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Beginner Lrm Boat - I Deal No Damage


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#1 Pappus

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Posted 04 June 2014 - 11:25 PM

Hello,
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 Alaskan Nobody

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Posted 04 June 2014 - 11:46 PM

LRM are viable - but very much not easy to do.
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 RowdyWolf

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Posted 04 June 2014 - 11:55 PM

river city is the worst map for a lrm boat so your damage is going to be lower then normal there anyhow. as far as your build is concerned, you should have max armor in your head. your build looks very powerful i myself would make room for artemis myself but thats just how i use my lrm 15 catapult c1. im not sure if it would be wise, but couldnt you put an xl engine in there and lighten her up a bit for bigger tubes?

#4 Draal Kaan

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Posted 04 June 2014 - 11:57 PM

This can't be correct. The Lurm haters are telling us that LRMs are easy-to-use and overpowered, so your number must be wrong. :D

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. :angry:

#5 Hervedgerse

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Posted 04 June 2014 - 11:58 PM

LRM stalkers are certainly viable. Your build looks fine. If you had a small 4 man team it'd be much easier to use. I've had better luck using 2LRM10, 3SSRM2, 2LLas, 3MLas, BAP, and a Std 275 Engine while pugging. The LLas and LRMs are good for the long range stuff until you get in to the killing range of 250ish meters. While it isn't a pure LRM boat build; it allows you to support/lead the team through any situation. I wouldn't recommend an XL engine ever in a stalker.

#6 N E R E V A R

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Posted 05 June 2014 - 12:03 AM

http://mwo.smurfy-ne...249984ab5daccb8 I'm no lurm expert but try this, put the ammo wherever you want and you can choose to shave off some leg armor for extra ammo/heatsinks. Chain fire those lrm10s. Try to go for bigger mechs in the open. Tag is your friend, just keep it on all the time.

#7 N E R E V A R

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Posted 05 June 2014 - 12:08 AM

View PostDraal Kaan, on 04 June 2014 - 11:57 PM, said:

This can't be correct. The Lurm haters are telling us that LRMs are easy-to-use and overpowered, so your number must be wrong. :D

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. :angry:


Are lrms easy to use? Yes. Are they overpowered? Nope.

#8 Appogee

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Posted 05 June 2014 - 12:38 AM

This the "LRM trap" so many new players fall into.

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 RapidFire7

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Posted 05 June 2014 - 12:50 AM

Some quick tips:
- 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 Pappus

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Posted 05 June 2014 - 12:55 AM

I have mastered the firestarter, I just wanted to move into the assault mech line. The firestarter is still more fun, but I thought LRM boating would be a good way to get into the assault class.

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 Petard

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Posted 05 June 2014 - 01:00 AM

Your build needs an upgrade to Endo-steel internals, I would also shave the leg armor down to the same as the arms, and I also feel you have way too many DHS, you will rarely be firing your ML's and LRM's at the same time....What you do with the free tonnage you gain is up to you, I would suggest Artemis on your launchers, and/or a bigger engine, 52 kph is sloooow, you will struggle to stay with your team, and getting left behind is usually a death sentence for a lurm boat when the lights and mediums come sniffing around.... I also feel that 35 tubes is a little low for an 85 tonner, try and find a way to increase your tube count to 40 at least, maybe one less LRM 5 and upgrade your LRM 10's to LRM 15's?

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 Pappus

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Posted 05 June 2014 - 01:02 AM

The endo-steel internals come with the STD 300, where I gain the space to put in 2 of thea heatsinks.

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 Modo44

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Posted 05 June 2014 - 01:15 AM

If you never overheat, that means you have spare cooling. It is OK with Gauss Rifles, but usually a bad thing with any other weapon. The high burst DPS with 2 big salvos one after another will be way more effective than a constant stream with a few missiles at a time -- especially if enemies move well and have AMS.

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 Pappus

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Posted 05 June 2014 - 01:25 AM

well I can only speak for the terror those small salvos inflicted on me, I was mostly unable to fight while being streamed with missiles, so if enemies approach our mechs I switch to that mode to prevent damage to my teammates, which I need as a meatshield.

Maybe I am wrong and heavies/assaults are not shaken enough to impact their fighting ability - I do not know this

#15 Modo44

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Posted 05 June 2014 - 01:27 AM

You are correct about the shake hurting people's performance. The idea is to add high damage while you do it. We are not talking 4xLRM20 silliness, but somewhat bigger launchers will help you score kills.

#16 Petard

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Posted 05 June 2014 - 01:32 AM

Erm, sorry it took so long Pappus, check out my original post, it has changed a bit, and I have included a link to a Smurfy's build that you may want to try, once again, Good Luck

#17 dragnier1

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Posted 05 June 2014 - 01:33 AM

As someone mentioned, LoS is very important, though you can rely on others to provide that. Lrms tend to miss fast mechs often, so don't shoot them unless you are sure they will be hit (180-280 usually, or if they do a high jump).

#18 Lucky Noob

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Posted 05 June 2014 - 01:44 AM

If you wanna do lotta Damage, you need Artemis ans LOS, compare it with an Tag and get an Big Launcher, then you will see how fast someone cane be cored :D

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 Flaming oblivion

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Posted 05 June 2014 - 02:00 AM

http://mwo.smurfy-ne...80aa379d6bc794e I have relatively good success with this lurm boat I keep debating the stalker but it feels to slow for a missile platform for me and for lrms a xl is more optimal , With a cap of a 310 on the stalker and its torsos.... yeah , no. I haven't tried this one yet but intend to http://mwo.smurfy-ne...70f048ecc0d2578 , Oh and module wise as things stand advanced target decay is mandatory . Not as important but I find it useful is advanced sensor range, The 3rd slot is meh there's a argument for seismic 360 target retention ,UAV none of them in my opinion are musts but all have there uses.

Edited by Flaming oblivion, 05 June 2014 - 02:18 AM.


#20 Mechteric

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Posted 05 June 2014 - 06:31 AM

You really should have more than just 35 LRMs on an assault boat. I think my LRM medium mechs sport around that many, and they are much faster. On a Stalker I'd recommend 2xLRM20's and 2xLRM5's (but ideally you'll need to switch to the stalker 3H that has the 20 ports).

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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