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Anyone Else Observe This (Lrms)


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#1 Ph30nix

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Posted 14 August 2014 - 11:01 AM

first relax this isn't a whine/nerf/petition thread that said

Has anyone else noticed that LRM 5's and LRM 10's seem to be so much deadlier and able to core a mech faster/easier then LRM15's and LRM 20's?(assuming no AMS of course)

Now i get the fact that LRM5 and LRM10 have minimal spread but even with spread given the exact same scenario where the only thing changing is the size of launcher the same # of missiles should be hitting the CT (assuming thats the target of the LRM blob) The larger launchers would just have missiles also hitting adjacent parts.

But in practice it seems as if for the LRM15 and LRM20 that 75% of the missiles are duds while the remaining 25% are spread out all over the place so only 1-2 would hit the CT (if that)

Try this test to see for yourself, Take an A1 with 6 LRM5's and see how many chain fire salvos it takes to kill a mech in testing ground, then take same A1 out with 2 LRM 15's and see how many chain fire salvos that takes

it might just be me imagining things but i dunno.

#2 Deathlike

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Posted 14 August 2014 - 11:03 AM

This spread has existed and detailed before.

That is why boating LRM5s (generally) and LRM10s are preferable. Of course, you need to shoot like 20 LRMs to make a real dent into stuff.

Artemis helps with bigger launchers, but that also means you will need TAG to maximize the ROI spent on bigger launchers.

Clan LRMs don't suffer from this, but their streams tend to get taken down by AMS far more effectively, probably requiring the equivalent of "CLRM30" to get past AMS.

Edited by Deathlike, 14 August 2014 - 11:05 AM.


#3 LordKnightFandragon

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Posted 14 August 2014 - 11:04 AM

View PostDeathlike, on 14 August 2014 - 11:03 AM, said:

This spread has existed and detailed before.

That is why boating LRM5s (generally) and LRM10s are preferable. Of course, you need to shoot like 20 LRMs to make a real dent into stuff.

Artemis helps with bigger launchers, but that also means you will need TAG to maximize the ROI spent on bigger launchers.



That would explain why I saw a Catapult with like 4 LRM5s...

#4 Zyllos

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Posted 14 August 2014 - 11:18 AM

Yes, there is a difference in spread for smaller launchers vs large launchers.

#5 Nicholas Carlyle

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Posted 14 August 2014 - 11:34 AM

This is old news.

If people actually took the time to mount AMS, you'd never see LRM 10's or 5's in the field though.

#6 Scratx

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Posted 14 August 2014 - 11:37 AM

6xLRM5 is a joke build for a catapult. Somehow a lot of people still haven't got the memo. Go figure.

(use bigger launchers and grab SRMs for backup on that A1...)

#7 Doctor Proctor

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Posted 14 August 2014 - 12:16 PM

View PostScratx, on 14 August 2014 - 11:37 AM, said:

6xLRM5 is a joke build for a catapult. Somehow a lot of people still haven't got the memo. Go figure.

(use bigger launchers and grab SRMs for backup on that A1...)


Yep, running 5xLRM5 with a LL and a TAG on a Trolltaro is much more effective. And AMS isn't really a problem since I'll just fire them all together as an LRM25 against a mech equipped with AMS, or just find another target.

#8 Nicholas Carlyle

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Posted 14 August 2014 - 12:19 PM

View PostDoctor Proctor, on 14 August 2014 - 12:16 PM, said:

Yep, running 5xLRM5 with a LL and a TAG on a Trolltaro is much more effective. And AMS isn't really a problem since I'll just fire them all together as an LRM25 against a mech equipped with AMS, or just find another target.


Let me ask you this though, what do you think would happen if half of their team mounted AMS? Or all of them?

This build is a joke, and it only works against bads who can't deal with LRMs and refuse to mount AMS.

#9 Doctor Proctor

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Posted 14 August 2014 - 12:35 PM

View PostNicholas Carlyle, on 14 August 2014 - 12:19 PM, said:


Let me ask you this though, what do you think would happen if half of their team mounted AMS? Or all of them?

This build is a joke, and it only works against bads who can't deal with LRMs and refuse to mount AMS.


If half or all of the other team mounted AMS then it's not much different than when all of the other team brings long range sniping weapons when I dropped in a Hunchback 4G, now is it? EVERY weapon system has drawbacks, and AMS is one of the drawbacks of LRMs. Fact is though, you'll never really see half or all of a team bring it because so many builds don't have the room for it. And even if somehow, magically, they did, then I can just single fire an LRM5 over and over again and watch 6 mechs fire all their AMS into the sky until they run dry, then proceed to coring them with a neverending stream of missiles to their CT.

AMS is not some magical dome shield that stops all incoming missiles. It fires at a particular rate and takes time to switch between targets, meaning it has a relatively known effectiveness. A single AMS will usually get about 4-5 missiles (depending on things like range, movement speed, etc) out of a volley. Therefore, even 6 AMS equipped mechs couldn't even take out half of a volley from one of those Stalkers or Awesomes running one of those LRM60 or LRM80 super boat builds. Even if the whole team brought AMS, and a couple of them had double AMS, they could just barely supress all of that. But then guess what? Any other missiles fired at the same time will get through, meaning 18-20 tons of equipment across an entire team would just barely shut down one missile boat. Furthermore, they'll all run dry after a few minutes, while the missile boat will still have tons and tons of ammo left. All AMS is good for is some mild damage reduction, and perhaps shutting down the occasional idiot who doesn't know when to switch from chain fire to group fire to overwhelm his target's AMS.

Edited by Doctor Proctor, 14 August 2014 - 12:37 PM.


#10 Madcap72

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Posted 14 August 2014 - 08:28 PM

View PostScratx, on 14 August 2014 - 11:37 AM, said:

6xLRM5 is a joke build for a catapult. Somehow a lot of people still haven't got the memo. Go figure.

(use bigger launchers and grab SRMs for backup on that A1...)

Not that big of a joke, I get 3-4 kills constantly and chainsaw through mechs like it's going out of style 6-800 damage games and game scores over 100 are pretty easy.


alpha strike followed by chainfire has proven to be pretty effective, and playing agressivly, getting 2-300m away and circle strafing has allowed me to cut down assault mechs... get me a tag or narc? things get ugly fast.

#11 El Bandito

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Posted 14 August 2014 - 08:58 PM

LRM10s and 5s are only good for killing isolated targets that moves slowly. You will need at least LRM40 to do consistent damage against a bunched up team with a few AMS.

Due to Radar Derp module you will need to have your volleys count, and chain fired small launchers are really bad against it.

Edited by El Bandito, 14 August 2014 - 09:00 PM.


#12 Madcap72

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Posted 18 September 2014 - 12:06 PM

View PostEl Bandito, on 14 August 2014 - 08:58 PM, said:

LRM10s and 5s are only good for killing isolated targets that moves slowly. You will need at least LRM40 to do consistent damage against a bunched up team with a few AMS.

Due to Radar Derp module you will need to have your volleys count, and chain fired small launchers are really bad against it.

Or, just use tactics and the map to your advantage, pick targets correctly and play agressivly.

#13 Kain Demos

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Posted 18 September 2014 - 12:10 PM

LRM5s are the best because they can basically "stun lock" you with them.

If they are boating 6 x LRM5s they will chain fire them so that a constant stream of missiles is hitting you and screen shaking you to the point where you're pretty much done.

#14 Mercules

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Posted 18 September 2014 - 12:14 PM

View PostKain Thul, on 18 September 2014 - 12:10 PM, said:

LRM5s are the best because they can basically "stun lock" you with them.

If they are boating 6 x LRM5s they will chain fire them so that a constant stream of missiles is hitting you and screen shaking you to the point where you're pretty much done.



Might I ask why the first LRM5 even hits you to start the blinding of your mech?

#15 Kain Demos

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Posted 18 September 2014 - 12:17 PM

View PostMercules, on 18 September 2014 - 12:14 PM, said:



Might I ask why the first LRM5 even hits you to start the blinding of your mech?


Uhh......because they shoot them at you in an attempt to kill you and win?

Don't get the point of this question.

#16 Mercules

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Posted 18 September 2014 - 12:19 PM

View PostKain Thul, on 18 September 2014 - 12:17 PM, said:


Uhh......because they shoot them at you in an attempt to kill you and win?

Don't get the point of this question.


I was wondering why you would let an LRM salvo hit you. It's not like it's hard to avoid them.

#17 Kain Demos

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Posted 18 September 2014 - 12:23 PM

View PostMercules, on 18 September 2014 - 12:19 PM, said:


I was wondering why you would let an LRM salvo hit you. It's not like it's hard to avoid them.


Ok I get it now. You're one of the ultra-elite players that only gets hit by things that they want to and checks into the forums to tell us scrubs to L2P.

Got it.

Show me one player that has piloted a Dire Wolf and claims to have never been touched by an LRM and I will show you one liar.

#18 Xtrekker

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Posted 18 September 2014 - 12:25 PM

4 LRM5, 1 LPL. Just dusted off the C4 for the x2 XP last night and had a fun match. Not many kills but the damage was consistent. Not sure what Atze was running. The stream is definitely good for keeping someone from bum-rushing you.

Posted Image

The "bah" comment was because I have yet to get the 12 assist achievement.

#19 Mercules

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Posted 18 September 2014 - 02:54 PM

Solution, don't pilot the slowest mech in the game. It's almost like there might be a drawback for having more firepower than 95% of the other chassis.

Another solution... Direwolf A Right Torso... can mount AMS. LRM5s get chewed up by 1 AMS, make sure you are close to one other teammate with AMS and suddenly the LRM5 can't hurt you unless they mass fire them instead of chainfiring. It will take them time to figure that out too.





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