Third that. Remember, even versus LRM 15s and 20s (and the inevitable salvo that comes with them), they're damage relies entirely on getting as many hits on the target as possible. if you can force your enemy to have to fire another salvo or two to destroy you, that's another salvo or two you protect your team from, and there are few weapons in MWO that are as Ammo hungry as a missile boat
That and as Shar Wolf mentions, you can form a "Phalanx net" (based off the name of the ancient combat tactic this is roughly based on, as well as the name of the defense system AMS is based off of, the Phalanx CIWS), with your team. 1 AMS is alright... 4 will have any non-K2 Catapult or Stalker pilot frustrated as they watch half their missiles get shot down.
That said, if you've got a missile lock on you, the two best evasion tactics still stand, Keep moving if you're in the open, and get some overhead, or high cover.
Some other advice:
1. Study mech designs in the mech bay: While the majority of the players you play against will have modified the mech designs from their stock characteristic, the stock configurations can clue you in as to how a mech might be used, it's vital components, and so on. For example, on an Atlas, typically you want to aim for it's Right Torso, as the heaviest weapons (typically an AC/20, Gauss, and occasionally Dual (U)AC/5s,) is mounted there. On a D-DC Atlas however, you may want to target it's Left Torso, as that's where the ECM is mounted, and destroying that can allow your LRM support to start supporting you more.
2. If you see Ballistics (minus Gauss rifles), or Missiles on a Heavy or Assault's readout, target it's Legs. Why? Well, we Mech warriors of MWO, despise C.A.S.E. In Table top Battletech, C.A.S.E. is somewhat important, as a lucky dice roll when checking for hit locations may cause a critical even through armor and thus hit an ammo storage location.
Here in MWO though, criticals only happen when you're unarmored, and combined with the ammo storage using the highest mounted ammo first, then going down the mech, makes C.A.S.E. a bit of a wasted use of tonage and space. We tend to store ammo that will take a while to fire all of it in the leg critical slots, or to make room for heavier weapons like the LRMs and ACs. if you can hit the internal structure of the legs on these mechs, you may hit an Ammo bin. Deal 10 or more damage to them, and all remaining ammo in that location explodes, which is then dealt to the limb it was stored in. Excess damage then get's transfered (as per damage transfer rules) to the next viable internal structures (even if they have remaining armor), this in turn causes further Critical hit rolls, meaning you can set off further chain reactions on any ammo stored in those locations, or destroy weapons and equipment mounted in them.
plus it's completely awesome, and hilarious when it occurs, and your score feed starts reading like this:
"Enemy Component Destroyed"
-1 second latter as damage is calculated and chain reactions occur-
"Enemy Component Destroyed"
"Enemy Component Destroyed"
"Enemy Component Destroyed"
"Enemy Killed"
3. If you see an enemy mount a Gauss Rifle, Target the Gauss Rifle's location. In this case, Gauss rifles explode, not their ammo (ammo instead is lost if the ammo storage is hit, cited as the ammo bin/feed mechanism is ruined). A destroyed Gauss Rifle inflicts 20 damage from the discharge from it's capacitor to internal structures.
4. Some Missile using mechs have Weapon doors, know how and when to open them. You can open and close them with the */* key by default. Closed missile doors lowers damage to only 90% received (Particularly vital to know for mechs like the Catapult and Stalker, since their "arms" are particularly large and somewhat rather easy to hit). The cost is however, that they take a half second longer to launch the missiles after you press the fire button.
In case what this means hasn't quite dawned on you yet it boils down to this.
LRM Boats (I.E. Stalker and Catapult): If safe from enemy attack and providing support, keep the doors open to make sure you can fire as fast as possible. Close the doors when you're in the middle of a fight, and need to haul your rear end out of there.
On SRM focused mechs, like the Kintaro or Centurions, you may actually want to keep it closed up until you're about to engage at SRM range.
Edited by AzureDragoon, 26 May 2014 - 01:26 PM.