave between buildings, and find a spot NOBODY can see me, and the warnings continue to come in and missiles continue to rain down on me. Even though I know nobody can see me.
You actually had radar in other iterations of Mechwarrior. In MWO you only have LOS. So basically like the "Team Only" radar setting in Mechwarrior 4. I am not sure why PGI went this route, and I would have loved to see radar options like with MW4, but it isn't a completely terrible system. Just kinda buggy and not really intuitive.
#35
Posted 26 September 2013 - 10:49 AM
As someone who used LRMs a lot, at the moment most other builds are just better if you have the option. (used to use the SP).
Long gone are the days when you could sit right back on a perch and just lob them in. There now just a poorish direct fire weapon, or a distraction while your assault closes, for most people. There are exceptions, but they are rare these days.
#36
Posted 26 September 2013 - 11:05 AM
Recon777, on 26 September 2013 - 09:09 AM, said:
Stay behind the mainline (where you will find a gauss or ppc mech, stay close and you can both fight of the lights together), when your allys move on and the range becomes shorter give indirekt fire, and move on too and try to get a lock with your tag, if no ally uses one. The enemy should have other targets in this moment and in brawlingrange your allys can mostly hold their lock for longer times.
With your 2x LRM15 and the med. lasers (dont underestimate them!) you are a supportmech, dont play firstline, wait for the right moment and then help your allys and assist them.
In the first sometimes suppression fire can help, when you think you will not hit, use only one launcher.
And never waste missiles over 800m, over 600m, they do nearly nothing, around 400m is the right range for you. Dont waste heat on your lasers at 400m!
Fire missiles only at light mechs that stand still, are one legged or running in a direct line towards you.
Edited by Galenit, 26 September 2013 - 11:15 AM.
#37
Posted 26 September 2013 - 12:06 PM
He won't receive the "Missiles Incoming" message, but if he moves the missiles will hit where he was standing.
Using this method you can use LRMs for suppressive fire against bottlenecks with bunched enemies - like the Terra Therma volcano entryways, for example.
Because these missiles have no lock, they will not benefit from TAG or NARC etc.
#38
Posted 27 September 2013 - 12:13 AM
Btw why the hell mech shoots the lrms into the ground when the target is below? That is so ********
#39
Posted 27 September 2013 - 12:23 AM
Recon777, on 26 September 2013 - 07:31 AM, said:
I'm just using this for LRMs now since the mech came with twin LRM15's. I'm really after the above loadout for the C1 but its gonna take quite a bit of money to save up for that.
I still have serious problems holding a lock onto ANY target without incurring extreme wrath from said target. The game just isn't friendly to the idea of sitting in one spot looking at one thing for any length of time.
hehe interesting. ya know, i have two erppc two lrm20, tag, and sl on my c1. you can have your misiles and lightning cannons too. good burst direct for tagging when direct is available and lrm support fire for when you or they duck behind cover (assuming modules for 3.5sec, though i'm going for vision rather than sensor)
I didn't see the point of 4 jj. it helps i guess but the differense between 0 and 1 is huge, then 1-2 and so on is meh. imo
#40
Posted 27 September 2013 - 01:43 AM
Well... I figured it may be good to post a video of myself playing with LRMs. This is my first attempt to record myself playing MWO so its not terribly impressive, but it shows a lot of what I'm talking about with losing lock. In this video, I have a TAG and also BAP. Had to sacrifice 2 of the 4 MLs to fit those on. By no means is this a great build, but again, I'm just trying to earn XP with this mech while I earn the cbills to upgrade it proper.
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