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Need Tips For Lrm Use


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#21 Victor Morson

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Posted 19 February 2014 - 02:57 PM

View PostJelik Andelgard, on 16 February 2014 - 09:10 PM, said:

- Artemis is nice but not essential. Doesn't seem to head directly for the enemy's core anymore.


The tracking speed increase to missiles with Artemis makes it the only effective way (when stacked with TAGs) to punish lights and fast moving mediums. On top of the grouping bonus and lock time bonus. Why I'd say this is absolutely essential no matter what kind of LRM 'mech you are running.

View PostCharons Little Helper, on 19 February 2014 - 02:51 PM, said:


As a quick heads up - I run pretty much that build. At present though - you need to go LRM 20 & LRM 10. It's cooldown is a bit more - but the griffon is one of the mechs with screwed up tubes.

If you make it like that - the LRM 15 goes into one of the 10 tube slots. (I submitted a ticket - they let me know that they're aware of the issue.)


Huh. Is that a new bug? Other frequent New Player forum member Itsalrightwithme runs that setup (as recently as last night) and was still outputting all 30 in the first salvo (as the tubing should).

I don't own the Griffin yet so I can't check it personally; if it has bugged missile tubes right now, definitely consider the 20/10 launcher config - it even has some advantages. This has happened to a few 'mechs in the past and it really screws with them.

PS: Is it all models of Griffin that are bugged?

EDIT: I will be buying the Griffins this week though, so I guess I'll find out what's going on with the tubing first hand soon enough, heh.

Edited by Victor Morson, 19 February 2014 - 02:59 PM.


#22 wanderer

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Posted 19 February 2014 - 02:59 PM

View PostVictor Morson, on 19 February 2014 - 02:56 PM, said:


The tracking speed increase to missiles with Artemis makes it the only effective way (when stacked with TAGs) to punish lights and fast moving mediums. On top of the grouping bonus and lock time bonus. Why I'd say this is absolutely essential no matter what kind of LRM 'mech you are running.



What he said. I'll take 5 less tubes and strap Artemis on over pure numbers- because that combo has crippled more unaware scouts in front of my launchers than I can count.

#23 Charons Little Helper

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Posted 20 February 2014 - 05:59 AM

View PostVictor Morson, on 19 February 2014 - 02:57 PM, said:

Huh. Is that a new bug? Other frequent New Player forum member Itsalrightwithme runs that setup (as recently as last night) and was still outputting all 30 in the first salvo (as the tubing should).

I don't own the Griffin yet so I can't check it personally; if it has bugged missile tubes right now, definitely consider the 20/10 launcher config - it even has some advantages. This has happened to a few 'mechs in the past and it really screws with them.


It's possible that it's been fixed in the last couple of weeks - I haven't tried the 15 + 10 + 5 config for awhile.

#24 Orbit Rain

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Posted 20 February 2014 - 11:38 AM

To answer your first post Jonny, if you just got off the boat and slapped into a cat lrm build, off the top of my head, I'd tell you:

Always be aware of where *everyone* is, and rain priority targets.

Don't rambo...pay attention to where your team is in the minimap...look for your blue triangles circling a red triangle...rain what they're shooting...always rain what they're circling if you can...try to blend in with the crowd, keep your "main body" between yourself and the enemy main body, if you're too far away, lights will get you, if you stand in the same spot forever, something will find you. Know where your friends are, to run that light that will hassle you, into them...In fact, if you were brand new, I'd give the old advice: "Follow the Atlas!" Pay attention to AMS, slow targets in the open are prime, fast-movers you're probably wasting ammo and heat on (this is not to say "never lrm lights" though) If someone pops a uav, rain the D-DC to get rid of ecm cover. if friendly is fighting a meta-build, rain him.
---
There's certainly much more to it, and there are different styles and mind-sets. Part of this game is figuring out what works for *you* Part of this game is collect-em-all Pokemon, with chassis and builds and styles within variants. Slow-fat/fast-light lrm builds play differently. The game is unforgiving if you play a build the wrong way, or can't figure out the right way to play it, to play it the right way. Mechs play differently when no basics are unlocked versus when their basics are doubled.

CPLT-A1 - max engine, max JJ's 6LRM5, fun ass hell...If want to learn how to LRM, this is your trial-by-fire mech. Add target decay and sensor range. if you can learn to LRM in this thing, you will be good in every other lrm-build. Take your pain up front with this mech. A C4 also works, I wouldn't say better, because you can look at the TAG as a crutch...a super-useful crutch that will let you cut through ecm. But you won't learn the "RUN FOR YOUR LIFE" tactical-awareness you build with the A1. Probably too expensive for you though, given the c-bills for the 315XL (get premium-time!)

Since you bought GRF-3M, Here's a build: GRF-3M - 2LL 4LRM5. I'd rather have my legs blown off than the instant-death of having my torso ammo blown. The chance is actually pretty negligible that it will happen anyway. As one dev told me, "people don't want to die because of a random number-generator" This build could stand to have the armor tweaked though. Try this - You can use your 275XL instead of the 280XL, since they weigh the same.

The cats you have are pretty versatile platforms. ERPPC's LL's Mixed Standard Gauss AC40 AC10 - I have twelve catapults total, all with different builds, and they each have their own *feel*. Have fun trying different things with them!

#25 Jonny Slam

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Posted 20 February 2014 - 01:06 PM

Nice!

#26 Jonny Slam

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Posted 25 February 2014 - 10:41 PM

Well after unlocking all the other Catapult variants I started the A variant that came with the bundle.

And although I did miss the tag, and backup energy weapon at first, it is FANTASTIC!

I loaded it with two groups of 3 ssrms, max armor, a standard 315 engine, a pile of double heat sinks, and went rampaging on my way, total change of pace from my lrm boat (which I still love) and the K2 variant.

Crazy good fun, and finally got more then a couple of kills in a match!

Edited by Jonny Slam, 25 February 2014 - 10:42 PM.


#27 AlmightyAeng

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Posted 26 February 2014 - 12:42 PM

Jonny, I don't know if someone addressed this...but you asked about missiles and losing lock. If you lose lock, they miss, yes, but if you REACQUIRE lock while they are still in the air then they WILL head toward the target.

If you fire missiles off WITHOUT a lock and THEN get a lock, they will NOT track targets. Just an FYI.

I agree with a lot of Victors rules. My favorite LRM mech is my Thunderbolt...the number of 1000+ matches I've had in it is surprising and gratifying.

Unless you have an excellent screen of a team, being mobile is definitely the way to go with LRM's...controlling your range is key...don't be afraid to kite heavies and assaults backwards at a shorter range of 250-300...with LOS your hits will actually be INCREDIBLY effective.

#28 luxebo

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Posted 26 February 2014 - 04:46 PM

View PostJonny Slam, on 25 February 2014 - 10:41 PM, said:

I loaded it with two groups of 3 ssrms, max armor, a standard 315 engine, a pile of double heat sinks, and went rampaging on my way, total change of pace from my lrm boat (which I still love) and the K2 variant.

Make sure you have ECM backup (stay near a DDC fellow or a guy with BAP/TAG) or get BAP yourself. That is important as one little light with ECM can foil your plan!

Edit: Censoring bug ger... why?

Edited by luxebo, 26 February 2014 - 04:47 PM.


#29 990Dreams

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Posted 26 February 2014 - 04:52 PM

1) Stalkers are where LRMs are at.
2) Artemis is a good idea
3) TAG if you can
4) Heat efficiency is a preferable but optional
5) Speed is good but optional
6) If you can't do speed use an AMS
7) Always have spotters
8) Announce you're a boat
9) Insane Stalker Boat, Fast Medium Boat, Jagerboat.

#30 Alaskan Nobody

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Posted 26 February 2014 - 05:20 PM

View Postluxebo, on 26 February 2014 - 04:46 PM, said:

Edit: Censoring bug ger... why?

Over in Great Britain it is a less than public term.

#31 luxebo

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Posted 26 February 2014 - 06:13 PM

View PostShar Wolf, on 26 February 2014 - 05:20 PM, said:

Over in Great Britain it is a less than public term.

Ah, I see. ;)

#32 Koniving

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Posted 26 February 2014 - 07:03 PM

View Postluxebo, on 26 February 2014 - 06:13 PM, said:

Ah, I see. ;)


It's essentially the British version of a certain word that sounds like trucker and in American slang is often prefixed with a female parent.

On the western side of the globe, however, it's a pest or annoyance.

But that said.. I've been wanting to make some vids lately with tactics. Like corner shooting.

Edited by Koniving, 26 February 2014 - 07:08 PM.


#33 Jonny Slam

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Posted 26 February 2014 - 07:38 PM

It was a super happy day last week when I realized that missiles would track again if you re-acquired target lock!

Currently I'm fiddling with the Griffin I pick up last week, now that I unlocked all my Cats. it is a bit of a adjustment but pretty fun.

I can certainly see the advantage of speed thus far.

I really like the TAG but it was helpful to run the Cat A model for a while to see I could make it without.

#34 wanderer

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Posted 27 February 2014 - 07:46 AM

I ran my entire Griffin line as LRM skirmishers.

LRM 15/20 with Artemis, mixed bag of ML's and Streaks, TAG. Heck, the -3M was a torso TAG, LRM 15+ Artemis, 3x Streaks and I didn't mount a thing on the arms. :(





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