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How Can You Fight Lrms Without Using Ecm Or Hiding Under Rocks?

LRM ECM

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#1 Ajantise

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Posted 22 May 2014 - 08:31 PM

Everything i tried in the end fails. All but these two idiotic tactics. First is a fail because not every mech (or team) has ECM. Second is just boring, and takes 3/4 of the playtime. If i have to hide 3/4 of time i don´t want to play such a game.
Is there a new tactic? Camping? Waiting for LRMs to run out of ammo?

#2 YueFei

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Posted 22 May 2014 - 08:37 PM

1.) Break line-of-sight from the LRM shooter quickly enough that he can't get missiles onto you.
2.) If a spotter is locking you up, consider breaking the line-of-sight of the spotter if you have no hard cover available from the LRM trajectory. If you cannot break the spotter's line-of-sight, but the spotter either doesn't have BAP or he is too far away to use BAP (>180 meters IIRC), power-down to break his lock. Or, snipe the spotter and try to force him off or scare him off.
3.) Choose a route of approach that keeps you concealed until you're within LRM 180 meter minimum range.
4.) Jump up and power-down in mid-jump to break the lock and make the missiles miss you.
5.) Equip AMS. If LRMs are flying at your teammate, move forward so your AMS can shoot down the missiles as they fly in front of *and* behind you, doubling your AMS effectiveness. If *you* are the LRM target, position yourself behind teammates who have AMS to make use of their AMS coverage.
6.) If all else fails and you are gonna get hit, at least move laterally and torso twist to tank the LRMs on your arms/shoulders.
7.) Check for UAVs and shoot them down.
8.) Check for NARC on teammates. Hopefully if you are NARC'd a teammate will let you know, in which case you must seek hard cover and wait it out.
9.) Throw artillery / air strikes at the enemy to force them off to break line-of-sight?

10.) ..... ?? probably more stuff I didn't think of.

Edited by YueFei, 22 May 2014 - 08:39 PM.


#3 Flaming oblivion

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Posted 22 May 2014 - 08:37 PM

Get under there minimum range , Break line of sight , advanced target decay isn't all that , AMS , there flight speed shouldn't make them difficult to avoid, USE COVER , sorry bro but if your not using cover I'd be a lot more worried about the ac 40 jaggers ac/ppc metas etc etc then the lrm boats.

#4 Lightfoot

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Posted 22 May 2014 - 08:52 PM

LRM mechs sacrifice LoS damage for indirect fire and range. You can bring a mixed range loadout, even include some LRMs and then just get within 180 meters of them and they are neutralized. Of course they are likely with teammates so it can be tricky. I find LRMs to be a problem only when my team is badly outnumbered, but that's the numbers not the weapons. LRM mechs are not hard to find so wait until they seem too far from their teammates and then rush them.

In the meantime get behind stuff and make them waste ammo. Power down when it's safe to break missile locks, do it while you are still moving to ensure a miss. Sometimes they have spotters, but that's what Light mechs do.

#5 Ajantise

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Posted 22 May 2014 - 09:03 PM

I liked to flank with medium mechs, but now i get separated a lot more because teammates are grouping a lot more since the speed increase and i get singled out. Before the lrm speed boost i could break the lock and not get hit, but now it is frustratingly impossible not to get hit. The spotter is not afraid of me if i am not in the group. AMS works in the group. Route of approach is up for the team, because if everybody acts as penguins and you go your way you are dead. If you try to rush and not be in a group speed of LRMs kills you before you can close the gap even on 1v1. Group, group, group? I like to be a free MechWarrior ;-)

#6 IraqiWalker

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Posted 22 May 2014 - 09:08 PM

View PostAjantise, on 22 May 2014 - 09:03 PM, said:

I liked to flank with medium mechs, but now i get separated a lot more because teammates are grouping a lot more since the speed increase and i get singled out. Before the lrm speed boost i could break the lock and not get hit, but now it is frustratingly impossible not to get hit. The spotter is not afraid of me if i am not in the group. AMS works in the group. Route of approach is up for the team, because if everybody acts as penguins and you go your way you are dead. If you try to rush and not be in a group speed of LRMs kills you before you can close the gap even on 1v1. Group, group, group? I like to be a free MechWarrior ;-)


You can be a free mechwarrior, however, that doesn't mean you'll win.

This game is a team game after all. The tactic of group up, works really well when the entire team is made of PuGs, that way minimum coordination is needed. However, you can easily use the chat function to request some emchs escort you as you flank the enemy team. If your team responds and you are successful, every one has fun, and you are rewarded. If they respond and you fail, everyone has fun, and you are rewarded. If they refuse you and you still win, that was an okay match, if they refuse you and you lose, well, it's the team's fault for not coordinating.

Just remember that going solo is a huge responsibility, and you need to have the skills and know-how to do it, also, keep AMS on you at all times, and get ECM when you can, tactics and strategies are a thing in this game, and denial of information is one of them.

Edited by IraqiWalker, 22 May 2014 - 09:08 PM.


#7 Koniks

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Posted 22 May 2014 - 09:12 PM

View PostAjantise, on 22 May 2014 - 08:31 PM, said:

Everything i tried in the end fails. All but these two idiotic tactics. First is a fail because not every mech (or team) has ECM. Second is just boring, and takes 3/4 of the playtime. If i have to hide 3/4 of time i don´t want to play such a game.
Is there a new tactic? Camping? Waiting for LRMs to run out of ammo?

Follow YueFei's suggestions while staying on the move in a fast light or medium mech. Speed will get you in and out of cover faster. A smaller profile gives less for the missiles to hit. Close to within 180m of the missile mech and have at it.

Be mindful that less armor makes you more vulnerable to being hit by anything else or getting caught in the open by missiles.

#8 IraqiWalker

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Posted 22 May 2014 - 09:13 PM

Also, don't forget to torso twist so the missiles spread even more.

#9 Ajantise

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Posted 22 May 2014 - 09:18 PM

View PostIraqiWalker, on 22 May 2014 - 09:08 PM, said:


You can be a free mechwarrior, however, that doesn't mean you'll win.

This game is a team game after all. The tactic of group up, works really well when the entire team is made of PuGs, that way minimum coordination is needed. However, you can easily use the chat function to request some emchs escort you as you flank the enemy team. If your team responds and you are successful, every one has fun, and you are rewarded. If they respond and you fail, everyone has fun, and you are rewarded. If they refuse you and you still win, that was an okay match, if they refuse you and you lose, well, it's the team's fault for not coordinating.

Just remember that going solo is a huge responsibility, and you need to have the skills and know-how to do it, also, keep AMS on you at all times, and get ECM when you can, tactics and strategies are a thing in this game, and denial of information is one of them.


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?

#10 YueFei

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Posted 22 May 2014 - 09:26 PM

View PostAjantise, on 22 May 2014 - 09:18 PM, said:


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?


It is a team game.

If players on your team don't work well together, that's just the PUG lottery.

If I play a pick-up game of football, even though I may not know my teammates well, it's still a team game.

#11 Flaming oblivion

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Posted 22 May 2014 - 09:27 PM

View PostAjantise, on 22 May 2014 - 09:18 PM, said:


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?


Camp to if everyone camps someone's got to give eventually that's the game we live in , But lrms aren't the reason its more due to the meta.

#12 IraqiWalker

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Posted 22 May 2014 - 09:28 PM

View PostAjantise, on 22 May 2014 - 09:18 PM, said:


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?

the speed of LRMs is actually more of a nerf than a buff as far as LRM boats are concerned, since the speed is so high, LRMs can't track as well as they used to. So we lose more missiles because of it, also, now if we lose lock for even a second, we can't get it back in time to make our missiles curve and hit the target.

As for flanking, you are mistaken, you should in fact, try to initiate a flank as soon as the match starts. That way you're not funneled in with the rest of your team, where your flank path will be expected and predictable. Late game flanks are almost always doomed, unless your team is already winning.

Here's how flanks tactically function:

Both teams have started to mobilize and so they have no knowledge of where their opponent really is. When they first run into enemy mechs most of the team will assume that the entire enemy team is at that location. As such, a lot of firepower will be focused there, and pilots will begin to have tunnel vision issues, focusing on the 6-8 mechs they can see. That's when the rest of the team, which had already taken an alternate route, closes in on the enemy team while they are focusing on the first mechs they saw, and crush them from behind. Simultaneously, the main formation should charge forward to disorganize the enemy team and force them to choose which formation to attack, or spread their fire, and lose focus.

When done correctly, a flanking maneuver is almost always guaranteed to succeed. Getting the timing, and location is the tricky part. However, in non 12v12 play, simple flanks are devastating still.

#13 Koniks

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Posted 22 May 2014 - 09:31 PM

View PostAjantise, on 22 May 2014 - 09:18 PM, said:


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?

Yes, this is a team game. It's very rare for a single player to carry the entire match, although it can happen. This isn't like other FPS where one player flanking can take out the entire enemy team by one-shotting them.

If you're flanking, you probably need 1-3 players with you. And you need to communicate with the other 2 lances so that they play the anvil to your hammer. And, since you're going to be outgunned, you're going to have to find a route that conceals your approach until you're in position to engage.

#14 Void Angel

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Posted 22 May 2014 - 09:39 PM

View PostAjantise, on 22 May 2014 - 09:18 PM, said:


It is not a team game, now it is a penguin game. If you want to play smart and flank you have to wait 3/4 the game. Before that it suicide. Not because something you did, but because the team is waiting and camping. How can i change that? The speed of LRMs changed that?

What you're seeing is the result of how the game is training people to react. You get the rewards for shooting someone from long range instantly - if you it him, of course. But flanking or moving to get close while people are shooting at you only rewards you after you take the damage - and it depends on your team, as you're finding out.

When the Rule of Threes is finally fixed, I expect that a lot of this is going to go away, at least a little. Right now, there are often more than three Assault 'Mechs on the enemy team, and a lot of heavies, too. With only three of any weight class, allowed, the amount of fire you're going to take when you try to flank or scout is going to be a lot less than before - this will relieve a lot of the pressure on your teammates, too. So I think they'll spend less time huddling together like a flock of frightened sheep (or penguins!) and more time actually fighting the enemy.

All that being said, though... You have to learn to read your team; figure out what they're going to do, then help them do it - so that you can win and not have to play with them any more. =) The higher up you get, the less you're going to run into teammates that just don't use their brains. You'll still have some of those, no matter how high your Elo goes, and you'll have to deal with a lot of direct-fire sniping to replace the missiles. But if you go into a match with your mind made up that you're going to support the team even when they're wrong, it'll help you enjoy the game a lot more - even when you lose.

#15 Ajantise

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Posted 22 May 2014 - 09:39 PM

Before the LRM speed boost i did flanked and killed, with 2 to 1 odds percentage against me with maneuver and good shooting. Now i get killed 1 v 1 where i am a medium and the enemy is a missile boat...

#16 Dawnstealer

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Posted 22 May 2014 - 09:42 PM

If you're fast? Close the distance.

If I'm in something that goes 130+, I'll move as close as I can through cover, try to get within that 180m and stay there. That close, especially with a true boat, they're usually easy pickings.

#17 Void Angel

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Posted 22 May 2014 - 09:45 PM

And get mowed down by his team, who are all camping behind rocks in front of the missile boat.

#18 Ajantise

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Posted 22 May 2014 - 09:48 PM

View PostDawnstealer, on 22 May 2014 - 09:42 PM, said:

If you're fast? Close the distance.

If I'm in something that goes 130+, I'll move as close as I can through cover, try to get within that 180m and stay there. That close, especially with a true boat, they're usually easy pickings.


If they are smart, they use the two boat tactic, 200m apart. You go for one and the other kills you. If they don´t kill you on approach.

#19 YueFei

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Posted 22 May 2014 - 09:48 PM

View PostAjantise, on 22 May 2014 - 09:39 PM, said:

Before the LRM speed boost i did flanked and killed, with 2 to 1 odds percentage against me with maneuver and good shooting. Now i get killed 1 v 1 where i am a medium and the enemy is a missile boat...


Uh... there's no way you as a Medium mech brawler should lose 1v1 to a missile boat.

Unless that "missile boat" wasn't actually a missile boat, and was only carrying LRMs as supplementary weapons, in which case... you gotta pay closer attention to the weight of missiles that someone is throwing around. Target him and get the loadout. If not possible, look at the missiles in the air to get an idea.

Some Assault mech builds might take a token LRM15 launcher or something like that, while still carrying enough PPC/laser/Autocannon to kick your teeth in if it's a 1v1 close-range brawl.

Keep in mind that even if you *do* manage to isolate a single LRM boat, as soon as he targets you, all his other buddies, even if they are badly positioned and far away, can lock on with their own LRMs and fire upon you. Now, I sometimes just give in to the temptation to badly-brawl someone and circle-strafe and keep my fingers mashed on the firing buttons.... it's FUN! But it's not smart. Step from cover, shoot, step back into cover to break line-of-sight.

#20 Modo44

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Posted 22 May 2014 - 09:51 PM

Play more Conquest. Boats are easier to deal with when the enemy team is not all in one blob. Other than that, the basics are clear: AMS, cover, death hugs. Remember also that meta works against LRMs. Good jump snipers eat LRM boats for lunch because you can go up and fire before eating missiles.





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