

Just Use An Lrm10
#1
Posted 22 November 2013 - 09:37 PM
#2
Posted 22 November 2013 - 09:56 PM
EDLOVER, on 22 November 2013 - 09:37 PM, said:
If multiple people do this, and you guys focus fire on one target....40-60 LRMs can ruin anyone's day....
#3
Posted 22 November 2013 - 09:58 PM
Now bring the Flames!
#4
Posted 05 February 2014 - 09:03 PM
#5
Posted 05 February 2014 - 09:29 PM
#6
Posted 09 February 2014 - 09:37 AM
A couple of good reasons for it is the screen bounce and smoke effect can mess with the target even if no major damage comes from it, and if you can throw a flight of missiles at a guy to add them as a assist for xp and c-bills if they die during the match.
All that being said however when they add the announced changes to NARC (stays active 30 seconds, can not be knocked off by damage, and DISABLES ECM COVERAGE ON EFFECTED MECH FOR DURATION OF BEACON!) and that actually works, then NARC would be a awesome thing to carry in those random lone missile hard points.
#7
Posted 13 February 2014 - 08:48 AM
#8
Posted 13 February 2014 - 09:18 AM
I put an LRM 20 back on my Atlas-D for this reason. It gives me the ability to put out damage at range. Without it, the build was mostly brawl-based, which encouraged me to get too close... and then die.
#9
Posted 13 February 2014 - 09:41 AM
I typed "targets of opportunity" in the above. Let me expand on that, and sweet heaven, I hope many read this. Because it's getting bad out there in the PUGs. Someone somewhere has gotten it into a lot of newer player's heads that LRM is for indirect fire, and they should stay behind the rest of the team and be protected. Then they figure if they've put an LRM 15 on their Battlemaster, they are now indirect fire support. Run that LRM15 if you want, but you are also carrying more armor than anyone else on the team. You do not have enough missiles on your mech to warrant keeping all that armor out of the fight.
You guys want to run assaults, great. The rest of us are getting killed up front. Your LRM10 does not make you a delicate missile-boat. We need all assaults to be built and headed for the front line, where they belong.
#10
Posted 13 February 2014 - 10:20 AM
However, on the flip side, if my assault mech is decked out mostly for brawling and the enemy is hiding behind a ridge 500m away while sniping, there's not much I can do. I can wade into the fray and die dramatically... or I can change my loadout, add some LRM's, and return fire. The Atlas is a terrible sniper - LRM's are by far it's best option for handling this situation. Once the brawl begins, my Atlas still has an AC20 and 4 medium lasers to keep people entertained. Overwhelming, no, but you'll have been under the LRM rain for while to get into that range. In short, I'm not running one of those goofy LRM Atlas's that has 2 medium lasers for close-in work and that's it.
One other point: if SRM's worked better, I'd be more inclined to use them, and I just hate putting streaks on heavies or assaults. It seems that by the time I got the lock on the fast light, he's darted away or behind something. I know it works for some people, but it meshes poorly with my playstyle.
Edited by oldradagast, 13 February 2014 - 10:23 AM.
#11
Posted 13 February 2014 - 10:46 AM
Kaeb Odellas, on 05 February 2014 - 09:29 PM, said:
Streaks and SRMs would be a lot better if they just went ballistic after reaching their maximum range rather than mimesploding into the invisible range wall. They could also stand to be faster.
#12
Posted 13 February 2014 - 08:03 PM

Mind you, that Griffin has TAG, one LRM 15 with Artemis, and three Streak SRM racks for "guns"- it's a total missile 'Mech. Note that was enough to hit -every 'Mech on the opponent's side-. With premium time, it was just under 2K in experience and 250K in C-bills.
#13
Posted 20 February 2014 - 11:41 PM

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