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Can Mediums Be A Viable Lrm Platform?


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#61 John Buford

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Posted 16 January 2014 - 05:16 PM

Using a Med as LRM support reminds me of what some friends of mine and I did. We had a Raven, 2 Shadow Hawks and a Kintaro, I forget the exact varients but it still worked. We used the Raven for its ECM and he had a TaG, both Shadow Hawks used Streaks, and AC's to just put fire down range and the Kintaro was tooled out with alot of LRM's. Well we were quick enough to sneak around the flank and cought thier blob as they were sparring with ours. Well needless to say we just devestated them and learned LRM's do an amazing amount of damage when you shoot people in the back our only gripe was that we didn't bring more.

#62 Chagatay

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Posted 16 January 2014 - 05:39 PM

I haven't had that much experience with LRMs but I like the whole LRMisher role (tag + 30 or so tubes). Probably doesn't work for the higher end crowd as you probably get sniped to molten metal pool in seconds, but it is alot of fun for the rating I am currently.

Probably also not the best for Terra Therma (which I like as a map and has tons of cover minus the center of the volcano) but pretty much great elsewhere. I say definitely viable averaging 400-500 damage before becoming an exclusive spotter/squirrel with a pair of medium lasers. Will stock up the ammo after I get all the unlocks (speed tweek downgrade motor etc).

I find that the TAG increases hate enemy mech aggro by about 200-300%.....so you better be good at running away/fleeing in terror.

#63 Sandra McCrow

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Posted 17 January 2014 - 12:55 AM

View PostMercer Skye, on 16 January 2014 - 03:05 PM, said:

GRF-1N Shocktrooper

I'm hoping by 'LRM platform,' we're not talking about boating necessarily, just making a proper good use of LRMs as the main focus of damage.

In this case, I love my 1N build. Consistently clears the 600dmg mark, with damage in the 1000's not unheard of. firing at an enemy in that 225m 'sweet spot' is wicked fun. And the beauty of streaks is that they can 'trick' opposing AMS, as the system has to readjust and regain targeting solution on the LRM volley after attempting to deal with the Streaks (which even with just two, should be chain fired).

And it's not that I don't believe more than 15 tubes to be effective for a LRM boat, as I have used and seen it consistently be awesome, but imho, mediums making use of one single 'dump' LRM launcher, and enough 'flak' to fill the deadzone have proven much more effective than just straight LRM boats.


http://mwo.smurfy-ne...9e87a5f0ffce9c7

try this one ;)

#64 Appogee

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Posted 17 January 2014 - 01:19 AM

View PostCapperDeluxe, on 07 January 2014 - 07:36 AM, said:

Sorry but carrying all LRM5's is not an effective LRM boat, it pretty much exists just to troll people.

And, it exploits the currently-broken game mechanic whereby 5LRMs does as much shake as LRM20.

#65 Flyto

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Posted 17 January 2014 - 01:32 AM

To the people saying "LRM5s are just for trolling", I respond,

1. Some of us have many LRM5s and fire them all together.

2. But some forms of trolling, by another name, are "suppressive fire" - sometimes keeping a single set of five missiles in flight will keep an opponent behind a hill, unable to shoot at my team. The "INCOMING MISSILES" warning doesn't specify how many :-)

#66 Smitti

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Posted 17 January 2014 - 01:37 AM

Dropped in a GRF-1S with an ERPPC, TAG and 2 x LRM5s + Artemis on tourmaline. For the majority of the match I spent my time skirting the edges of the enemy team, sniping and launching missiles at opponents in the open.

Then suddenly I found myself on my own, outnumbered six to one. Using the griffin's speed (97 point something with tweak) and jump jets, I was able to out pace and out manoeuvre the enemy team, picking them off with ERPPC and LRM fire as they were unable to catch me or get a clear enough shot.

This is exactly what LRM skirmishing can accomplish.
Posted Image

#67 Buckminster

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Posted 17 January 2014 - 04:58 AM

View PostSmittiferous, on 17 January 2014 - 01:37 AM, said:

*epic pwnage*

Nice... :D

And I have to thank the OP for planting this idea in my head. I havent' played much with LRMs in awhile. I have my Catapults mastered, but after the LRM nerf/buff/nerf/buff dance, I've been primarily on other weapons. But I was looking for something different to do with some of my medium mechs and decided to try an LRM skirmisher with one of the Griffins. So I took the one with the most missile hardpoints, played with the loadout, and tada - Griffin-3M LURMisher.

http://mwo.smurfy-ne...75b76757b25b392

LRM 25 is a little less then I was looking for, but I specifically wanted to use one larger launcher and a bunch of LRM5s, and for some reason the LRM 15 kept moving to a 10 tube location. So I dropped it to a 10, added some jump jets and a heat sink, and have what I'm currently using. I only have three games with it (not as much time to play as I'd like) but it's been incredibly effective. Using TAG and controlling range means that my LRMs are very effective, and spamming single 5s at long-shot targets minimizes ammo waste. And having that LL for a precise punch has helped deliver the finishing blow.

For a mech I wasn't sure about, it's really been my favorite of late.

#68 Smitti

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Posted 17 January 2014 - 05:35 AM

Here's another example, same build, match I just played on Alpine (fantastic map for this style of combat)
Was aiming for more of an assist-monkey this time round, keeping to the edge of the fight and focusing where necessary.
I find a useful mentality is to act like a spotter (i do use tag after all) that just has it's own LRM racks, rather than the LRM support itself, if that makes any sense....

Posted Image

Edited by Smittiferous, 17 January 2014 - 09:53 PM.


#69 LoPanShui

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Posted 17 January 2014 - 02:46 PM

View PostCharons Little Helper, on 16 January 2014 - 02:00 PM, said:


No tag?

And curious - how often do you run out of ammo? (seems kinda low)


No TAG because I'd rather have the two MLs as backup and I tend to run it with friends who can act as spotters. If I solo'd it more I'd probably include a TAG. And I do tend to run out of ammo with it, but by the time I do the match is usually about 75% over and the twin MLs start to shine when enemy Jagers and Cataphracts are running around with open side torsos. It's far from a perfect build, but I do pretty well.

#70 Mercer Skye

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Posted 17 January 2014 - 11:56 PM

View PostSandro Mc, on 17 January 2014 - 12:55 AM, said:



That's actually not too terribly far from what I used to level it. At the moment though, it's a streak boat with a pair of large lasers and an XL 325 (Whoo boy was that costly, as well).

I was also quite a fan of running in the 'Select fire LRM20' version of the 3M.

At the moment, however, I'm trying my hand at a Hunchie SP as a LRM carrier, with a pair of ALRM10's, a quad of medium lasers, and a tag. Dropped an XL 255 in, and it's got me a touch worried. First time I've ever put an XL in a hunchback.

#71 Flyto

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Posted 18 January 2014 - 01:22 AM

View PostMercer Skye, on 17 January 2014 - 11:56 PM, said:

At the moment, however, I'm trying my hand at a Hunchie SP as a LRM carrier, with a pair of ALRM10's, a quad of medium lasers, and a tag. Dropped an XL 255 in, and it's got me a touch worried. First time I've ever put an XL in a hunchback.


I have XLs in most of my Hunchies... in the SP it's less of a worry because there isn't the same HERE SHOOT ME I HAVE ALL THE WEAPONS target... and in the others, if somebody's shot the hunch off then it isn't going to help your team that much for you to stay alive, and wander around with (e.g.) one medium laser ;-)

#72 zagibu

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Posted 18 January 2014 - 02:48 AM

View PostMercer Skye, on 17 January 2014 - 11:56 PM, said:

At the moment, however, I'm trying my hand at a Hunchie SP as a LRM carrier, with a pair of ALRM10's, a quad of medium lasers, and a tag. Dropped an XL 255 in, and it's got me a touch worried. First time I've ever put an XL in a hunchback.


How do you do in the LRM HBK-4SP? I run almost the same, although bigger engine and small lasers, and surprisingly, I do a lot better than with a brawler loadout.

#73 Flying Judgement

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Posted 18 January 2014 - 03:12 AM

My Threbuchet had 2.8-3+ win lose ratio when i played it actively it was the 3C variant no JJ lot of ammo and Bap and tag in the CT with artemis oh and i almost had no armor may b 2 med laser just for the show if u aim right the LRMs destroy the component ur aiming at.
My strategy was to run a huge circle aroind the battlefield and pray i wont runn acros some lights get behind enemy lines and start shooting LRMs from 1200 1400m where MY team was located. I chose one target far away from the pack or pick different targets one after the other and turn aroud every one i can.
What usualy happened Next
One died from rain trying to backing up. unable to tell where the missiles comeing from when he\she realised my location there was already 4X LRM 30 was in the air. Than i tryed to turn the rest of them.
Some tryed to close the 800m gap between him and me...... if not. The deffensive line sure got broken and i just applyed pressure on them all the time by carefully positioning my selfe on the oposite end where my teams spearhead was.
its a sure win tactic if u can pull it of its inanely effective.
i turned around 9vs12 battles with a fast LRM boat many times and thats really funn.
Its a great build for a commander u need to know every mech on the battlefield so it need som concentration and u probably watching the map more than the game :unsure: its like playing chess with a single unit XD
the positive side u dont have to be a good shot or use mouse. And one can pick up a unique playstile.
u win a lot but playing with LRMs its just gets borring fast.

#74 Flying Judgement

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Posted 18 January 2014 - 03:29 AM

here is the raff scetch of my build i spread the armor in a different way dependin on what section i losse earlyer
if u feel unsecure u can change one ammo out for armor its still works great

http://mwo.smurfy-ne...f89d7973e1579f3

oh the tag in the CT makes a huge difference i sold this mech and exchange it to a 7M but once i lose the tag the Rockets accuracy is greatly reduced and i just waist most of the ammo so my advice dont let others tag for u if u can do it!!
and dont stick with ur team the enemy will looking for u behind the pack not behind themself.
always fall back and relocate if they found you and hide and shoot down the mech if u cant out run them its really funny when they runn past u. good luck have fun

#75 ExplodedZombie

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Posted 23 January 2014 - 06:02 PM

View PostBuckminster, on 07 January 2014 - 07:25 AM, said:

I've also seen 5xLRM5 Golden Boys do some significant damage. Chain fire to shake and disorient, alpha to punch through AMS.

The big thing is that with LRMs on a medium you're using a different approach. LRM assaults work on the "make it rain" theory. With LRM mediums, you need to control range and LOS, and then use that to dump missiles.


I was just in a match with my Golden Boy where it started out with my teammates making fun of me. By the end of the match I got props. The 5xLRM5 is what that thing is made for, but you have to do it right. So yes, yes mediums can kick massive *** with LRMs.

#76 mogs01gt

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Posted 24 January 2014 - 01:36 PM

View PostExplodedZombie, on 23 January 2014 - 06:02 PM, said:


I was just in a match with my Golden Boy where it started out with my teammates making fun of me. By the end of the match I got props. The 5xLRM5 is what that thing is made for, but you have to do it right. So yes, yes mediums can kick massive *** with LRMs.

I've had this {Scrap} happen to me. The entire screen is shaking and you have no clue where its coming from because it makes you think multiple mechs are attacking you.

#77 Sug

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Posted 24 January 2014 - 01:43 PM

I find that meds have become less effective since 12 vs 12 was implemented because they just can't carry the ammo a heavier mech can.

I think they can still use LRMs as part of a balanced breakfast but to be an effective boat you should be able to launch 40+ missiles with each salvo.

View PostExplodedZombie, on 23 January 2014 - 06:02 PM, said:

I was just in a match with my Golden Boy where it started out with my teammates making fun of me. By the end of the match I got props. The 5xLRM5 is what that thing is made for, but you have to do it right. So yes, yes mediums can kick massive *** with LRMs.


AMS

#78 Nicholas Carlyle

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Posted 24 January 2014 - 01:55 PM

View PostSug, on 24 January 2014 - 01:43 PM, said:

I find that meds have become less effective since 12 vs 12 was implemented because they just can't carry the ammo a heavier mech can.

I think they can still use LRMs as part of a balanced breakfast but to be an effective boat you should be able to launch 40+ missiles with each salvo.



AMS


The problem in the end with LRM's is if you run into the wrong mix of AMS/ECM you are neutered.

All it takes is a Jester or an Atlas running 2 AMS to be somewhere near your flight of incoming missiles and suddenly you are basically a waste of time.

It can totally work, but it's a {Scrap} shoot when you drop in PUG's whether it will.

#79 Sug

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Posted 24 January 2014 - 02:08 PM

View PostNicholas Carlyle, on 24 January 2014 - 01:55 PM, said:

The problem in the end with LRM's is if you run into the wrong mix of AMS/ECM you are neutered..


That's why I always put BAP on my brawlers. :/

#80 Nicholas Carlyle

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Posted 24 January 2014 - 02:15 PM

View PostSug, on 24 January 2014 - 02:08 PM, said:

That's why I always put BAP on my brawlers. :/


Yeah it definitely helps to have that, but you can't rely on it.

Just way too many variables to being an LRM mech right now.





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