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Just Use An Lrm10


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#1 EDLOVER

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Posted 22 November 2013 - 09:37 PM

simply equiping an lrm 10 has given me the patience to "not rush in". it doesnt do that much damage but it keeps you out of trouble. good lesson.

#2 Nick Makiaveli

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Posted 22 November 2013 - 09:56 PM

View PostEDLOVER, on 22 November 2013 - 09:37 PM, said:

simply equiping an lrm 10 has given me the patience to "not rush in". it doesnt do that much damage but it keeps you out of trouble. good lesson.


If multiple people do this, and you guys focus fire on one target....40-60 LRMs can ruin anyone's day....

#3 Alaskan Nobody

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Posted 22 November 2013 - 09:58 PM

If you can swing it, 2 LRM 5 give you the same damage, weigh less, and fire more frequently.

Now bring the Flames!

#4 Jayson Youngblood

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Posted 05 February 2014 - 09:03 PM

And not only is Shar Wolf right, but the missile grouping with 2 LRM 5's would be tighter than an LRM 10.

#5 Kaeb Odellas

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Posted 05 February 2014 - 09:29 PM

It's not like SRMs are really worth a damn at the moment, anyway.

#6 Tyrnea Smurf

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Posted 09 February 2014 - 09:37 AM

With the current void of AMS I'm seeing in matches recently (seriously was there a stop using AMS memo I missed recently?) I think your better off adding a LRM 5 or 10 on those variants where you only get 1 missile slot, that you would have normally used on a SRM launcher.

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 Vandul

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Posted 13 February 2014 - 08:48 AM

Think of an LRM 5 as an indirect fire LBX-5. That being said, the smaller the group, the easier it is for AMS to do its dirty little business. Always choices.

#8 oldradagast

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Posted 13 February 2014 - 09:18 AM

There is logic to this - I've seen this in my own experiences. Even if the LRM isn't doing a lot, I'm still doing *something* vs. either sitting around, waiting for the match to turn into something more suitable or (worse) trying to force the issue and then dying.

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 Navy Sixes

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Posted 13 February 2014 - 09:41 AM

Ok, let me start by saying I largely agree and am always happy to see more LRM's on the field. All of this is fine for mediums and below, but the last thing this game needs is any more heavy/assaults farting around behind everyone else on the team. You want to throw an LRM 10 on your Atlas and throw some rockets at indirect targets of opportunity? Great. Personally, I'd rather you put some SSRM's in those missile slots to help with the lights, but whatever. The point is you are the big-bad Atlas. Your place is on the line, raising hell. You are not a support mech. Not supression, not indirect fire, not sniping. If you can't find a way to make your assault mech work in an assault role, you should run something else.

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 oldradagast

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Posted 13 February 2014 - 10:20 AM

Please keep in mind that the LRM's on my Atlas are to provide continued, sustained damage as I approach. I am an assault mech - I'm supposed to be keeping the pressure on and advancing into the fray, and nothing says doom like an Atlas approaching with LRM's flying, AC20 firing, and lasers sweeping everything.

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 Osric Lancaster

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Posted 13 February 2014 - 10:46 AM

View PostKaeb Odellas, on 05 February 2014 - 09:29 PM, said:

It's not like SRMs are really worth a damn at the moment, anyway.


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 wanderer

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Posted 13 February 2014 - 08:03 PM

One LRM 15 (and a few Streaks to a scout that got too close) and you get:

Posted Image

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 Colonel Fubar

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Posted 20 February 2014 - 11:41 PM

Exactly, too bad more pilots don't think that way. Look at just how many tourist pilots are dead in the 1st two minutes. A good pilot should always carry a bank...and properly deploy them first to thin out the enemy before making any kind of push. MWO has more Hyper active poster children refusing to take their med's and just relax for just 5 min. :)





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