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#401 Alaskan Nobody

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Posted 17 January 2014 - 04:49 PM

View Post1453 R, on 17 January 2014 - 04:21 PM, said:

Shar: I'm perfectly willing to debate the merits and drawbacks of the Lurmisher playstyle in a reasonable and productive manner. I'm fairly sure neither Victor nor Tesunie are really doing that anymore

That and Vic's reactions to me are the bulk of why I do not post in this thread often. :P

#402 1453 R

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Posted 17 January 2014 - 10:04 PM

Interesting bit of LRM Math I just did. Probably been brought up before, but may still be of interest to newer folks.

Weight Efficiency (tons/tube) of Artemis-Equipped LRM Launchers.
LRM-5 (3 tons/5 tubes): 0.6 tons per tube
LRM-10 (6 tons/10 tubes): also 0.6 tons/tube
LRM-15 (8 tons/15 tubes): 0.5333.... tons/tube
LRM-20 (11 tons/20 tubes): 0.55 tons/tube

Interestingly enough, once you add Artemis to the smaller launchers, the LRM-5 suddenly ties for the most weight-inefficient LRM launcher in the game, with the still-entirely-useless LRM-10. The LRM-15 gets the award of most weight-efficient ALRM launcher, with the LRM-20, surprisingly, coming in second. What does this mean? let's do some example math. Assuming a BattleMech with four (usable) missile hardpoints and medium-level weight restrictions (Kintaro pilots, I'm looking at you O_O):

1xALRM-15 (8t), 3xALRM-5(9t) (17 total tons/30 total tubes): 0.5666.... tons/tube.
1xALRM-20 (11t), 3xALRM-5 (9t) (20 totaltons/35 tubes): 0.57142... tons/tube
1xALRM-15 (8t), 1xALRM-10(6t), 2xALRM-5) (6t) (Also 20 total tons/35 total tubes): 0.57142... tons/tube
2xALRM-10(12t), 2xALRM-5(6t) (18 total tons/30 total tubes): 0.6 tons/tube.
4xALRM-4 (12t): (12 total tons/20 total tubes): still 0.6 tons/tube, and also starting to run into problems getting salvos through AMS.

In Summation:
Artemis flips the rules upside down when it comes to getting the most bang for your pound out of your missile launchers. The ALRM-15 is the sweet spot; most any launcher configuration with an ALRM-15 in it will save you weight over one without. The ALRM-5 is weight-inefficient, but is also the only LRM launcher not affected by Ghost Heat and is thus still invaluable. The ALRM-20 is generally inferior to the ALRM-15 as it is a bit less efficient as wella s less accurate, and the ALRM-10 is basically completely pointless, save in the sole, single instance of upgrading one ALRM-5 out of a pack of them, if you already have an ALRM-15 installed. Never, ever use two ALRM-10, it is objectively inferior to an ALRM-15 and an ALRM-5 in the same hardpoints. Unless you have wonky Stalker tubes.

#403 Tesunie

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Posted 17 January 2014 - 10:56 PM

View Post1453 R, on 17 January 2014 - 04:21 PM, said:


Not anymore, you're not. Instructions and materials for swapping out your Man Card are in the mail. Management expects to see you in skirts by next Thursday. No excuses.

Shar: I'm perfectly willing to debate the merits and drawbacks of the Lurmisher playstyle in a reasonable and productive manner. I'm fairly sure neither Victor nor Tesunie are really doing that anymore - the both of them have pulled in their horns and aren't really listening anymore. It's sad; I can so easily see where both of them are coming from, but Victor is Victor and Tesunie's going to defend that Stalker until the entire Internet rusts away.

I'll leave it with just a single point, I suppose. Tesunie: if I was in, say, my JR7-D(S) (yes, the (S) is important. Get 'em good), and you were in your STK-3F, there's a super-cool thing I could do that I couldn't really get away with against a pilot in a Lurmisher medium.

Builds assumed for comparison, for the sake of clarity:

Tesunie's STK-3F: Cap'n Ahab
1453-R's JR7-D(S): Get 'Em Good

Anyways. Looking at Tesunie's Stalker, it's clear as crystal that the 'Mech is intended primarily for bombarding enemies with its LRM launchers. Nobody brings eight tons of ammo for backup weapons. In this instance, the 'Mech is also equipped with four medium lasers and two Streak SRM-2s as personal defense weapons. This allows the Stalker to fight back against lightweight threats, such as my Jenner, and possibly even kill them if the light pilot is sufficiently terrible/Tesunie is sufficiently on the ball.

Here's the thing, Tesunie - that means I don't have to kill you to disable you.

If I can get close to you and just keep harassing you, tossing SRMs and laserfire at you every few seconds whilst ducking around and focusing primarily on avoiding your return fire, then I have effectively taken your Stalker out of the fight. Your LRM batteries - the BattleMech's primary weapons - are going to be going silent because you can't afford to leave me alone to chew up your backplates. I don't even have to focus especially on killing you - simply be being able to threaten you, I can force you into your fallback weapons and remove your primary armament from play. Sure, this means I spend all game playing tag with an LRM battery if I'm insufficiently awesome to finish you off myself, but you know what? I'll trade my 35 tons to keep your 85 tons out of the game any time you'll let me.

A Lurmisher medium moving ninety klicks an hour doesn't ever really need to make that choice. My Treb can scrape lights off on its teammates far, far easier than your Stalker can, and if it comes down to a situation where I can't, for whatever reason, scrape the light off...well, you know what? Trading 35 tons for 50 tons is a whole helluva lot more even than trading 35 for 85.


I is sad. I get confused as a girl over the phone, (when I was in school) in office notes, and now online! :unsure:

My Jenner is also an (S), and it's so much better than those normal Jenners...

You make a good point about tieing up a larger mech. My LRMs are, I shall admit, more of a focus than my SSRMs and lasers (but I don't like to leave myself undefended, and 6 med lasers wasn't cutting it anymore for what I wanted the mech to do. I wanted to deal more punishment to lights). I shall fully admit, if weight balancing was in swing, then this would be a very big point out of favor for my Stalker build. However, at least for the moment, there is no weight balancing. A team of Locusts might drop against a team of Atlases right now (not saying it does). However, this doesn't invalidate what you are saying though.

The difference between what you are saying and Victor is, you aren't calling it "bad" just because it's slow, or it's a Stalker. You seem to at least take notice that, especially in Pugland, this build seem to be effective, at least for me. And you seem to also understand that different people play different ways.

I'm haven't been saying that "My Stalker can kill everything", but it does seem to preform well for me in PUG matches so far. I'm able to defend myself, close in if I must, or use LRMs when I can. I agree that, if placed in the 12v12 arena, it might not preform as well (Victor's playground).

You see, with you, I can agree with what you are saying, and understand it. Unlike Victor, you don't tell me "You will lose", but it's more of a "you probably will lose". You aren't talking in definitives, or saying I'm just a bad player because I play differently from you. I shall admit that my Stalker isn't going to be "great" at everything, but you do have to admit, at least I will never be useless.

As far as "scraping lights off on teammates" I tend to be near my team, and I also tend to try and play as a guard near them. (I think I'd be the one you'd want to scrap a light off on...) But you have a point again, if I do end up being away from my team, and a light (or a group of them most likely) finds me, I'm less likely to be able to get help or support. There is a reason I try to stay with the team, or at least near them.

View PostVictor Morson, on 17 January 2014 - 04:25 PM, said:


Despite 1453 R's best efforts (and very well written by the way man!) I see you still don't get it.

A lot of why I've continued to argue this point is because it needs to be said here, for newbies reading the guide, that what Tesunie is talking about doesn't really work well at all.

If you enjoy playing a gimmick or sub-par build, that's totally fine. I own a few myself. I sometimes even drive my Awesome for kicks. It's all good. But I'm not going to attempt to classify it as a "really good 'mech" that's capable of hanging with proper designs, and that's what is going on in these posts.


I see YOU still don't get it. He's given me more consideration and courtesy than you have. He hasn't told me I "will always lose". He understands how game play in PUGland works, where as you seem to be too stuck in "competitive only 12v12" play advice, something most newbies don't get into for a while. Most new players, the supposed audience of this guide, don't play 12v12 for a while, and instead play it out like most players do in this game, out in PUGland. They need advice that will work more reliably in PUGland, and not just "cutting-edge competitive play" where you can work as a team more. They also are normally not skilled enough at the game to be able to preform these builds as you would, or even as I would.

I'm not saying you don't have good advice, and a good guide for LRM skirmishers, and advice that can help to improve someone's game play. But I still don't think every piece of advice written by you "must" be followed or you are "bad" (or "your mechs are bad" rather).

Did I say that my mech was "the supreme mech build"? I said "here is a Stalker build I think works well, despite being slow". I presented it as a good solid mech that seems to get rather solid performance in my PUG matches. I'd be tempted to see what it can do in a 12v12 with more proper teamplay and see how well it works there. I presented it as an example of a mech that "preforms well" (at least in my hands) that breaks a few of your rules, like TAG and Speed to name the big ones. I have Artemis, shoot out 20 missiles in a single volley (5 short, unless you include the rapidly following 10 behind that, making it 30), have BAP, I don't suffer ghost heat, I have Advanced Target Decay (and Advanced Sensor range). I break the tube count a little (I would have placed two LRM10s in, and more sinks, but if I did that I'd have 2 tons left over and no place to use it without dropping Endo, with his another expense I don't have the C-bills for again and would eat up more than the space I would have had left), I brought back up weapons, I move slower than you would like, and I didn't bring a TAG. I follow more than half your rules, but because I don't have all the rules followed, my build is "bad". I'm just saying that it seems to be working well fine enough in my PUG matches.

View PostVictor Morson, on 17 January 2014 - 04:25 PM, said:

I didn't take the time to optimize this right now, but here you go:
Example Victor (Not Slow)

A 300 standard with 2 UAC/5, 2 PPC, and 5 tons of ammo. Again, it's got a tiny bit of left over tonnage because I didn't take time making it a real perfect build, just putting this out there to show you how wrong you are on this.


And... it moves as fast as my Stalker, which means I can control range against it to some extent, and probably line of sight options as well to some extent (maybe not perfectly). My LRMs, as you have mentioned, would be more effective on it as well as it is slower. It will run hot (but you already said you didn't optimize it, so I'll give a little there) as well. I can't say I will or wont win, but I can at least fight back against that Victor at any range it engages me in. I wont be useless against it at any one time or range (except for extreme ranges).

You didn't "prove me wrong". You proved me correct. It's not as fast as most people would like, as it's got a Std engine in it, and it moves about as fast as my Stalker does (same engine size). No Jump (on your version at least, I know, not optimized so I'm sure you would find a way, so this can probably be ignored). And will run hot with the PPCs. As I said, it would need an XL to run as most people would prefer it to run, faster, jumping, and with a cooler running system.

Your Victor runs slow, by a lot of Victor builds. (What I feel I'd probably see more often: http://mwo.smurfy-ne...8b12f740c6d0e97 or http://mwo.smurfy-ne...89e3801928065a8 ) I tend to see VIctors with XLs more often on the field, just like Awesomes, as people feel if it can take a larger engine then they should stuff one of the largest ones they can into it. These would be considered "fast" for an Assault. Though your first one was "good", it wasn't any faster overall than my Stalker was, and you considered that slow.

View PostVictor Morson, on 17 January 2014 - 04:25 PM, said:

To be entirely honest? Not buy a Stalker. Ghost Heat destroyed builds like the 5 large lasers you mentioned (which were awesome and fun), so only the Misery gets used much anymore. To be entirely honest if I were to build a Stalker, it'd probably either run the old 4 PPC standby and setup a macro to time the Ghost Heat, or set it up as an oversized splat cat with some PPCs mixed.

Neither would be be very great, but they would play to the Stalker's strengths.


I still see the 5 large laser builds, but now I see them either chain fire them all the time, or fire them in bursts of two lasers. I will admit I don't often see Stalkers on the field too often, but that doesn't mean that they are bad. They are still considered fairly good, and would be considered better if SRMs actually registered hits/damage more accurately. I will admit, Ghost heat did take a toll on the mech.

I still feel that, for the intended role I wish for my Stalker on the field, my load out isn't a bad one. It's intended to "LRM Brawl", using the LRMs at closer ranges, as well as support the team with indirect fire, as well as guard my team (particularly the support elements) from attack (such as by lights and the sort).

A build I could think of for the Stalker without LRMs could be: http://mwo.smurfy-ne...51a3bba41eeff33
ERs for long range (all range), can be replaced with normal if it runs too hot, and med lasers and SSRMs for close in fights/light warding. Weakness: Ranged combat, speed, heat. Strengths: Close combat, Light warding/killing.

More could be made easily enough, but there are other ways that I could play it. Stalkers aren't that bad if you asked me. Just, the old metas don't work anymore (ghost heat) and the new Meta are ballistics. The Mysery not only has a Ballistic (meta), but it also is a hero mech with 30% more c-bill gain. Seen as no other Stalker can follow the current meta, of course they have fallen out of favor. Just like they were everywhere before ghostheat and PPCs got changed. Or Cats when the SSRMs mechanics were different and they where overpowered (blinding/shaking/everything hit CT). Or the Splatcat. Now, you don't see that many cats as well.

I see more Orions (Ballistics), Cataphrats (Ballistics), Atlases (Ballistics), Shadowhawks (Ballistics) and Battlemasters (Ballistics) (and other Ballistic mechs) on the field, as they all follow the Meta (Flavor of the Month as the expression goes).

View PostVictor Morson, on 17 January 2014 - 04:25 PM, said:

I didn't say you were a bad player, and everyone is free to ignore any advice here and run whatever they want. But they will be less effective for it.

This guide was, again, built to give newbies access to information on how to be the most effective. They can take from that what they will.


You almost got it, and then you mess it up again with the next sentence. "But they will be less effective for it". That, once again, implies that "if you don't do it my way, you suck". That's what people see that as. That is one of the largest problems that we end up having with your statements. You provide great information, and then say "do it this way or you aren't doing it right", when in fact you only touch on one small piece of LRM usage. I understand why you only touch the one aspect, as a guide that covers everything will be long.

However, something I don't feel your guide touches, when new players are being kept in mind, is the fact that they don't have the experience to pull of most of the same things you do when you play. They will have a harder time keeping within a certain range, and keeping people out of the minimum range. They will have a harder time understanding/knowing the maps, and where are good places to typically go, and where are typically going to be deathtraps or moshpits. They wont know where to always look and where ambushes might come from. For a new player, I suggest a couple of close range weapons, something that they can protect themselves with, though something that shouldn't be so "powerful" that it tempts them into too close of a range. They can, of course, try out a pure LRM skirmisher, and who knows. They might grasp the concepts naturally. However, most new players get ambushed easily. Being able to at least put up a fight will make them feel less useless and less frustrated.

View PostVictor Morson, on 17 January 2014 - 04:25 PM, said:

I honestly don't know if you'd ever even get the Streaks in play at all.


I have Artemis with those SSRMs, meaning they will lock quickly. Unless they can kill me in one volley (I see that as unlikely unless I'm already damaged, or they hit my cockpit and detonate the ammo there, which can happen), I will most likely get the SSRMs into play. I'll actually probably get to use them a few times, though my lasers will probably splash them a bit depending upon how they are moving. I can't say they will drop me, and I can't say I will drop them. However, if they are like the other lights I've played with, I probably will drop them, or cause them enough grief that they will find a less defended target that doesn't fight back as much, leaving me for an opponent that is better suited to taking me on (then probably coming back in when I'm distracted to shoot my back out while dealing with someone bigger).

The Streaks are the wild card, as we can't tell where or how they will hit. We can only guess, and know they will do damage when they hit, wherever that may be... (They also depend upon a lock to do anything, which also places more wild card onto them, if you know what I mean.)

#404 1453 R

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Posted 19 January 2014 - 06:21 PM

An interesting notion I've been toying with since writing up my Thunderbolts thread. And subsequently not waiting for any actual advice before acting on the crazy ideas writing that thread gave me...>_>

Also possibly one way to do Lurmishing (of a sort) and complementary weapons at the same time. I'm not going to proclaim it's good (it's a Thunderbolt with an XL. I can hear the forumites shrieking already), but in the games I've been playing with it, it's proven...oddly useful. And it only breaks one (two) Commandments, and the important one only by six klicks. I'd honestly be interested to hear what you think of this notion, Victor.

25 tubes is Victor's minimum throw weight, and I'll admit I mostly leave off the launchers if I see more than one AMS going after my salvos. What's interesting about this particular Thunderbolt, though, is that it has Backup Weapons without really compromising its primary mission or forcing itself into brackets. A proper Lurmisher is looking for direct line-of-sight locks anyways - I see no reason why it can't use a PPC as a supplementary weapon for times when the launchers are a bad/untenable idea. Or an ER PPC, because now it's got no minimum and makes a semi-useful defensive weapon as well. 14 DHS lets me pound out several missile launches/PPC shots in sequence without heat worries, and also lets me lean on the energy weapons against enemies that make it inside the 180-meter mark.

I chose to use the ER PPC under the Thunderbolt's chin and put the TAG in the right arm because in playing with both my trusty TBT-5N and my somewhat-aggravating BLR-1S, I've discovered that having arm-mounted launchers and torso-mounted TAG SUCKS! The launchers are effectively arm-locked if I want my TAG bonus, which robs the Battlemaster of much of its arc-of-fire advantage over the Stalker. I can still engage in the arm arc, of course, but the warheads lose noticeable accuracy, and reacquiring locks takes much longer. On the Thunderbolt, this also amounts to a dang-near cockpit-mounted ER PPC - the high mount lets me ridgepeek with the 'Mech and take potshots with the lightning gun without having to commit to LRM fire or slam the whole friggin' Thunderbolt over the ridge. Yeah, it means my TAG is a hipfire option, but it also means I can retain TAG-assisted LRM locks at the edge of my arm reticle.

The medium lasers are admittedly a bit of an affectation, but they've also proven surprisingly useful. Two medium lasers on my TBT-5N? A token gesture, if one I can't quite bear to part with. Two medium lasers and an ER PPC on my TDR-5S(P)? Suddenly not so much a token gesture. I have enough heat sinks to lay out a good few blasts from all three guns on anyone getting in close to me, which has at times been enough to finish off weakened foes or to intimidate folks who thought the 'LRM Boat' was easy meat into backing off.

Thus far, the configuration has provided me flexibility in engagement strategies without feeling like I'm ignoring half my armament no matter where I am on the battlefield. I'm not going to lie, it's taking a bit to get used to these ponderous Thunderbolts...but double basics and Tweak will help with that, and this feels like it might actually be an improvement over my TBT-5N.

Unlike that aggravating Battlemaster. Blagh.

#405 Tesunie

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Posted 19 January 2014 - 06:46 PM

View Post1453 R, on 19 January 2014 - 06:21 PM, said:

An interesting notion I've been toying with since writing up my Thunderbolts thread. And subsequently not waiting for any actual advice before acting on the crazy ideas writing that thread gave me...>_>

...

Unlike that aggravating Battlemaster. Blagh.


Seems fairly flexible, and if you wish to work with the XL, then that doesn't seem like much of an issue. It seems like a very sturdy build with few weaknesses from what I can tell.

As far as the Battlemaster goes, I'm feeling that too. My Battlemaster seems to get lackluster performance, and seems massively slower and cumbersome than my other mechs. I'm just thinking that maybe the Battlemaster isn't going to be a mech for me...

#406 1453 R

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Posted 19 January 2014 - 07:02 PM

Double basics is more important for mobility the bigger your 'Mech gets, methinks. I don't really feel like I need it with light/medium new projects like the BJ-1(C) I just snagged, but the Thunderbolt definitely feels sluggish and unresponsive, and the Battlemaster out-and-out chugs. I remember having similar issues with my Victors - the things felt agonizingly assault 'Mech-ish until I got through their masteries, and now they work just fine.

#407 Tesunie

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Posted 19 January 2014 - 07:56 PM

View Post1453 R, on 19 January 2014 - 07:02 PM, said:

Double basics is more important for mobility the bigger your 'Mech gets, methinks. I don't really feel like I need it with light/medium new projects like the BJ-1© I just snagged, but the Thunderbolt definitely feels sluggish and unresponsive, and the Battlemaster out-and-out chugs. I remember having similar issues with my Victors - the things felt agonizingly assault 'Mech-ish until I got through their masteries, and now they work just fine.


Honestly, I didn't notice it with my Stalker that much, but it has been a long time since my Stalker was not Mastered... Even then, on the Testing Grounds, the Stalker still feels more responsive than the Battlemaster (with almost the same sized engine). I still need to finish eliting/mastering the Battlemaster before I can really say too much, but Testing Grounds doesn't have any skills working last I knew... ;)

#408 wanderer

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Posted 19 January 2014 - 08:09 PM

View Post1453 R, on 17 January 2014 - 10:04 PM, said:

Interesting bit of LRM Math I just did. Probably been brought up before, but may still be of interest to newer folks.

Weight Efficiency (tons/tube) of Artemis-Equipped LRM Launchers.
LRM-5 (3 tons/5 tubes): 0.6 tons per tube
LRM-10 (6 tons/10 tubes): also 0.6 tons/tube
LRM-15 (8 tons/15 tubes): 0.5333.... tons/tube
LRM-20 (11 tons/20 tubes): 0.55 tons/tube

Interestingly enough, once you add Artemis to the smaller launchers, the LRM-5 suddenly ties for the most weight-inefficient LRM launcher in the game, with the still-entirely-useless LRM-10. The LRM-15 gets the award of most weight-efficient ALRM launcher, with the LRM-20, surprisingly, coming in second. What does this mean? let's do some example math. Assuming a BattleMech with four (usable) missile hardpoints and medium-level weight restrictions (Kintaro pilots, I'm looking at you O_O):


Incidentally, paired ALRM-15 or a 15/20 are usually quite sufficient for the assault that's going to be direct-firing missiles at things. Especially with a TAG designator. It makes for brutal medium-range firepower.

If you've got four missile hardpoints? Artemis can make your directed firepower efficient enough to mount secondary missile systems instead of adding another pair of LRM-5's to the loadout. I'd suggest Streaks. Torques off them scouts and works well with the usual laser battery most LRM boats pack as secondaries- and two Streaks +1 ton of ammo neatly replace two LRM-5's.

#409 Angry Viking

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Posted 20 January 2014 - 07:03 PM

I see no commandment regarding point defense. For the record, 2 medium lasers to go with your tag is not enough.

#410 wanderer

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Posted 20 January 2014 - 08:23 PM

View PostAngry Viking, on 20 January 2014 - 07:03 PM, said:

I see no commandment regarding point defense. For the record, 2 medium lasers to go with your tag is not enough.


Although for some medium-weight missile boats, 2 energy hardpoints is all you've really got after TAG. MPL's can do the job instead of a medium in that case, though it's scraping.

On a Cat, I'm fond of 2xArtemis-15, 2xStreak, 2x ML/MPL as preferred. MPL's are nice as you'll usually only fire them at ranges your Streaks function at, anyway.

#411 Buckminster

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Posted 20 January 2014 - 08:33 PM

I think there's three thoughts on point defense:
  • Have a mech that's fast enough to control the range of engagement
  • Have friends with light mechs
  • Bring yer guns
Since I mostly PUG, I lean towards the last option. I've been carrying a single large laser with my medium LRM mechs, and it's been awesome. It actually makes people pause (unlike a single medium laser), and is extremely useful for pinpoint damage on a heavily damaged mech. It's also useful for that occasional shot at the guy that's popped around some terrain - the one that you know would be back in cover before your missiles got there.

Edited by Buckminster, 20 January 2014 - 08:33 PM.


#412 1453 R

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Posted 21 January 2014 - 03:29 PM

The problem with 'Bring yer guns' is that a lot of heavy/assault 'Mech drivers feel like they've brought enough gun to win fights against dedicated brawlers. Even dedicated brawlers in their own weight class. And thusly, they play in a manner which...doesn't really help them much, because they feel like they have no weaknesses and can take on anything and everything.

An LRM-equipped Stalker or Battlemaster is food for a brawling Victor or Highlander inside the brawler's effective range. An LRM Catapult (or Thunderbolt) is so much crispy bacon if it gets caught out by a Cataphract or Orion (or Thunderbolt) or what-have-you. It doesn't matter what backup weapons you've brought or how good you are with them, because the other guy has four times your close-combat weapons tonnage to put against you. Against your same weight of enemy close-range 'Mech, you're cooked. Against a light strike 'Mech specifically built to find and ruin LRM machines, you're going to be at a severe disadvantage because they built their 'Mech to put you there. Believing that your backup weapons are anything but a last-ditch supplement is a recipe for getting yourself killed with your primary job left undone.

#413 Father Dougal

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Posted 21 January 2014 - 04:03 PM

View PostAngry Viking, on 20 January 2014 - 07:03 PM, said:

I see no commandment regarding point defense. For the record, 2 medium lasers to go with your tag is not enough.


Thats why I run with a team. I only run 1 ML on my BLR-1S. The rest of the tonnage is dedicated to ammo. With a good spotter and a friendly medium to chase away anyone who gets too close, I can completely rip apart 7-10 players on the other team.

I call my 1S my money mech.

#414 Buckminster

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Posted 21 January 2014 - 05:32 PM

View Post1453 R, on 21 January 2014 - 03:29 PM, said:

The problem with 'Bring yer guns' is that a lot of heavy/assault 'Mech drivers feel like they've brought enough gun to win fights against dedicated brawlers. Even dedicated brawlers in their own weight class. And thusly, they play in a manner which...doesn't really help them much, because they feel like they have no weaknesses and can take on anything and everything.

An LRM-equipped Stalker or Battlemaster is food for a brawling Victor or Highlander inside the brawler's effective range. An LRM Catapult (or Thunderbolt) is so much crispy bacon if it gets caught out by a Cataphract or Orion (or Thunderbolt) or what-have-you. It doesn't matter what backup weapons you've brought or how good you are with them, because the other guy has four times your close-combat weapons tonnage to put against you. Against your same weight of enemy close-range 'Mech, you're cooked. Against a light strike 'Mech specifically built to find and ruin LRM machines, you're going to be at a severe disadvantage because they built their 'Mech to put you there. Believing that your backup weapons are anything but a last-ditch supplement is a recipe for getting yourself killed with your primary job left undone.

Well yeah, no weapon load out will account for not knowing your mech's strengths and weaknesses. Lately I've been running jack-of-all-trade mechs, which means I can't out-LRM an LRM boat, and I can't out-brawl a brawler, but I have a versatile load out and enough agility to help make sure that I'm always in my element. It doesn't always work, especially when the numbers of your enemy start to work against you.

Edited by Buckminster, 21 January 2014 - 05:32 PM.


#415 Alaskan Nobody

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Posted 21 January 2014 - 05:41 PM

View PostBuckminster, on 21 January 2014 - 05:32 PM, said:

Lately I've been running jack-of-all-trade mechs.

I actually prefer those as well - In theory if the whole team is in them, whatever you drop against, you have the counter to - en masse at that.

In theory being the key-words of course. :)

#416 Tesunie

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Posted 21 January 2014 - 06:11 PM

I like to bring a slightly mixed build, even if I'm "not as good" as a specialized build of the same type.

(As a comment seems to be hinting at my Stalker build.)

I'll say this much for myself, I don't think my Stalker is "invincible" and can "take down a brawler made for close combat" while in their element. However, unlike if I was a pure LRM mech, I can at least stand a chance, which a chance (even a 1% chance) is better than no chance at all.

However, there are also strengths to balanced builds. If you are a brawler, and I can get you at range, the advantage is mine (I'm stronger than you at range, where as you are stronger than me at close combat). If you are an LRM mech (my other part of my mech in this case), if I can get close to you, I am stronger than you and can take you down. This doesn't go so true in reverse, but unlike a super specialized build, I at least have a chance. If I'm being pitted LRM mech vs LRM mech, and they are a boat, I'm going to lose out, but I can at least fight back. If I'm stuck in a brawl, I am probably going to lose out, but I can at least fight back.

As already discussed, a Stalker (or most any Assault) is too slow to safely boat LRMs, especially when alone and in a PUG match. This forces one to either take the gamble of being near useless to near unstoppable, or to balance out one's build load out. I chose the latter. I also designed my mech far more so as a guard to other support styled mechs. This means I want to be able to add to their support (so I'm not useless the whole match), but also be able to help fill in some of their weaknesses and scare of fast mechs if not take them down. In this particular role, I feel my Stalker fulfilled it's design I set out for it. It isn't designed to engage in a brawl, or to compete with another LRM mech. That isn't to say that I don't have a nice "kill zone" still, where I will wish people to blunder into, or let me get and keep them there (270-180m kill zone). However, this kill zone area was more or less accidental, but I have found it effective when I can get there.



Though the guide doesn't say it out right, Victor has said that it's either all LRMs or no LRMs. If one follows this guide completely and always, then most every assault mech (and many heavies) are unusable for any form of LRMs. So, any missile slots an assault might have, by Victor's account (unless I am wrong, in which case I'd like to hear it from Victor), should either be ignored, used only for SSRMs or SRMs, and with the current state of SRMs that forces one to use only SSRMs in any missile slot in an assault. Very limiting. This is where I mostly digress from the Guide. I by no means am saying that this guide doesn't have good advice, as it does have very good advice. I'm just saying there are exceptions to them, and other ways one can play with LRMs in a more generalized notion, a notion that doesn't include boating them.

(I have also preformed an experiment with a Battlemaster. I have TAG, ALRM20, 2 LLs. When I have been using the TAG and LRMs, I have very rarely seen all the missiles home into the CT as described to me. I do see it from time to time, but that is only on stationary targets. Am I doing something wrong? TAG/Lock and shoot, hold TAG till impact... I'm not saying it doesn't help tighten up the missile spread a little, but I'm not seeing it to the degree being spoken of.)

Edited by Tesunie, 21 January 2014 - 06:12 PM.


#417 Alaskan Nobody

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Posted 21 January 2014 - 06:22 PM

View PostTesunie, on 21 January 2014 - 06:11 PM, said:

(I have also preformed an experiment with a Battlemaster. I have TAG, ALRM20, 2 LLs. When I have been using the TAG and LRMs, I have very rarely seen all the missiles home into the CT as described to me. I do see it from time to time, but that is only on stationary targets. Am I doing something wrong? TAG/Lock and shoot, hold TAG till impact... I'm not saying it doesn't help tighten up the missile spread a little, but I'm not seeing it to the degree being spoken of.)

If you are only doing that test in the Testing Grounds that might be the problem (as there are repeated reports of the testing grounds being less than helpful for actual testing)

I know the pilot skills do nothing in there, but I do not know about anything more than that, as I only really use them for exploring the maps, and giving my kid brother and nephew someplace to stomp around where they won't ruin my reputation (further)

#418 Tesunie

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Posted 21 January 2014 - 06:44 PM

View PostShar Wolf, on 21 January 2014 - 06:22 PM, said:

If you are only doing that test in the Testing Grounds that might be the problem (as there are repeated reports of the testing grounds being less than helpful for actual testing)

I know the pilot skills do nothing in there, but I do not know about anything more than that, as I only really use them for exploring the maps, and giving my kid brother and nephew someplace to stomp around where they won't ruin my reputation (further)


I'm talking in match, under live fire. I don't really see them "zooming into the CT only" or even "mostly". I also don't see them "tracking lights better when they are moving" either. They seem to outrun them just the same as normal, and it still only barely hits their legs.

I do know, I'm not using very many LRMs, but still... I would think I would see something more?

#419 1453 R

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Posted 21 January 2014 - 06:53 PM

That could also be partly the LRM-20's fault. That particular launcher seems to throw missiles all over the dang place, whereas even just the next-size-down LRM-15 launcher has a significantly more focused salvo. Multiple smaller launchers also seem to do better than single larger ones. Maybe try it again with the ALRM 15/10 mix I've got on my T-bolt? That launcher config seems to be doing me pretty solid work.

#420 Tesunie

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Posted 21 January 2014 - 07:00 PM

View Post1453 R, on 21 January 2014 - 06:53 PM, said:

That could also be partly the LRM-20's fault. That particular launcher seems to throw missiles all over the dang place, whereas even just the next-size-down LRM-15 launcher has a significantly more focused salvo. Multiple smaller launchers also seem to do better than single larger ones. Maybe try it again with the ALRM 15/10 mix I've got on my T-bolt? That launcher config seems to be doing me pretty solid work.


Only one missile slot on this Battlemaster. It shoots it out in two bursts of 10, which should reduce spread to that of the LRM10. (I couldn't find a loadout that worked for my (P) version, and decided to do the 2 LL, ALRM20 and TAG and see how it worked. It works great some matches, not so great others. But I'm not liking the Battlemaster too much anyway...)

I'm still feeling (though I will elite my Battlemaster version before giving a finalized review of my opinion) that my Stalker is better than the same load out on the Battlemaster. It just still seems to run better... I'll see how the acc/dec and twist amount is after getting elites and x2 basics done, but it still feels far more limiting still...





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