WDBDBloodyTriggerZ, on 08 June 2014 - 07:55 PM, said:
LRMS are skill less and overpowered all you need to to is look in the general direction of the enemy press the button to lock on and fire. Before if you were a fast light you were able to evade them now its almost impossible. LRMs are ruining this game and they need to be nerfed NOW!
Wow now the real way to use LRMs.
Select a possition that is within 500-600m of the targets this will reduce flight time and as a result reduce enemy reaction time.Extreme range launches are not an ideal use of ammo and should mainly serve the purpose of area denial and covering fire allowing your direct fire team mates to set up in more advantageous ground or close distance with less incoming fire.
An idea target would be within 600m-300m of your possition .Larger and slower are better.Larger means more ordnance on the target (the LRM cone is only so big or so small so big area means more missiles hit).Slower means less of a chance of finding hard cover or breaking line of sight and locks.
This is not to say that there are no reasons to engage smaller and faster mechs I'm just saying if given a choice between a 70 ton CTF running at 75 KPH or a Jenner moving at 130 KPH take the CTF out.
The most important thing is Location Location Location.Many newbie Lurmers think in the back always and the further away the better.
WRONG!
If you are to far back you risk being cut off from support and with a 180m min range you are more than likely dead meat when attacked by a mech less than half your size.So don't be to far away from the "front" lines.
And as I said if you are 900m away you have given the target twice the time to react than being 450m away.I recommend 500-600m as a good "close support" distance.
Another important factor is trajectory of your ordnance.If you are firing from directly rear of the rest of your company's advance you run the risk of showering ordnance on friendlies that happen to get between you and your intended target.
This is why I say the outer flank or "wings" are the place to be.Setting up slightly offset from the center of advance will give you clearer lines of fire and,since the enemy will also be advancing along a front opposite your teams you will reduce the chances of ECM and AMS concentrations.(ECM is another issue all together)
Then we have the choice of specific location after you have found your general location (600m or so back on a side)
Specificly you want a spot that provides two sides of hard cover and some sort of soft cover to your front and/or sides.
This will shield one side and your rear from counter battery fire from enemy lurmers while providing you with a clear lane of fire along the flank you decided to set up on.The forward soft cover can be used to slink behind to avoid direct fire and reduce the effectivness of enemy missile locks.
You may have noticed I differentiated cover as "hard" and "soft" wel here's what that is about.
Hard cover blocks line of sight to you 100% the obsticle used for cover is about 50% taller than you or at least the same height as your mech if you are within 15 m of the object.This negates direct fire threats and vastly if not entirely stops enemy LRMs.
Soft cover is either broken up with openings or not taller than your mech.Soft cover can be the opposite side of a hill with the crest being the cover or a couple of boulders you can quickly get behind.
Also MOVE! do not hold one spot for very long once the battle is joined,eventually someone will get sick of you and send in a striker or ECM to knock you out.Or if you are a big enough threat the battle line may actually swing to place you at the objective center of attention.
Anticipate the flow of battle! it does no one any good if you failed to pay attention to how the battle is unfolding or where the enemy is moving to. A lurmer that is 1200m out on the wrong side of the map is slightly less useless than a disconnect at the LZ.
As you can see this incomplete list of tactical advise on LRM use is a fair share more skill oriented than lock/spam/repeat that you think is happening.Or did you actually get KO'ed by a Lurm spamming noob? then in that case LTP!