LRMs are powerful weapons that can be devastating in large numbers with a coordinated team. Competitive teams respect LRMs and the danger they present. However, LRMs are nearly never used in competitive play. Why?
They are too dependent on map/team comp and are easily countered by a coordinated team with set limits on weight and number of battlemechs.
Simple breakdown (TL;DR version)
The damage LRMs deal is dependent on whether you can retain lock-on for the entire travel time, that the enemy doesn't take cover, and that the enemy does not have AMS coverage. Flight time alone can be enough to ensure that missiles never deal full damage as notification ensures they will move to cover or AMS protection.
LRMs are heavy. You need at least 24 tons to deal significant damage to overcome the issues described above to make you worthwhile. You will need certain mechs to carry those LRMs and will rely on limited self-defense weapons or the protection of your team.
Competitive teams know what they are doing. You will not catch them in the open once you have been noticed and called out. These are not puggers who may not noticed the presence of LRMs or will not coordinate hiding in cover or moving from protection.
You are now signaled out. The enemy team knows your location, if not the location of the bulk of your team. Enemy lights can now plan their attack while the enemy moves in cover to your location.
When the brawl/engagement occurs there are only two potential situations. Either you're supporting from distance or the engagement is on top of you. Either case has significant draw backs which may render your LRMs, all 24 tons, completely null.
Longer version:
Point 1 - Consider, in order to do damage in an LRM fight, you must have AT LEAST enough LRMs fired to do damage to the enemy team. This must mean you are bringing AT LEAST a LRM 15 (or equivalent). AMS alone would stop an LRM 5 to LRM 10 cold, or very nearly entirely (and yes competitive teams bring AMS, it also works on streaks and SRMs to a point). An LRM 15 weighs 7 tons, (8 with Artemis) and will need ammo, 1 ton more. You have now out-weighed all the energy weapons, including the PPCs. No big deal right? LRMs do more damage for less heat than PPCs. Consider what I said earlier though, AMS will knock those missiles down. Your LRM 15 is more like an LRM 5 or 10 by the time it hits, for 5-10 damage instead. Compare that back to the PPC, a guaranteed 10 damage per shot as long as your aim is true. So your damage with an LRM is inconsistent at best. But you can always bring more LRMs right? Maybe another LRM 15 for another 7-8 tons with ammo. Maybe a third for 45 LRMs total.You're now at 21 tons (+3 for artemis) and will need at least 3 tons of ammo (+3) so sitting around 24-27 tons for all those LRMs. 24-27 tons and 15 heat for 50 (potential) damage.
Point 2 - But what can carry that? Certainly not a Light or Medium Mech. While you can potentially fit all that in one of those, your mobility and self-defense is null. You are a sitting LRM launcher and would die as soon as the enemy spotted you. Nevermind that there's a very limited number of mechs under 60 tons that could even hold 3 LRM 15s regardless. So you're bringing a Catapult or bigger to bring those LRMs to deal good damage. Maybe the unique JM6-A or an ON1. Maybe get crazy and bring an AWS, STK or HGN. Go really crazy and bring AS7-D-DC. Just remember on all those builds you will need at least 24 tons saved just for 3x LRM 15s to do a potential! 50 damage.
Point 3 - Competitive teams are usually made up of experienced players. Players who know strengths and weaknesses of the game's weapons and mechs. These teams are also hopefully lead by competent commanders, and who all speak via voice (teamspeak3/ventrilo/etc).The instant an LRM dangerous mech is spotted (see at least 2LRM 15s if not 3). The word is put out. Unit designation and type is called along with probable location if possible. Now mech pilots know to group up under an ECM/AMS umbrella and to move behind cover. Fairly easy task on most maps, notable exception being areas of Caustic Valley/Tourmaline and wider open parts of other maps. Good job LRM guy, you've forced the enemy's notice and directed their actions. Generally a very useful thing.
Point 4 - And you have also signaled yourself and your team's location. Already, the command has gone out for the Light mechs to find your specific location and disrupt your firing. Core you from the rear or force you to react to them. If you're lucky, your team has formed up around you and is protecting you from these Light attacks, allowing your to continue focus on the enemy heavies' positions. However just as your LRMs are forcing the enemy to stay in cover and grouped up, so are the enemy lights now either forcing you to disengage your LRMs and protect yourself, or your teammates to protect you from them. Both teams are locked in place.
Point 5 - On virtually every map, you can move under cover from point to point with limited openings for LRM fire. So the enemy team will slowly, carefully, move from cover to cover to reach your position. There are now two possibilities. Either your team's bigger mechs will move out to engage the other team with you providing LRM support from distance, or the fight will occur once the enemy team has reached your position where you were all turtled together. In scenario 1, this means you are left naked for the enemy lights to engage and disrupt, or the your team has left some of your guys back to protect you. Hopefully lights or mediums themselves. Meanwhile the bigger brawl you support occurs some distance away. This is best case scenario mode and hopefully your team can protect you well enough that you can support the brawl occurring and are not wasted tonnage. Worst case scenario, the enemy team moves up and the brawl occurs right on top of you. You are left with your self defense weapons and can only fire your LRMs on targets you spot that move beyond the 180 dead zone. You are very unlikely to be able to deal much damage at this point.
So how can LRMs be used in competitive play?
Few (more viable) options
- Increase damage LRMs do.
- Increase flight speed
- Change effect of ECM
Now which of these would actually make them viable in competitive play? Pure damage and flight speed would not stop AMS from knocking them out of the sky and enemy already moves from cover to cover. You would still be the target of the light mechs disruption and would still need to defend yourself or have guard mechs around you. You would be more dangerous, but the counters to you would remain the same. Changing ECM would only mean that enemy can't rely on ECM, and would probably render it entirely useless. Guess what they'll bring instead? AMS. Tactics would remain the same.
Worst case scenario, all matches turn into grueling 15minute LRM turtle fights, waiting for the enemy to step out of cover. DId you see the Tourmaline match with team Tiger in the launch party tournament? Imagine the first 10 minutes of that match repeated over and over and over for every single match you're in.
Now these are the only three options I can think of myself, and I'm sure others may think of more. However as I hope has been shown here, any changes to make the LRMs viable in competitive play would result in very little difference to competitive play at all or have too much of a change to where brawls never occur because LRMs prevent teams from moving.
A final potential option would be to have all those LRM 15s spread across a few different mechs (say 3 or so). However this would require all of these mechs to fire on the same target and roughly the same time to prevent AMS from knocking out 2/3 of each of their strikes. This would also require great coordination and would encourage those three to stick together. A potential option, but adding new issues while only negating at most a couple of the issues LRMs have in competitive play already.
Edited by jeirhart, 02 October 2013 - 05:56 PM.