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Lrm-Only-Builds: Don´t Do It!


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#1 Fat Amy

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Posted 23 October 2013 - 12:58 PM

Just saw another poor guy getting shredded while he couldn´t do a damn thing about it.


To every new player out there: Never build a Mech that packs nothing else than LRMs! NEVER! While I do like to have LRM-support on my team, you will be completely defenseless in close cpmbat. LRMs. have a minimun range of 180 meters. They will do no damage at all under that range. The enemy can see your loadout when he targest you. This means you will die without any chance to defend yourself. Your only defense will be your teammates.

Pack at least a pair of small or medium lasers on that LRM-boat your building. Anything else will be suicide, as even a spider with a single MG could kill you without a worry.

NEVER DO IT.

That its.

#2 Ogresan

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Posted 23 October 2013 - 01:08 PM

Unless you're on a pre-made team and that is your role. Although I think at this time don't take LRMs period is better advice. Solid advice for solo pugs, however.

#3 Void Angel

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Posted 23 October 2013 - 01:16 PM

To play Devil's advocate, LRMs do provide intangible benefits aside from their damage and range - people will move to cover to get away from LRMs. They will also go to great lengths to destroy an LRM boat if they feel they have a chance. This does have a real effect on how matches play out, and can be used to your team's advantage. However, when you're having to resort to combat psychological theorycrafting to justify a weapon system's worth, your claim that it is a viable/balanced weapon becomes tenuous. =)

My personal feel is that LRMs need a small boost to their damage in order to function well - they are painful to use in any PuG environment.

#4 Koniving

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Posted 23 October 2013 - 01:32 PM

Do eeet! O_O! But seriously though, it's better to do it in a lance of 3 or 4 where you have your spotter(s) and your direct fire support (someone to protect you).

Recent rig:
Posted Image

And a fairly recent score.
Posted Image
(While pugging.)

Edited by Koniving, 23 October 2013 - 05:12 PM.


#5 IllCaesar

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Posted 23 October 2013 - 02:59 PM

Today I came across a 5x PPC (and nothing else) Stalker while running around in my Thunderbolt on Tourmaline Desert. He managed to get I think one PPC off. I noticed his loadout. I closed in, and he just pretty much gave up and sat there while I tore him up face-to-face with my lasers. He couldn't do anything. I was faster, my weapons didn't have a minimum range, and he was alone. One of my easiest kills ever from somebody who wasn't AFK.

Technically those are a different weapon, but they suffer from the same problem. Hell, at least PPCs don't run out of ammo and have shorter range (though you should never seriously run [b]five[/i] of them). If you're fast enough, you'll never rarely to worry about the minimum range for PPCs. Never the case for LRMs.

Edited by MarsAtlas, 23 October 2013 - 03:01 PM.


#6 Mercer Skye

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Posted 23 October 2013 - 03:10 PM

I learned that the hard way when I got my Jager 'boat.' Wanted to try it because the target lock sticks long enough to get your arms darn near vertical. (Looks pretty cool when you fire,though the tactical advantage is arguable at best). So dropped from a LRM80 build to a LRM 60 build and started running MGuns and a laser/Tag duo. Damage done at end of match has nearly tripled since.

Also nothing quite as hilarious as watching a light come up to merc a boat and turn tail when your short/mid range defenses come to bear.

And if you have a pair set up like that; It's truly very scary.

#7 xMEPHISTOx

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Posted 23 October 2013 - 04:14 PM

Solo pug battles running a 100% missle boat can be suicidal...would not even recommend it for organized 12mans. However don't need ALL missles anyhow....I only have a couple mechs w/lrm's atm but one is stalker w/2lrm15artemis and 3 LL's, the other is the HGN 733p w/3lrm15, ERLL, and 3 ml's both have more than sufficient ammo and std engines (60+kph each) with DHS ofc. I find these can be highly effective if you don't stray to far from the pack.

#8 Enialis

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Posted 23 October 2013 - 04:17 PM

The important takeaway is that you have to be self sufficient when you're dropping with 11 random people. An organized group can defend a pure LRM boat, but use that in a PuG and you're easy prey. You need to make sure that you have backup weapons for when someone invariably gets in your face. You'll also do a lot better if you stick with the main group and shoot missiles at like 300-500m. Most people who are sitting 900m+ back from the fight don't even see that 90% of their missiles are just hitting a mountain. You'll also be able to keep your own locks.

When I feel like LRM'ing (which admitedly is rare), I've had a success with this CPLT-C4 build: http://mwo.smurfy-ne...9c8eef272863254. The -C1 build above is also solid.

LRM's can also be effective as a backup weapon for a heavy or assault brawler. Those are the builds where you see a couple LRM5/10's in an otherwise close ranged build. In those they're for damage while you're closing into brawling range and/or for keeping people pinned until they can close on them.

#9 Frytrixa

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Posted 23 October 2013 - 04:27 PM

btw. Best "pure-LRM" is the HGN-733

#10 Mercer Skye

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Posted 23 October 2013 - 04:50 PM

Playing around with my Shadowhawks, have taken to running the 2D2 with a LRM set up and close/mid range lasers/ballistics. Kind of lose some punch regarding a dedicated distance (55T you have to be rather picky and precise on how you load out), and his survivability and board impact have increased.

I'm not going to say that a 'stacked' loadout isn't the way to go, but more versatile builds, at last for me, have just been doing outstanding.

Case in point; Ran Alpine not too terribly long ago in a PuG, and we had only one Catapult that looked like/spoke up as a dedicated long range package.

We got started on the low base and when we made contact, ended up 'stuck' at the bottom of Mt Neverest in the center. Five of us though had LRMs, Nothing outstanding, some 5's and 10's mostly, but the five of us tossed enough pressure up the hill to force a push. Ended up winning with a very tight 11 1/2 down (I had maybe one more torso shot before going down). I don't think we'd have had the match if a chunk of us hadn't been running some kind of indirect Long Range options.

Short; A proper mix of ranges can be a very strong set up to bring to a team/PuG'ing.

#11 Mr Andersson

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Posted 23 October 2013 - 05:10 PM

I disagree with the OPs point.

Let's say you bring an LRM heavy mech to the battlefield. If you are alone and get attacked by, let's say two light mechs, then two medium lasers as backup weapons are not gonna make a difference. You die anyway. Better then to bring two more tons of ammo (or one ton and a TAG) to be more effective in all those matches when you don't get lightraped.

OK, I know the level of teamplay in PUGs is not stellar, but if you position yourself properly, you should be fine in most matches. Of course, there are always exceptions.

On annother point, there is actually a tactic you can use. If you bring a loadout with no close range damage whatsoever (LRMs or PPCs), some people become more inclined to rush you. If you show yourself at the right moment (and have some friends around) you can lure one or two enemies into a trap this way. I have used this on numerous occasions.

Edited by Mr Andersson, 23 October 2013 - 05:11 PM.


#12 aniviron

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Posted 23 October 2013 - 05:12 PM

I'm inclined to disagree. I can't help but feel that when I am playing LRM-focused mechs, if I screw up and am all alone, having 2-4 medium lasers or a machinegun or something else isn't going to do a damn thing to deter a light or medium mech harassing me. You might kill a locust, but a commando or anything heavier is just going to laugh, core you, and move on.

You're much better off playing it smart and sticking with someone who can cover you, and using that tonnage to increase your LRM damage.

#13 Phlinger

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Posted 23 October 2013 - 06:23 PM

Few things you need to ask yourself when PuG'ing when making any mech with LRM's on it.

1.) Am I dropping solo with under 100 matches of experience under my belt?

2.) Is the plan to just build it and see how it does?

3.) Is this the first mech I have purchased?

4.) Are LRM's my only source of damage?

5.) Is this the first Chasis of this type I have played before unlocking the basics in the others of this type?

6.) Am I making this because I saw another mech running a similar build and want to stand back to get Uber Exp and C-Bills like he did?

7.) Am I building this mech before buying some modules that help my lock time?

If the answer is YES to ANY of the above, hold off. Wait until you are either dropping in a group or been playing long enough so you know what to do when being focus fired on or how to avoid being focused or tag teamed by a pair of lights who decide they want to eat your legs.

#14 Koniving

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Posted 23 October 2013 - 06:30 PM

View PostMr Andersson, on 23 October 2013 - 05:10 PM, said:

On annother point, there is actually a tactic you can use. If you bring a loadout with no close range damage whatsoever (LRMs or PPCs), some people become more inclined to rush you. If you show yourself at the right moment (and have some friends around) you can lure one or two enemies into a trap this way. I have used this on numerous occasions.


That's a closed beta secret! Don't tell them all the tactics! O_O

#15 Eaerie

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Posted 23 October 2013 - 06:36 PM

i run a battlemaster close to what Koniving pictured, 2 LRM10's and 2 LRM15's with 3mlas and tag. It is pretty consistent 500+ damage and a couple kills by the end unless I make a bad desision and/or get focused down by a couple lights. But BLR's are pretty durable and with the 3 mlas can scare off/kill a lone light coming after me or better yet catch that assualt lumbering towards you from 700m away in an open area. back up while keeping him tagged and a couple volleys he is dead.

#16 Void Angel

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Posted 23 October 2013 - 08:08 PM

See, I use the same build, and I just can't get results - I'm invariably set upon by lights or mediums, and my enemies stick to cover. I might be doing it wrong, or just facing different people because of a combination of time of day and whatever my elo is. I just find that I can't inflict damage on enemies, and my team will not move to help me even when I try to hide behind them. I'm still trying different variants, but the scientific method isn't helping my elo any, which compounds matters, I think.

#17 Nothing Whatsoever

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Posted 23 October 2013 - 08:14 PM

When I use LRMs, I don't really expect to do damage with them most of the time.

But they are good for sending enemy mechs to cover due to the LRM warning, at least to stop one or two from firing for a few moments; sometimes it can turn the tide if enough retreat to cover and the void is taken advantage of by friendlies.

#18 xengk

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Posted 23 October 2013 - 10:41 PM

LRMboat in PUG is do-able, but to be effective you need spotter and an escort.
If none are available, just keep up with the main blob and stay within sight of your teammate so they can run back to save you from those knee biters, fire on any target your brawlers are lock-on but don't waste your ammo on lights.
Kill all the enemy big guys so your big guys can focus fire on the fast runners.

*but I still don't bring my 8R out as often as my 8Q.
Posted Image

#19 Johnny Reb

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Posted 23 October 2013 - 10:56 PM

To be effective as an LRM in pug is have the right loadout, know how to run lrms and then luck (both team makes and map drop)!

edit: then team! Team is biggest help if any of top fail!

Edited by Johnny Reb, 23 October 2013 - 10:58 PM.


#20 NupetietV

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Posted 24 October 2013 - 04:03 PM

My dedicated LRM Orion boat. Stay in the 2nd line, right behind your attackers, so you're close enough to tag and fire on your own, and close enough to be supported, and to support. Realize that yes, you will die if attacked, but then again, your job is to make it rain and kill the enemy first.

50 volley and 1620 shots. Chain fire only, or you will have heat issues.

http://mwo.smurfy-ne...8fd3bf43797fa0c

171 matches, 127 kills, 119 deaths, over 52K damage.

Edited by NupetietV, 24 October 2013 - 04:07 PM.






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