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Wow I Cannot Believe How Bad Lrms Are....


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#21 tomoyo

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Posted 26 December 2013 - 12:39 AM

Simple to say, when using LRMS on lights, make sure they're reasonably close. LRMS at lights in the 600-1000 range are likely to miss most of the time. I find if I'm firing lrms at lights in the 200-400 range, they generally do pretty good damage since the tracking is much better and they have minimal time to escape. Also Artemis helps if you're trying to hit a light. I will usually do 1 or 2 test fires on long range lights to see if any damage will hit, if not, just stop firing at them and look for a better target (preferably assaults/heavies)

Edited by tomoyo, 26 December 2013 - 12:40 AM.


#22 Willard Phule

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Posted 26 December 2013 - 02:33 AM

I dunno. My primary missile boat config tends to lean toward variants using LRM15s and I get what he's saying....but I found my own workaround.

When I target lights (which isn't very often...I'm much more effective shooting them at larger mechs), I watch their icon on my mini-map and wait until either a.) they start the Shadow-Cat Shuffle (circling a mech over and over until it dies) or, failing that, b.) they start heading toward me.

If they're circling, your LRMs tend to do better damage...it's not like they're running along with a rooster-tail of missiles following them. If they're headed at you, they tend to 'walk into' the cluster. If they break right or left, you tend to pound the dirt behind them. (another note: if they're coming toward you and try that 'hurdle the missiles' trick, you hit them in the legs more than anything else).

At least, that's what works for me.

Also...chain fire for lights, group fire for everyone else is a good rule of thumb.

Edited by Wendigo Garou, 26 December 2013 - 02:34 AM.






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