Posted 11 August 2014 - 07:59 AM
Mog is hardly new or he has OCD about posting as often as possible.
Tips that will help players avoid LRMs.
IS LRMs tend to have a sharper ascent and steep drop off, they are visually clustered and have a bright yellow corona.
Clan LRMs have a smoother ascent and descent, and will track slightly upwards when chasing a mech down a slope in the last 1/4 second.
LRMs track you in flight, but in the last second of flight do not change course, and can be avoided by your mech changing course in the last second unless tracking a NARCed target. NARCed mech missile tracking will track to the last 1/4 second which makes them very hard to dodge. Dodged LRMs on a Narc tracked mech will generally hit something with very few misses. Dodged LRMs by a currently tagged mech might as well be tracking a NARCed mech.
The key to dodging Tag and or visual lock targeted LRMs is simple. Break visual and or Tag contact, moving directly away from the fired missiles until the last second where you turn the feet and torso of the mech both left or right of the in flight LRMs.
Turning the torso reduces the profile, moving out of the path sideways in the last second prevents missiles from hitting feet/legs. A LRM 20 firing in 2 or 3 bursts to send off entire volley will be avoided without further movement as the second and third burst will hit exactly where the first hit provided you are not moving directly from the direction of the launched LRMs as they will continue to track further down range than the first burst impact unless you turned and thus sidestepped the first burst impact.
Chain fired LRMs often follow the above statement, and a subsequent volley fired after you are no longer in visual or tagged contact will be launched at your new location with ZERO tracking allowing you to take 2 steps back to avoid the follow up duration even though and because you are no longer visual/tagged.
Down Slope dodging is easier the flat ground dodging as you can see the incoming missiles, at 250/300m, do not expect to dodge as that is .75 second flight time, but movement out of the way will mitigate damage from torso/arms/head to the legs depending on your speed, spreading out damage and possibly avoiding most if able to burst speed fast to the side or away.
Tall rock outcroppings, buildings taller than the mech you are in and friendly and or enemy mechs make great protection more so if they are chasing close directly behind you away from the fired LRMs. Friendly mechs with AMS are the ones to hide behind if not taller enemies.
NARCs do not broadcast when within range of allied ECM, when Narcs, run toward your ECMers if any nearby. Once the enemies quit shooting at you the NARC is usually gone or you found adequate cover that their LRMs were in vain and they stopped firing to conserve ammo for viable targets.
Tags stop broadcasting your location about 1/2 second after you break the tag contact.
Running out in the open where there is no cover is always a bad idea. Running directly away from missiles is also a very bad idea unless you plan to turn in the extreme near future, a light mech does not want to take leg hits as a mech that is sitting still is often a dead mech.
Extra Tips
Tip to tricking enemy into running out into the open so that your team's LRMs can do allot more damage is to slow quickly to walking speed right before you walk behind concealment, making them think your are crippled. Wait in cover about 15 second then "limp" back into the open for a second to see if they gave chase, if they did, run back into cover and speed away quickly in reverse, locking onto the enemies coming at you and tagging or NARCing if possible before you turn sideways and run away at a new vector. The faster your mech is, the more blood thirsty the enemy will be, this can be used to turn the tide of battle into your team's favor because every enemy chasing you is 1 more that is charging toward or away from your team and not firing on your team.
Draining enemy AMS, if you see the enemy has allot of AMS running in an area and missiles are not getting through because of it, tell your team to stop firing LRMs in that area and have 1 mech fire LRMs in that general area WITH OR WITHOUT LOCK. All enemy AMS in that area will fire on those LRMs and will drain enemy AMS ammo from multiple targets, this also will allow your team mates to visually see where the AMS shots are coming from even if they cant see the mechs themselves.
Low signal means enemy mech is near you and jamming you with ECM, above, below, behind a building, if you cant see enemy around you, this is a warning that there is one.
When enemy is jamming your ECM, turn your Jamming on and run around quickly to find the Jammer, keep him in range and lock/tag/narc him. Your friendly LRMs can do the rest if you keep him in jamming range and in your visual/lock/tag.
Spotting enemy with SSRM boat is like sweet sweet heaven if you are in an ECM mech as they cannot fire at you without lock and your ECM counters beagle active probe unless you get close enough for the beagle to block your ecm.
Command console and Targeting computers reduce the time it takes to get missile lock, Artemis enhances this reduced time even more. Narc+Artemis target acquisition time do not combine for further reduction, Narc Value replaces Artemis (or the other way around). Tag and Narc combined plus CC or TC III is instant target lock (.01 second) except of ECM protected enemy mechs (about 2.5 seconds as the Narc does not get it's bonus because of ECM).
Outfitting your fast light mech with both TAG and NARC will be even better if you can jam the enemy ecmers and provide UAV at same time.