

Lrm Flooding, The New Fotm
#461
Posted 24 December 2013 - 05:20 AM
Let a stream of chainfired missiles go of at 800, they wont hit, but your snipers can take position and pop the enemy when they put their heads out after the warning is gone.
Chainfire them on the ground and splashhit some enemys and they will go back a few steps, works sometimes great in the middle of modor or at caveentrances or the middlepath of crimson. (You need lots of ammo for this)
They are the weapons that need the most modules and upgrades and skill and/or teamwork if you want to use them with some effect against all that counters. And that effect not allways shows in damage or kills ...
#462
Posted 24 December 2013 - 08:16 AM
ColonelMetus, on 06 November 2013 - 10:35 PM, said:
A: Flooders use 10s or 15s.
B: it says ur dragon fire lance but then u have a picture of a frost dragon, so i ignore your opinions as wrong
A: I don't care what LRM's people use, its easy to track where they are coming from and cover is OP.
B: Thats not a Ice/Frost Dragon, blue fire is one of the HOTTEST types of fire. Blue Fire Dragon.
I rarely LRM but when I do I don't flood, I attack from behind/beside the brawlers helping the team.
Edited by Amsro, 24 December 2013 - 08:21 AM.
#463
Posted 24 December 2013 - 08:52 AM
ColonelMetus, on 06 November 2013 - 09:48 PM, said:
everyone has seen them all over the place sense the tuesday before last.
if something isnt done PGI is going to over correct the problem like always and we will be left with useless LRMs again.
please, stop the flooding before you ruin LRM for everyone, or. nerf LRM flooding
someones angry and just got killed by an lrm chainer

#464
Posted 24 December 2013 - 08:54 AM
Lyoto Machida, on 23 December 2013 - 05:35 PM, said:
I'm pretty sure my LRM damage is fairly consistent, whether I'm in a 4 man on TS or pugging on my own...will try some LRMs tonight in PUGs and see.
I brawl with mine too, 400m to 600m. Depends on how well we do I might even get in at 200m.
#465
Posted 24 December 2013 - 08:55 AM
#466
Posted 24 December 2013 - 11:22 AM
Mudhutwarrior, on 23 December 2013 - 05:20 AM, said:
LRMs have a lot to do with the user. I suck at LRMs, because I never seem to be playing with many/any lights that use UAVs (or use them well).
With that said, when I am the light, using the UAV AND watching competent LRM users use them to great effect, it's rewarding. Of course, the # of good LRM users are far and few in between.
To date, the fact that you're assuming I've played with Sandpit (to date, I don't think he was ever on my team, let alone in ANY premade) is a far cry from your show on your intelligence about teamwork and PUGs in general.
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break up deathballs. Arty is far more useful for pugs any day. I cringe dropping pug when I see "LRM here" in chat. That means to me that there will be no or little damage there. Maybe just maybe a lite will work with them but thats pretty rare and more often then not they have no clue how to range them to be uselful
You don't need teamspeak to message people "D2 mass" so people head in that direction. They aren't supposed to be great weapons in many matches, but very useful in those that don't expect it (assuming the map is optimal for it). I have had enough matches where I get to spam "LURMS BLOCK OUT THE SUN", because people using them have a clue. Too bad that's not often enough, but it's still back to "you need a brain to use LRMs" effectively.
#467
Posted 24 December 2013 - 12:43 PM
Deathlike, on 24 December 2013 - 11:22 AM, said:
LRMs have a lot to do with the user. I suck at LRMs, because I never seem to be playing with many/any lights that use UAVs (or use them well).
With that said, when I am the light, using the UAV AND watching competent LRM users use them to great effect, it's rewarding. Of course, the # of good LRM users are far and few in between.
To date, the fact that you're assuming I've played with Sandpit (to date, I don't think he was ever on my team, let alone in ANY premade) is a far cry from your show on your intelligence about teamwork and PUGs in general.
You don't need teamspeak to message people "D2 mass" so people head in that direction. They aren't supposed to be great weapons in many matches, but very useful in those that don't expect it (assuming the map is optimal for it). I have had enough matches where I get to spam "LURMS BLOCK OUT THE SUN", because people using them have a clue. Too bad that's not often enough, but it's still back to "you need a brain to use LRMs" effectively.
You don't need a light to spot as long as you direct fire your LRMs from close range. Yeah, it doesn't make sense and seems counterintuitive for a long range "support" weapon but I should be able to have sex with hot girls without having to spend any money also...too bad it doesn't work like that (for the most part).
#470
Posted 25 December 2013 - 08:42 AM
Lyoto Machida, on 24 December 2013 - 12:43 PM, said:
Spotting makes the LRM action that much better/easier. Yes you can be short to mid range, but many other weapons accomplish this more effectively than the LRM.
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I'm pretty sure that requires a bottomless pit of money.
#471
Posted 27 December 2013 - 05:15 AM
Mudhutwarrior, on 23 December 2013 - 05:20 AM, said:
Without instant comms lrms score lower than anything else in pug matches. Very rare to do well and anybody with sense can check dam after and A1's and other variants score poorly. Drones are rarely used to effect also. If your truly pug you know how random it is so stop being dishonest about them. Maybe the fact you have been teaming up with sandpit here on the forums for months indicates your reasoning
LRM's are a command and control weapon and if teams both are running teamspeak they are useless. That is why they are not in top matches. Their only use is in stomping against a keyboard team or someone caught in the open. They don't
break up deathballs. Arty is far more useful for pugs any day. I cringe dropping pug when I see "LRM here" in chat. That means to me that there will be no or little damage there. Maybe just maybe a lite will work with them but thats pretty rare and more often then not they have no clue how to range them to be uselful
This, and your following comments on pugging may be true for dedicated boats, but....
In pugs..., smart, well designed mixed-builds containing LRMs are extremely useful. Unfortunately these builds are not common. I've found exactly 3 builds that can effectively get me top score/kills/etc reliably when pugging.
By far the best of my 3...
http://mwo.smurfy-ne...961119116eb4588
Absolutely devestating in PuGs. Note the full tube count volleys. It's actually my best "stat_whore" mech...best KDR at 4.3:1...best average damage at ~530....and such an unbelievable farmer...wracking up components and assists like crazy. I almost always run out of 1 of the 2 ammos...but depending on the way the PuG goes....it's pretty much an even split. A nasty, nasty Pugging build.
In the "flavor" of this LRM Flooding thread....my other 2 pugging "LRM" builds...
http://mwo.smurfy-ne...0c8c776c938e58e
http://mwo.smurfy-ne...9b1af0be869c577
The point is...with the exception of the 1st build which is brutal anytime...pugging builds, especially using LRMs, must be designed completely differently than for a group scenario. I do equally as well in pugs in the 2nd and 3rd builds as I do in any "competetive" build.
Edit: The more I think about it....probablly a perfect Lurming 3-man.
The Orion-V is your main damage dealer...
The Orion-VA is the "suppressor" and dedicated "pop-the-pesky-light" with the AC/20
And the 'Phract-2X is the "positioner"...orbiting angles...TAGging, suppressing, and denying cover angles.
All total'd...the 3-man group would have...
2xALRM15 volley'd
2xALRM15 (ether volley'd at 8,8,8,6...or chain spammed at 4,4,4,3,4,4,4,3 ala A1 style)
4xALRM5 (either volley'd at 20, or chain spammed)
3xBAP for optimal spacing to cover one another
TAG
88 damage, 18.9 DPS
...That's a mean LRM force, but now add in...
2xAC5 (in my experience chain spammed is more effective due to forced LoS requirements of Artemis)
1xAC20
2xERLL
4xML
48 damage, 20.9 DPS
All that split pretty evenly between 3 different mechs...meaning not one is "boat" vulnerable.....yes, must recruit volunteers to try this grouping

Run this and tell me LRMs are ineffective

Edited by Mr 144, 27 December 2013 - 06:16 AM.
#472
Posted 29 December 2013 - 02:20 AM
#474
Posted 29 December 2013 - 03:15 AM
Victor Morson, on 29 December 2013 - 02:59 AM, said:
Funny part is their options are:
1: Put on an AMS and shut down chainers...
2: Come to the forums and cry
And they chose 2.
I can chain past a single AMS on two different builds/chassis...wether bug or quirk, it's insanely fun to cheese people off

#475
Posted 29 December 2013 - 11:53 PM
#476
Posted 01 January 2014 - 12:42 AM
#477
Posted 01 January 2014 - 12:55 AM
LRM flooding is a cheap trick which exploits MWO's lack of discriminate cockpit shake. Those who exploit it should be ashamed of themselves.
Edited by Appogee, 01 January 2014 - 12:57 AM.
#478
#479
Posted 01 January 2014 - 01:08 AM
ColonelMetus, on 06 November 2013 - 09:48 PM, said:
everyone has seen them all over the place sense the tuesday before last.
if something isnt done PGI is going to over correct the problem like always and we will be left with useless LRMs again.
please, stop the flooding before you ruin LRM for everyone, or. nerf LRM flooding
To fix your problem:
- AMS
- Double AMS
- Use teammate's AMS (stick together)
- ECM
- Friend's ECM
- Advanced Gyro
- Cover
- Do not be on open ground
#480
Posted 01 January 2014 - 01:21 AM
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