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Lrms Are Broken


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#41 Khobai

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Posted 31 January 2014 - 06:50 AM

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Have you even played the trial mechs?


No I avoid them like the plague. I hadnt even realized they updated them to be more competitive lol.

#42 Trauglodyte

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Posted 31 January 2014 - 08:34 AM

View PostKhobai, on 31 January 2014 - 06:50 AM, said:


No I avoid them like the plague. I hadnt even realized they updated them to be more competitive lol.


Cause they're not really competitive. Think of them as nothing more than 3050 updates to their 3025 trial stock loadouts.

Edited by Trauglodyte, 31 January 2014 - 08:34 AM.


#43 Lightfoot

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Posted 31 January 2014 - 03:12 PM

View PostPhoenixFire55, on 30 January 2014 - 04:37 AM, said:


Totally agree, smth I've suggested long ago. When you have like 70-80 missiles in the same small volume of space its really hard for them to avoid each other thus they require more spacing, thus less accuracy.


This is how they are now, but the characteristic is from the Launcher. LRM 5's and 10's are more compact than 15's and 20's. I do fine with mixed loadouts and LRMs, but less than LRM25 puts them in the weak secondary attack level, but it should because that means you have some pretty good direct fire stuff.

However, LRM25 with AC and PPC or lasers is pretty good. But you are not going to run that loadout without a good deal of practice because you are essentially splitting into two different attack tactics. You are setting to strip enemy mechs of some weapons and armor with your LRMs and then finish them off with your mostly intact mech and weaker direct fire weapons.

So, that's why I think LRMs are pretty nicely balanced, they get weaker the fewer you take, but you are replacing them with direct-fire ACs/lasers making you a moderate threat in a brawl also. You can't boat ACs and expect LRMs to be more than an annoyance to other mechs and vice versa. That's perfect really.

And, you don't just load up LRMs and expect to be good with them. LRMs generally miss the target so you have to pick a killing field and make opponents step into it with you as the bait. Something like that, but it takes practice and you get rolled at first.

As always, you need Artemis and TAG and the modules as you earn them. The only module you really need though is Advanced Target Decay. You don't need Atremis for LRM 5's, but everything else I say you do.

almost forgot to mention speed.... Speed is vital to making LRMs work so don't boat LRMs, you'll just get run down by AC20 mechs, etc.

Edited by Lightfoot, 31 January 2014 - 03:29 PM.


#44 Kaeb Odellas

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Posted 31 January 2014 - 09:44 PM

I wish their travel speed was faster. The biggest limiting factor for LRMs right now is their long travel time. They're so slow that 99% of them will miss lights entirely, and they're pretty useless over 700 meters or so, especially on urban maps. Balance them out by reducing fire rate or increasing their spread or whatever, but please make them faster.

Edited by Kaeb Odellas, 31 January 2014 - 09:45 PM.


#45 The Mad Katter

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Posted 31 January 2014 - 09:59 PM

I use a Catapult A1 regularly, and it's a complete 6xLRM5 spam cat. I pulled 1379 dmg with it earlier this week. LRMs work well in the right conditions, but SRMs and SSRMs are so pointless that I won't use them, so under 200m, I'm just a big target waiting to get shot.

#46 Corbon Zackery

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Posted 31 January 2014 - 10:04 PM

Right now there looking at launch and return angles. The Arch is way to high and downward arch is also messed up.

This is also even more messed up when spotted by a light mech.

Angle of Launch allows you to sit in a canyon and still shoot off the missiles.

The downward return angle and mid air arch is so messed up short, medium and high cover are worthless as the missiles just arch over it. When spotted by a light mech missiles will curve at unrealistic angles to hit the target.

Only the tallest cover will save you now.

LRM 5 rate of fire needs to be reduced. When link fired in multiple groups the rate of fire is unrealistic. Add in Fast fire and you can pound a guy flat in about 1min 30sec

LRM 5 missile groups need to be spread out more as they all will impact dead CT without TAG or Artmis to help them.

AMS does nothing to stop a constant stream of LRM 5 tubes.


There is still a debate going on as to how to launch your missiles old school LRM guys like me will go with the big salvo of 50 missiles and try to TAG your CT, RT or LT.

Newer LRM guys like to Link fire so that a constant stream of LRMs hits the target this also burns out a mechs AMS faster. And with LRM 5 can burn out other AMS system around the target.

How do you counter this type of cheese LRM style play.

Easiest way is to have a ECM Raven, Spider, Commando, or Cicada put a ECM bubble around the LRM. Low single means no lock. No lock no missiles fire.

Screen your forces with ECM.

Have a light knock out the LRM launchers. Very effective on A1 Cats since the missiles are in the arms with about 35 armor each max. No arms No missiles launch.

Use a route that gives you complete LRM protection.

Aggressive style of play LRM have a min Range if you charge up close the LRM cant hurt you. When you form a skirmish line at 800 meters you play right into a LRM hands as he just keeps shooting you while you cower doing no damage per second. As I said cover does nothing right now. If spotted by a light mech its game over.

All light mechs have to do right now is press R and a LRM boat will get a kill 90% of the time.

Edited by Corbon Zackery, 31 January 2014 - 10:24 PM.


#47 Joseph Mallan

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Posted 01 February 2014 - 07:51 AM

View PostKhobai, on 31 January 2014 - 01:56 AM, said:


All champion mechs mean is that you get an experience bonus for using them. It doesnt mean theyre quality mechs. Theyre actually based on official loadouts from the tabletop game... loadouts which dont work good at all in MWO because of the ludicrous heat system.

The Champion Mechs are designs MW:O playes submitted... TT does not have an official Blackjack with an AC20 to my memory

#48 Trauglodyte

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Posted 01 February 2014 - 09:04 AM

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The Champion Mechs are designs MW:O playes submitted... TT does not have an official Blackjack with an AC20 to my memory


You are correct sir!

#49 Lightfoot

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Posted 01 February 2014 - 09:17 AM

The way you use an intervening structure or object to block LRMs is you shutdown for 5 seconds while behind it. 90 percent of the time the LRM mech will be unable to re-aquire your mech and switch targets, allowing you to move in.

So it does not require tall structures or objects to block LRMs, just awareness.





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