

Beginner Lrm Boat - I Deal No Damage
#1
Posted 04 June 2014 - 11:25 PM
I built myself a LRM boat:
http://mwo.smurfy-ne...2713a7fa44c0002
The engine will be upgraded to STD 300 once I have the credits to buy a mech, that comes with it.
However I only do 200-400 damage most of the time. I try to help my team by chain firing once I hit someone that might fight back against them to help via screen shacking.
I stay with the team, although often it seems, that they are just waiting to be doomed.
E.G. river city we sit completely behind that huge building. I cannot use lrms effectively, because I dont get locks or they vanish too fast so what am I supposed to do here?
Is LRM even viable? Should I maybe switch to a 5x SRM brawler build?
#2
Posted 04 June 2014 - 11:46 PM
Though they are easier now that 4/6 ballistic weapons do not outrange them.
I am not an expert on boating them - but I do know it helps a lot to do your own spotting, as the missiles spread more when fired at enemies you cannot see yourself.
Some maps, as you noted, are much less LRM friendly.
That does look like a fairly decent build though- and one I might run myself. (with a bigger engine - which might be your problem)
Someone else will probably be along with more advice
#3
Posted 04 June 2014 - 11:55 PM
#4
Posted 04 June 2014 - 11:57 PM

But on topic:
Chainfire is not always the best. LRM5s are nearly nullifed if one or more AMS are present.
I hate LRM5 anyway.^^
I would drive something like 2x LRM15 plus some LRM10, depending on your loadout...
River city... Terrain knowledge is the key. Pick places where you have LoS and you know the missiles will reach the enemy in time. Here, for example, chainfire is not your friend.
If the brawling is within the building corridors and they won't come out... Well, then you're f**ked.

#5
Posted 04 June 2014 - 11:58 PM
#6
Posted 05 June 2014 - 12:03 AM
#7
Posted 05 June 2014 - 12:08 AM
Draal Kaan, on 04 June 2014 - 11:57 PM, said:

But on topic:
Chainfire is not always the best. LRM5s are nearly nullifed if one or more AMS are present.
I hate LRM5 anyway.^^
I would drive something like 2x LRM15 plus some LRM10, depending on your loadout...
River city... Terrain knowledge is the key. Pick places where you have LoS and you know the missiles will reach the enemy in time. Here, for example, chainfire is not your friend.
If the brawling is within the building corridors and they won't come out... Well, then you're f**ked.

Are lrms easy to use? Yes. Are they overpowered? Nope.
#8
Posted 05 June 2014 - 12:38 AM
Yes, LRMs are easy to use ... using others' locks, munitions that guide themselves to the target, ability to hang back and not get shot in the frontline. Sounds wonderful.
BUT you're never going to be a rounded and successful MechWarrior just LRM boating. Worse, when you're using an 85 ton assault to LRM boat, you're probably depriving your team of something more useful. And if you're not familiar with all the optimizations for LRMs (Artemis, TAG, target retention module etc) you're probably not even going to be a very good LRM boat.
So I encourage new players such as yourself to move on from LRM boating to something more challenging, fulfilling and rewarding. You can experience the full joy and challenge of being a Mechwarrior by playing Mechs with more diverse loadouts, including some direct fire weapons, and which have the ability to move and manueovre more effectively.
You'll get engaged with the enemy in a more exciting way. You'll have the opportunity to pull much higher scores and kills. (Cataphract 3D is a particularly good chassis for more diverse approaches.)
I hope that none of the above seems like a personal criticism. It's not intended to be... particularly as PGI put so little effort into helping new players understand their game. It's just advice for you to consider, from an experienced player who can LRM boat if his team needs him to, but generally chooses not to.
Edited by Appogee, 05 June 2014 - 12:45 AM.
#9
Posted 05 June 2014 - 12:50 AM
- Put as many LRM's on your mech whilst still making it practical
- Don't worry too much about your Heat Efficiency - you won't often fire your medium lasers and LRMs at the same time
- Situational awareness AND knowledge of targeting is essential
I used to teach a Seraphim Training Academy Support Class and my signature LRM mech is my Highlander 733P. I do an average of 800 damage per match (on a good day) - you can find a couple of my screenshots here: http://mwomercs.com/...ost__p__3405503
#10
Posted 05 June 2014 - 12:55 AM
Originally I wanted to take the 5M and build a strong brawler with 5x SRM 6 and a couple of lasers, but I fear I might misread the battle and deprive the team of an important assault mech
#11
Posted 05 June 2014 - 01:00 AM
Maybe this?...http://mwo.smurfy-ne...29a2edb6ff4d946
I don't own any Stalkers, so I can't comment on the effectiveness of the build, just something I threw together quickly in Smurfy's, looks pretty sound to me, and no ghost heat. I run a similar build on my BLR 1S, and can certainly vouch for the effectiveness of that. Use the LRM 5's to harass, and fire at lights, and only fire full salvoes when you are sure you will land them on the target.
As for doing more damage, don't hang at the back launching from close to maximum range, get up closer, to just behind your front liners. Less flight time on your lurms equals less time for your target to find cover. Being just behind the front lines also gives you more chances to pop out and TAG enemies, which increases the effectiveness of your missiles by a large margin, especially when combined with Artemis. Also, don't just spam your missiles at every target you lock, save them for targets you are SURE you are going to hit.
Good Luck, and Good Hunting.
Edited by Petard, 05 June 2014 - 01:35 AM.
#12
Posted 05 June 2014 - 01:02 AM
The idea, why I took smaller launchers is to maximize the volley/damage ratio. Sure I can slap on 2x LRM 20, but even on the side arms that would be 2 salvos.
That way I have no ghost heat and can chain fire non stop
#13
Posted 05 June 2014 - 01:15 AM
Edit: For more pain down range, consider 2xALRM15+2xALRM10+4xML+TAG, STD275. You get a hard hitting alphastrike while keeping big damage when chain firing. The engine could be still lower, but then you will be left alone too often due to lack of speed. The TAG is in the arm on purpose -- to make it easier to aim over/around obstacles. It has a drawback -- not enough ammo to spray and pray all match -- so it encourages better timing of your rain. After you run dry, go ahead and tank for your team. This is where you get to use the lasers to good effect.
Edited by Modo44, 05 June 2014 - 02:13 AM.
#14
Posted 05 June 2014 - 01:25 AM
Maybe I am wrong and heavies/assaults are not shaken enough to impact their fighting ability - I do not know this
#15
Posted 05 June 2014 - 01:27 AM
#16
Posted 05 June 2014 - 01:32 AM
#17
Posted 05 June 2014 - 01:33 AM
#18
Posted 05 June 2014 - 01:44 AM

But Remind, as an LRM Mech your Primary Role is support Fire, means, suspress the Enemy block Ways, with your Missles, Keep em in Cover and distracted so your Team can Finish em.
#19
Posted 05 June 2014 - 02:00 AM
Edited by Flaming oblivion, 05 June 2014 - 02:18 AM.
#20
Posted 05 June 2014 - 06:31 AM
Also, try Artemis. When combined with TAG for line-of-sight targets you get much better results in terms of damage. When you don't have LOS on a target you're not going to get the same grouping.
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