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New Fotm - Lrm Flooders. What To Do Now?


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#41 SolCrusher

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Posted 02 November 2013 - 08:08 AM

Well since we're talking about the A1 LRM Troll boat, it figured I'd at least post it up. So in chain fire this mech is fairly stone cold! This first build is strapped for ammo....

http://mwo.smurfy-ne...5921096add2e707

But then sometimes I want to make it rain! But meh I ran out of ammo....

http://mwo.smurfy-ne...c827a73daa15d5c

So drop Artemis, which I did once SRM6 got ghosted....

And enjoy playing missile commander.....3600 rounds of missile and I don't really run out of ammo.

http://mwo.smurfy-ne...175c8655c2d286d

Edited by SolCrusher, 02 November 2013 - 08:09 AM.


#42 Lightfoot

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Posted 02 November 2013 - 09:11 AM

oh, of course, lol and all that. Nothing to see here. These Mechs are for sale if you want them..... these aren't the mechs you are looking for....... you can go about your business......... move along..... move along.








:D

.

Edited by Lightfoot, 02 November 2013 - 09:16 AM.


#43 YueFei

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Posted 02 November 2013 - 09:40 AM

If you have jump jets you can jump into the air and power-down in mid-air to make LRMs mostly miss. Then power-up as you're landing. You don't lose much time doing this since normally on a jump you're waiting to land anyways.

#44 Wispsy

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Posted 02 November 2013 - 11:39 AM

View PostYueFei, on 02 November 2013 - 09:40 AM, said:

If you have jump jets you can jump into the air and power-down in mid-air to make LRMs mostly miss. Then power-up as you're landing. You don't lose much time doing this since normally on a jump you're waiting to land anyways.


That's some rather smart thinking Oo

Going to try this next time I see120+ lrms flying my way after I jump up for one little 35point alpha.

#45 LordBraxton

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Posted 02 November 2013 - 11:45 AM



#46 Victor Morson

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Posted 02 November 2013 - 11:49 AM

Ohhhh no, they are firing in a manner that makes AMS even more effective!

I suppose our only options will be to mount AMS in pug drops or learn to not stand around in missile zones!

View PostPalmaRoma, on 02 November 2013 - 02:18 AM, said:


You know what? I might actually try this build for myself, I too am sick to death of poptarters, make no mistake I don't mind 2-3 on the opposing team, but when its more than 5-6 per round, It's at the point where the game starts to feel bland. If half the team is going to poptart, then I have no qualms with lrming them to death with the endless cockpit shake of lrm fives. Thank a bunch for the suggestion and loadout tips btw. Your doing us all a favor by being a thorn in the side to the poptart crowd.


You are far, far better off with a Cent 9D and 2x LRM15 and 1x TAG than an A1 with 6x LRM/5. Far, far better.* The missiles will actually break the AMS screen and do some damage, rather than just scaring newbies.

* The Shadow Hawk and even Kintaro can also fill this void.

Edited by Victor Morson, 02 November 2013 - 11:50 AM.


#47 JudgeDeathCZ

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Posted 02 November 2013 - 11:56 AM

View PostTahribator, on 02 November 2013 - 02:02 AM, said:

I've been doing this in my A1 LRM kitty extensively during the last days in EU TZ. 6 ALRM5's of non-stop suppression. Maybe you've seen me? A few reasons for this trollage;
  • I got sick of the poptarts. I hate them, I find poptarting an easy and destructive(for gameplay) way to play this game. I found out that with Target Decay and Target Acquisition modules you get enough time to hit a poptart even he went behind cover at long range. This annoys them to no end, screws up their aim and forces them to relocate everytime they pop. Since I do this with my own locks, they also get the Artemis groupings. Mind that HGN CT sucks in all the damage in this case.
  • Poptarts also get the "unending LRM chain" treatment if they are caught in the open. Since none of them sports AMS', they essentially get stunned by constant cockpit shake and explosions. They also melt very slowly. If they try to jumpjet their way out of it, they get legged quickly. If they try to run, they lose arms and sides quickly.
  • I found out that by suppressing everything that pops out of cover(just one LRM5 shot and sometimes alpha), I can force the enemy team into a "passive mode". Slow hill humpers like Stalkers, Atlases(lol), Jagers get punished by sticking out. They see all the missiles and non-stop clatter of their AMS' and think "****, they have lots of LRM's. I better stick to cover". Soon, they get afraid of getting hit. With this kind of suppression, my team won games against overwhelming enemy tonnage. This allows my team to move unhindered across the map.
  • When the enemy is forced into submission, I close in and do "poplurming". Jump, acquire lock, alpha, watch as the crosshair turns red as the enemy gets hit by 33 alpha. There's nothing the enemy can do about it, as I only need to go high enough to get locks, unlike poptarts who also have to aim during this time.
  • It's immensely fun and a good way to extract tears from enemy team. "LRM's take no skill!", "Autoaiming piece of ****!" and so on.
So, how do I survive without close range weaponry? I just stay with the main group, that's all. Sometimes the enemy gets mad and the whole lance comes for me, but they get picked off on the way by my teammates and more LRM's. Lights cannot attack you when you're with the pack and if you're really in trouble, use jumpjets to get on high objects while you wait for backup. My Cat with XL300 also has a respectable speed, so you can pull to LRM range from pretty much every Heavy and Assault mech.


As far as the effectiveness go, I currently have 89 kills and 19 deaths with this mech; giving me a respectable 4.68 K/D ratio. Most of the deaths are from other sub-optimal builds. I consider my Elo to be high, I play with top players all the time. It works.

What can you do about it? Get AMS. Seriously. It won't help much against alpha, but If I'm chaining you get to take out %80 of the missiles. If you stand near a teammate with AMS, you completely rip the LRM's. You'll still be suppressed by odd missiles escaping AMS' though.

I suggest more people to try it, to make PUGs more interesting for the elite CoD 360 poptarters.

You won all the internetz sir !

#48 YueFei

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Posted 02 November 2013 - 12:51 PM

View PostWispsy, on 02 November 2013 - 11:39 AM, said:

That's some rather smart thinking Oo

Going to try this next time I see120+ lrms flying my way after I jump up for one little 35point alpha.



It's fun! :D But don't forget that this doesn't work if the LRM users have a spotter with BAP and that spotter is within 120 meters of you. Then there's tremendous pressure on you to kill the spotter fast or find tall cover before the LRMs kill ya. =P

#49 NRP

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Posted 02 November 2013 - 01:15 PM

I've seen a lot of LRM boats lately too. But it's not just A1s, it's Orions, Trebs, Kintaros, Thuds, ShitHawks, Battlemasters, Stalkers, Atlases, C1s, C4s, Highlanders, and occasionally an Awesome 8R.

I consider myself to be a low ELO player, so maybe that has something to do with it.

#50 Nik Van Rhijn

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Posted 02 November 2013 - 01:27 PM

View PostVictor Morson, on 02 November 2013 - 11:49 AM, said:

Ohhhh no, they are firing in a manner that makes AMS even more effective!

I suppose our only options will be to mount AMS in pug drops or learn to not stand around in missile zones!



You are far, far better off with a Cent 9D and 2x LRM15 and 1x TAG than an A1 with 6x LRM/5. Far, far better.* The missiles will actually break the AMS screen and do some damage, rather than just scaring newbies.

* The Shadow Hawk and even Kintaro can also fill this void.

You mean my "Mini Troll"?
http://mwo.smurfy-ne...0ea3eb5d7426461
Works fine in PUgs

#51 Murphy7

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Posted 02 November 2013 - 01:37 PM

View PostDuncan Aravain, on 02 November 2013 - 01:45 AM, said:

Had a twelve man drop against a team with 11 Highlanders or Cat. 3Ds and one Spider. Cheese was plentiful.


Well, look on the bright side: your ELO must be competitive.

#52 Deathlike

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Posted 02 November 2013 - 03:31 PM

If you're generally worried about LRMs, it's because you're either always in the open, ready to dance in the Lurm rain or you're caught in a bad position.

The former is generally caused by the latter, but that's because you're not so good.

Edited by Deathlike, 02 November 2013 - 03:32 PM.


#53 Oni Ralas

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Posted 02 November 2013 - 04:30 PM

I am Oni, god of the LRM angry bees.

To call this FOTM is an insult. LRM's are broken, and the LRM5 spam is a troll build that has evolved into a political statement. If you get rolled by them, then you should feel double ashamed for getting hammered to death by a broken weapon. Those who can make the A1 dance and deliver the swarm take great pride in doing this to you.

#54 Oni Ralas

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Posted 02 November 2013 - 04:38 PM

View PostVictor Morson, on 02 November 2013 - 11:49 AM, said:

Ohhhh no, they are firing in a manner that makes AMS even more effective!

I suppose our only options will be to mount AMS in pug drops or learn to not stand around in missile zones!



You are far, far better off with a Cent 9D and 2x LRM15 and 1x TAG than an A1 with 6x LRM/5. Far, far better.* The missiles will actually break the AMS screen and do some damage, rather than just scaring newbies.

* The Shadow Hawk and even Kintaro can also fill this void.


You know AMS launches far more than 1 projectile per incoming missile right? 1 ton of AMS ammo will be exhausted long before 1 ton of LRM - and at a steady stream, your ammo depletion rate is a joke. I will burn 5 missiles over a ridge and count how many AMS trails I see. Easy intel while causing the exhaustion. Oh, and LRM5's have a funny habit of going center mass unlike their larger brethren.


Oh, and fantastic little suppression weapon when dry fired at an area in stream fashion. Please, by all means, stay all clustered behind that hill.

#55 Jman5

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Posted 02 November 2013 - 05:54 PM

View PostOni Ralas, on 02 November 2013 - 04:38 PM, said:

You know AMS launches far more than 1 projectile per incoming missile right? 1 ton of AMS ammo will be exhausted long before 1 ton of LRM - and at a steady stream, your ammo depletion rate is a joke. I will burn 5 missiles over a ridge and count how many AMS trails I see. Easy intel while causing the exhaustion. Oh, and LRM5's have a funny habit of going center mass unlike their larger brethren.


Oh, and fantastic little suppression weapon when dry fired at an area in stream fashion. Please, by all means, stay all clustered behind that hill.

I burn through all my AMS ammo in maybe 1 out of 100 games. It's generally games where they have 2-3 lrm users and my single AMS is covering for the entire team.

#56 Red squirrel

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Posted 03 November 2013 - 02:25 AM

View PostOuttaAmmo NoWai, on 01 November 2013 - 07:12 PM, said:

They're not FOTM, they're not that common, and they're trash unless you're on alpine

You never see them at a competitive ELO


Yes I would call them fun-builds rather than FOTM.
But the permanent cockpit shake is a realy hinderance when trying to aim.

KTO-18 5LRM5
CPLT-A1 6LRM5
ON1-VA 4LRM10
AWS-8R 4ALRM15

#57 OneEyed Jack

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Posted 03 November 2013 - 04:35 AM

View PostRed squirrel, on 03 November 2013 - 02:25 AM, said:


Yes I would call them fun-builds rather than FOTM.
But the permanent cockpit shake is a realy hinderance when trying to aim.

KTO-18 5LRM5
CPLT-A1 6LRM5
ON1-VA 4LRM10


Um... dude... in building those, were you somehow confused about what CASE does? CASE keeps ammo explosion damage from transferring inward AFTER it destroys the section. Meaning it actually does absolutely nothing for an Inner Sphere mech with an Inner Sphere XL Engine, since the side torso will still be gone, and the Engine with it.

Of those 3 mechs, the only one CASE would actually help is the KTO. But are you really concerned about surviving an ammo explosion in a mech that will be reduced to a single Medium Laser, since you loaded all the ammo into the same location?

#58 Red squirrel

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Posted 03 November 2013 - 04:41 AM

View PostOneEyed Jack, on 03 November 2013 - 04:35 AM, said:

Um... dude... in building those, were you somehow confused about what CASE does? CASE keeps ammo explosion damage from transferring inward AFTER it destroys the section. Meaning it actually does absolutely nothing for an Inner Sphere mech with an Inner Sphere XL Engine, since the side torso will still be gone, and the Engine with it.

Of those 3 mechs, the only one CASE would actually help is the KTO. But are you really concerned about surviving an ammo explosion in a mech that will be reduced to a single Medium Laser, since you loaded all the ammo into the same location?


You're right I was just very quick to click them toghether ;) and as they are fun builds it does not really matter I guess....

#59 aniviron

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Posted 03 November 2013 - 05:32 AM

I really haven't seen much of the 6xLRM5 since the screenshake reduction went in last patch.

Good riddance, says I. Stunlocking is never a fun game mechanic.

#60 Oni Ralas

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Posted 03 November 2013 - 08:39 AM

View PostJman5, on 02 November 2013 - 05:54 PM, said:


I burn through all my AMS ammo in maybe 1 out of 100 games. It's generally games where they have 2-3 lrm users and my single AMS is covering for the entire team.


That only applies if someone isn't using an LRM5 swarm. The 5 per missile causes full volley of AMS to launch. That same volley of AMS is sent against 60. It just keeps spinning until contact is lost with the missile.

LRM's are broken, but unfortunately all the lowbie QQ on damage and avoidance prevents it from being usable again. I troll the **** out of people in the A1 and with great result.





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