Lrm-Only-Builds: Don´t Do It!
#1
Posted 23 October 2013 - 12:58 PM
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
Posted 23 October 2013 - 01:08 PM
#3
Posted 23 October 2013 - 01:16 PM
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
Posted 23 October 2013 - 01:32 PM
Recent rig:
And a fairly recent score.
(While pugging.)
Edited by Koniving, 23 October 2013 - 05:12 PM.
#5
Posted 23 October 2013 - 02:59 PM
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
Posted 23 October 2013 - 03:10 PM
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
Posted 23 October 2013 - 04:14 PM
#8
Posted 23 October 2013 - 04:17 PM
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
Posted 23 October 2013 - 04:27 PM
#10
Posted 23 October 2013 - 04:50 PM
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
Posted 23 October 2013 - 05:10 PM
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
Posted 23 October 2013 - 05:12 PM
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
Posted 23 October 2013 - 06:23 PM
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
Posted 23 October 2013 - 06:30 PM
Mr Andersson, on 23 October 2013 - 05:10 PM, said:
That's a closed beta secret! Don't tell them all the tactics! O_O
#15
Posted 23 October 2013 - 06:36 PM
#16
Posted 23 October 2013 - 08:08 PM
#17
Posted 23 October 2013 - 08:14 PM
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
Posted 23 October 2013 - 10:41 PM
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.
#19
Posted 23 October 2013 - 10:56 PM
edit: then team! Team is biggest help if any of top fail!
Edited by Johnny Reb, 23 October 2013 - 10:58 PM.
#20
Posted 24 October 2013 - 04:03 PM
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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