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How to become a pro LRM-Boat pilot

LRM guide

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#1 Catalina Steiner

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Posted 29 April 2015 - 08:01 AM

Posted Image



Index

I. General information about LRM

II. Building your LRM-Boat

III. Mechs

IV. Fitting out your mech with the best equipment

V. Skills you need for being a good pilot

VI. Approved LRM-Boat builds

VII. Video tutorials

VIII. Further links and credits

Edited by Catalina Steiner, 01 May 2015 - 07:23 AM.


#2 Catalina Steiner

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Posted 29 April 2015 - 08:07 AM

I. General information about LRM's

LRM's are "long range missiles". That means that you can use missiles within a range of 180m - 1000m (IS). Clan mechs have no minimum range but their damage is decreasing strongly below the range of 180m.

Long range missiles are the only weapon that are able to hit an enemy with "indirect fire". You don't need to see them, you don't need to have a line of sight, even if some equipment helps to increase the damage if you have a line of sight (see TAG and Artemis). You need to get a lock on the target (other friendly mechs can spot the enemy for you and you can lock them) and then you are able to fire your missiles on that target.

Posted Image


Posted Image


Sounds easy but isn't it... especially if you want to be a real damage dealer.

Example video - How does indirect LRM fire work? (video made by Catalina Steiner, with help of Lamblaska and Devon Golem)
Spoiler

You can also watch the scenario from the view of the enemy spotter.
First screenshot shows Lamblaska firing the LRM's:
Spoiler

Second screenshot shows the spotted mech, taking LRM fire:
Spoiler


To know more about your role as LRM-Boat pilot, please read the following quotes:

You are a support mech. This is the hardest part to get over: you will rarely dominate a game in this role. That's the thing you have to understand - you are a SUPPORT mech: you support your team, not dominate it. What this means is that you will usually not be raking in the kills or the C-bills, but you will be helping your team win matches.

Dawnstealer




and


Do not mix-and-match your loadouts; LRM's are the most "all in" weapon in the game. They are poor secondaries.

Victor Morson





Surely there is much more to say about LRM mechs but these two quotes tell a lot.
You are a supporter - and you should focus on LRM's.
Not the easiest job to do because focussing on one weapon system nearly contains the goal of dominating the match with this weapon. That's the reason for the training: to become such a good pilot to dominate matches with this mech and its weaponry. But stay modest - especially in your early days.

Edited by Catalina Steiner, 02 May 2015 - 07:08 AM.


#3 Catalina Steiner

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Posted 29 April 2015 - 08:13 AM

II. Building your LRM-Boat


Everything begins with the choice for the right mech.

Actually we are able to build LRM-Mechs with light mechs, mediums are great LRM-Mechs, heavies are great LRM-Boats and some assaults are also very valuabe to build a LRM-Boat.

These questions are important:

1) Does my mech have missile hardpoints?
2) How many missile tubes are provided by them?


Hardpoints and missile tubes
Not every mech has missile hardpoints but nearly all mechs own variants with missile hardpoints. There are good mechs for carrying LRM's and there are bad mechs. It has to do with the component which carries the hardpoint and the number of tubes.

We are watching Smurfys Mechlab right now, the Battlemech section: Smurfy's Battlemechs
Every green box shows the missile hardpoints (1M: one missile hardpoint, 2M: two missile hardpoints, etc.).
The number put in brackets shows the number of missile tubes in each hardpoint. (6) means six missile tubes.


Take a CPLT-C4 for example, a classic LRM-Boat. CPLT-C4
The green boxes are showing the place of the missile hardpoints. The Catapult owns four of them, two in both arms.

Now we need to watch the missile tubes. We can read the following information: 2 M (20, 10).
The Catapult provides two missile hardpoints in his arm with 20 in first launcher and 10 in the second launcher.

If you want to install 2x20 LRM launchers, they won't be fired in an alpha strike (in one bundled shot) but in a short chain fire. With the first shot, 30 LRM's will be launched and the remaing 10 LRM's will follow them immediately but with a very short delay.
If you want to fire an alpha strike without delay, you need to install LRM20 and LRM10 launchers or less.

If you install two LRM5 launchers, you don't have any issues with the missile tubes.
The biggest launcher will be always installed first (and so are the hardpoints: 20, 10).

A special case, watch this Commando: COM-1B
This Commando has one missile hardpoint in the center torso with 2 missile tubes. This is perfect for installing a SRM2 launcher. But you can also install a LRM5 launcher or even a LRM10 launcher!
What happens now?
If you install a LRM5 launcher, you have three bursts of missile fire. The mech launches 2 missiles, 2 missiles and 1 missile, with a short delay.
If you install a LRM10 launcher, you even have five bursts of missile fire. The mech launches 2 missiles for five times!


Chain fire
You can also fire your LRM launchers in chain fire, you need to adjust it in the weapon group settings (HUD, right below corner). Usually you will fire your LRM's in an alpha strike (all missiles in one fire burst). But if you chose "chain fire", your launchers will be launched one after another.

1) Missile economy: this setting comes into play if you need to go easy with your missiles. If an alpha strike does not hit with 2x LRM20 launchers, 40 missiles are gone.

2) LRM spammers: LRM spammers like my Hellcat (GRF-3M with 4x LRM5) is using this setting to harass the enemy first and foremost.


Quirks
Some mechs have excellent quirks for boating LRM's.
Here are some examples (no warranty, quirks are changing now and then, check Smurfys for it):

Light mechs
Mist Lynx, Kit Fox, Adder: these chassis have some variants with a quirk that helps to bundle missiles (for example: LRM 5/10/15/20 spread: -4.00 %).

Medium mechs
Hunchback 4J: lots of missile quirks, especially LRM10 quirks
Trebuchet 3C: lots of LRM quirks
Trebuchet 7M: lots of missile quirks, especially LRM15 quirks
Kintaro 18: lots of missile quirks, especially LRM5 quirks
Ice Ferret: surprisingly the Ice Ferret owns some variants with missile and LRM quirks

Heavy mechs
Quickdraw 4G: missile and LRM quirks
Quickdraw 4H: lots of missile and LRM quirks
Catapult A1: lots of missile and LRM quirks
Catapult C1: missile quirks, especially LRM15 quirks
Catapult C4: missile quirks, especially LRM20 quirks
Summoner Prime: missile and LRM quirks
Summoner B: LRM quirks

Assault mechs
Awesome 8R: missile quirks, especially LRM15 quirks
Stalker 3H: missile quirks, especially LRM20 quirks
Highlander 732B: missile and LRM quirks
Gargoyle: two variants own missile and LRM quirks
Warhawk A: missile and LRM quirks



Missile doors (weapon doors)
Some mechs own missile doors. Before missiles are launched, the doors need to open.
I have made a whole thread about this topic, please continue reading here.

Edited by Catalina Steiner, 02 May 2015 - 07:17 AM.


#4 Catalina Steiner

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Posted 29 April 2015 - 08:50 AM

III. Mechs


a) Light mechs
Every light mech with missile hardpoints could carry LRM's. Most of them have six or ten missile tubes (see above) available in their launchers.
Panther and Raven are potential LRM support mechs. 35 tons are enough to load the equiment and the ammo you need to be a threat.
But I also built LRM mechs with Commandos and Locusts, also the Jenner provides the most missile tubes in his missile hardpoints (10).
Clans: Kit Fox and Adder could do the job.


b) Medium mechs
Mediums are great LRM supporters, especially on sight (direct fire with line of sight).
Kintaro, Trebuchet, Griffin, Shadowhawk and also the Wolverine are very good mechs for installing LRM's (as for me in that order).
They are fast and 55 tons are enough to carry lots of equiment and ammo as well. All mechs above are 55 ton mechs except the Trebuchet.
The Griffin 3M is the best medium LRM mech in my opion. You can build a perfect LRM harrasser with this chassis.
Clans: the Stormcrow can be build as dangerous LRM mech.

c) Heavy mechs
Heavies are the classic LRM-Boats.
Catapult, Orion, even the Quickdraw, the JM6-A also does a great job.
You can carry big lauchers, lots of equiment and ammo and you have no problem to install close range weapons to defend yourself against annoying lights or a surprising severe threat.
Clans: Clan heavy mechs are perfect LRM boats. The Mad Dog is the ultimate LRM-Boat. The Timber Wolf is maybe the best LRM-Boat, Hellbringer and Summoner can also be used for dangerous builds.

d) Assault mechs
Highlander, Stalker, Battlemaster, Zeus, Awesome and Victor. All these chassis are potential LRM-Boats (as for me in that order).
As for me, the Battlemaster 1S is the ultimative LRM mech. I mastered this chassis only for the reason to own the 1S as LRM-Boat. And it's set in my CW dropdeck since day one, it's the only mech I never changed.
Clans: the Warhawk is doing an excellent job as LRM-Boat.

Edited by Catalina Steiner, 02 May 2015 - 07:18 AM.


#5 Catalina Steiner

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Posted 29 April 2015 - 09:12 AM

IV. Fitting out your mech with the best equipment


Beagle Active Probe
BAP increases sensor range +25%
BAP increases target information gathering +25%
BAP detects shutdown mechs, range 120m (watch videos below)
BAP counters one* ECM, range 240m (watch videos below)

*every new ECM counters the BAP (low signal)
if you carry both, ECM and BAP, the counter mode of BAP will be deactivated. You need to counter enemy ECM with your own ECM


Modules
Advanced Sensor Range, +25%
Advanced Target Decay, increases the amount of time a mech is trackable when it leaves line of sight, +3,5 seconds


Artemis
Artemis bundles your missiles if you have a line of sight on your target. They hit in a close burst.
The biggest disadvantage is the weight. Every launcher weights +1 ton.
LRM5: 3 tons instead of 2 tons
LRM10: 6 tons instead of 5 tons
LRM15: 8 tons instead of 7 tons
LRM20: 11 tons instead of 10 tons

So, the question is... is it worth it?

Posted Image

LRM5: no, the LRM5 launchers are quite accurate, not much LRM's are missing the target. And: most of the times you use LRM5, it's because you dont have much tonnage for carrying LRM. Any ton wasted with Artemis will make you relinquish necessary ammo.
LRM10 maybe, but only if you dont use more than two launchers. For example, the Trebuchet with 2xLRM10#Artemis is a nice mech. Again it's about the weight. It's not worth it most of the times (also because the LRM10 is quite accurate).
LRM15: yes. LRM15 spread a lot and mostly you use those big launchers in heavy or assault mech, what means you should have some weight left for building an LRM mech.
LRM20: yes, because of the same reasons

Use it if you really want to support your team on sight. It's not classic LRM boat style but nearly a brawler.
Classic LRM boats with indirect fire support do not need Artemis!


TAG
TAG is needed for LRM Boats who need to get their own locks.
It also works like Artemis, if you target a mech, the missiles hit the target bundled.
You need to put the laser on the mech constantly for sustained TAG use.


NARC
Do not use NARC as a LRM boat. But NARC is your best friend in a match. If a light uses NARC for you, your top damage is nearly guaranteed.


UAV
Every LRM boat should have it, in case of emergency or a lucky spot to get locks.
Lights and mediums for sure, sometimes also heavies, rarely assaults.




If you are a new mechwarrior, most of the HUD symbols look very cryptic. The most symbols are very important and indispensable informations about a LRM mech pilot.
You may learn more in this thread: Icon Guide (MWO HUD for beginners)

Edited by Catalina Steiner, 02 May 2015 - 07:03 AM.


#6 Catalina Steiner

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Posted 29 April 2015 - 09:30 AM

V. Skills you need for being a good pilot

This part of the guide is the core. You need to train these skills to be a pro.
Even if this part is just a list of skills right now, I will try to add more explanations and video tutorials later to show you how it works. Maybe you want to help me with that, feel free to contact me for video, picture and text material.

Here is my list of needed skills:
  • running, jumping, aiming, locking targets, and firing LRMs at the same time (watch video below)
  • always moving to the perfect position to be protected from enemy fire and to fire LRM's effectively (watch post #74)
  • estimate ranges very fast (under 1000m and more than 180m) before trying the lock
  • identify the source of a lock and if it's worth to use LRM's (or is it just a waste?)
  • identifying the best target very fast (seaching ECM mechs within all the others if a friendly UAV is launched)
  • knowing the map (obstacles, walls that may interrupt the fire) so the target can be hit (watch video below)
  • watching the surrounding area not to fire LRMs against a near edge or wall (mostly in Tourmaline Desert)
  • knowing the targets: which target is worth the fire? Which mechs are dangerous to friendly teammembers? (ECM? Or is the target in the near of other enemy units?) Will the missiles really hit the target or will the lock disappear very quickly? Certainly it's about ammo economy
  • prefering marked targets (TAG, NARC)
  • watching the impact, cancelling the fire if LRM's do not hit
  • firing LRMs on target 1, firing lasers on near target 2 in the meantime but not losing the lock and continuing the fire on target 1 (watch videos below)
  • firing LRMs without lock (watch videos below)
  • using LRMs (mostly low tube lauchers like LRM5 or LRM10) for scouting, firing them to see how many enemy and invisible mechs are in the near (their AMS)
  • "rocket bending" (watch video below)
  • "semi-skill", launching UAV's wisely (watch video below)

Edited by Catalina Steiner, 29 June 2015 - 05:29 AM.


#7 Catalina Steiner

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Posted 29 April 2015 - 09:48 AM

VI. Approved LRM-Boat builds



IS light mechs

"Light LRM5 harasser" - you can even build LRM's in your Locust. LCT-3S

"Light LRM5 harasser" - Commando LRM support. COM-3A

"Light 2xLRM5 harasser" - Panther with LRM's. PNT-10K

"Light LRM5 harasser" - My first light LRM support mech, the Raven. RVN-2X


Clan light mechs

"Light Clan 2xLRM5 harasser" - Mist Lynx LRM support. MLX-B

"Light Clan LRM support on sight" - Nearly a LRM-Boat but built for support on sight with Artemis. ADR-PRIME




IS medium mechs

"Medium LRM harasser" - Vindicator with LRM's. VND-1X

"Medium LRM support on sight" - one of the first and best "long range missile brawlers", Hunchback with 2xLRM10+Artemis. HBK-4SP

"Medium LRM support on sight" - perfect Trebuchet build, the best you can do with 50 tons. TBT-3C

"LRM5 spammer" - Griffin "Hellcat", already a legend. GRF-3M

"LRM5 spammer" - Kintaro 18, even with LRM5 quirks, a must have. KTO-18

"Medium LRM support on sight" - 2xLRM10+Artemis Kintaro. KTO-20

"Medium LRM-Boat" - Shadowhawk. SHD-2H

"Medium LRM support on sight" - 2xLRM10+Artemis Wolverine. WVR-7K




IS heavy mechs

"Heavy LRM-Boat" - only 2xLRM10 Quickdraw, you should not underestimate it. QKD-4H

"Heavy LRM-Boat" - classic 2xLRM20 Catapult. CPLT-C1

"Heavy LRM-Boat" - alternative to "boring" 2xLRM20 builds. Extreme dangerous Jagermech. JM6-A

"Heavy LRM support on sight" - Orion hero mech. PROTECTOR


Clan heavy mechs

"LRM 5 Mega-spammer" - 6xLRM5, but not a troll build. Your crosshairs will glow red forever with this mech. MDD-A

"Heavy LRM support on sight" - 3xLRM10+Artemis Mad Dog. MDD-B

"Heavy LRM only boat" - 4xLRM10 Summoner. Looks weird but very effective. SMN-B

"Heavy LRM-Boat" - classic 2xLRM20 Timber Wolf, "beer case ears". TBR-S

"LRM100 troll build" - must see, LRM100 Summoner, do not build it but check the video. SMN-B
Spoiler





IS assault mechs

"Assault LRM support" - Victor with 2xLRM10. VTR-9K

"Assault LRM-Boat" - THE! LRM-Boat. Battlemaster with 2xLRM10 and 2xLRM15. Everything but 1000 damage is embarrassing. BLR-1S

"Assault LRM-Boat" - Classic Stalker with 2xLRM10 and 2xLRM15. STK-3F


Clan assault mechs

"Assault Clan LRM-Boat" - very dangerous 2xLRM20 Warhawk. WHK-B

"Assaultl Clan LRM-Boat" - you can even put LRM's in your Dire Wolf. DWF-A

Edited by Catalina Steiner, 02 May 2015 - 07:20 AM.


#8 Catalina Steiner

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Posted 29 April 2015 - 09:53 AM

VII. Video tutorials


"The Basics" - How does indirect LRM fire work? (video made by Catalina Steiner, with help of Lamblaska and Devon Golem)
Spoiler



"Jump and run" - showing the skill of running, jumping, holding the lock and firing LRM's at the same time (video made by Catalina Steiner, with help of Lamblaska)
Spoiler



"BAP detects shutdown mechs" (video made by Catalina Steiner, with help of Lamblaska)
Spoiler



"BAP detects ECM mech" (video made by Catalina Steiner, with help of Lamblaska)
Spoiler



"Rocket bending" (video made by Garagano):
Spoiler



"Firing LRM's on an enemy mech without lock" (video made by Catalina Steiner, with help of Lamblaska)
Spoiler



"Firing LRM's on an enemy mech without lock II" (video made by Catalina Steiner, with help of Faythofthelost)
Spoiler



"Launching an UAV like a pro" (video made by Catalina Steiner, mech piloting by Lamblaska)
Spoiler



"Fighting two targets" (video made by Catalina Steiner, with help of Faythofthelost)
Spoiler



"Fighting two targets II" - training fight from the view of the Stalker
(video made by Faythofthelost)
Spoiler



"LRM Brawl" - Brawl against a Dire Wolf (video made by Catalina Steiner)
Spoiler



"LRM mid-range combat II" - training fight from the view of the Stalker
(video made by Faythofthelost)
Spoiler



"LRM mid-range combat" - training fight with a Stalker
(video made by Catalina Steiner, with help of Faythofthelost)
Spoiler



"Urban Warfare" - How to fight in a tight urban environment
(video made by Catalina Steiner, with help of Faythofthelost, Lamblaska and ORMC)
Spoiler



BONUS: "Urban Warfare Outtake" - funny training fight fail with a Stalker
(video made by Catalina Steiner, with help of Faythofthelost)
Spoiler



"Target Decay vs. Radar Deprivation" - A test video series
(videos made by Catalina Steiner, with help of Myrmi)

Edited by Catalina Steiner, 25 May 2016 - 06:36 AM.


#9 Catalina Steiner

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Posted 29 April 2015 - 10:22 AM

VIII. Further links and credits


Thanks and credits to the following:

Smurfy's Mechlab

Johnny Reb: http://mwomercs.com/...1999-lrm-guide/

Victor Morson: http://mwomercs.com/...m-commandments/

Tesunie: http://mwomercs.com/...o-properly-use/

zortesh: http://mwomercs.com/...guide-book-121/

Dawnstealer: http://mwomercs.com/...a-how-to-guide/

Garagano, german thread about rocket bending & video: http://mwomercs.com/...rocket-bending/

Lamblaska, mech piloting in "UAV video", guinea pig in various example videos, thanks a lot!

Faythofthelost: merciless destroyer in various tutorials, thanks a lot!

Aphelion Dax and Cyclone Jack for helping with the tutorials as well. Thanks ORMC for support!

Catalina Steiner: http://mwomercs.com/...rm-light-mechs/

Paul Inouye for the nice graphics (direct and indirect fire): http://mwomercs.com/...ost__p__2369593

Edited by Catalina Steiner, 22 May 2015 - 04:00 AM.


#10 Catalina Steiner

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Posted 02 May 2015 - 07:30 AM

This is my new guide about LRM's, LRM mechs and the skills you need to be a successful pilot.
LRM's aren't meta, LRM' aren't very popular these days but what I really hate is the fact that so called "competitive" units are disdaining LRM pilots. I have had endless discussions about that topic but the only way to silence them is to be successful, to be competitive. And it's not that hard, there are several ways to drive LRM-Boats successfully as you can read above.

Have fun with this guide, I worked on it for a long time and I created it during the last week. Hopefully there will be some proof-reading later. Comments and additions are welcome. Feel free to post videos, pictures and texts - if they are useful, I will add them to my previous posts.

Edited by Catalina Steiner, 02 May 2015 - 07:31 AM.


#11 Tesunie

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Posted 02 May 2015 - 07:51 AM

View PostCatalina Steiner, on 29 April 2015 - 08:07 AM, said:

Do not mix-and-match your loadouts; LRM's are the most "all in" weapon in the game. They are poor secondaries.

Victor Morson




Not to detract from the thread, but I disagree about LRM boating being the only perceived way of using LRMs. Boating does have it's place within the game, but I find that boating LRMs is asking for trouble.

Contradictory to the above quote, I have found LRMs to make great secondary weapons, and work well when paired with other weapons within the mix. His statement works for all weapons in the game, if you desire to make a build that is best in a focused role, but weak in all other roles in the game. (Stack nothing but Large Lasers and you just as easily increase your power in the roles a LL can preform, but are weakened in areas where LLs are not as good at. Same can be said for SRMs or any weapon in the game.)

I've created many mixed weapon platforms, and they have worked very well for me. From my Stalker 3F, to my Battlemaster 1G. My Griffin 3M, Hunchback 4J (and 4SP) and even Raven 4X (and 3L). All these builds have worked very well for me, and many of them have some of my best stats on them (such as the Stalker 3F).

There are strengths to boating, and there are weaknesses to it as well. I'm saying nothing against boating as a general principal; I'm just advising that there are other ways to create loadouts that can have a more balanced approach that can still work very effectively in the game. I discuss my balanced mech loadouts in more depth in my own guide, so as to not detract this guide with my own principals any farther.

(Have only skimmed this thread so far. Besides the emphasis on boating, the rest looks about right. I'll be reading it in more depth in a moment.)

#12 Tesunie

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Posted 02 May 2015 - 07:57 AM

PS: Can you please mention that Command Console does nothing for missile lock on speeds? It's a common misconception that I personally have been trying to correct a lot of people on. It may be worth having it's own mentioning within the thread... :ph34r:

#13 Catalina Steiner

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Posted 02 May 2015 - 12:24 PM

View PostTesunie, on 02 May 2015 - 07:57 AM, said:

PS: Can you please mention that Command Console does nothing for missile lock on speeds? It's a common misconception that I personally have been trying to correct a lot of people on. It may be worth having it's own mentioning within the thread... :ph34r:


Thanks for your feedback, Tesunie. You are one of the few who got credits in my thread. Thanks for your work!

Command console: Please explain this to me and to the other readers, please. Because Smurfy writes that it increases sensor range, zoon and it speeds up targeting data. Maybe we can lift this secret here.

#14 Tesunie

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Posted 02 May 2015 - 12:33 PM

View PostCatalina Steiner, on 02 May 2015 - 12:24 PM, said:


Thanks for your feedback, Tesunie. You are one of the few who got credits in my thread. Thanks for your work!

Command console: Please explain this to me and to the other readers, please. Because Smurfy writes that it increases sensor range, zoon and it speeds up targeting data. Maybe we can lift this secret here.


Command Console does improve sensor ranges which are helpful to LRMs to some degree. Zoom is decent for long range direct fire weapons. But many people think speeds up targeting data means it speeds up missile locks. Unless I have been misinformed (which I always leave as a possibility), this should mean that Command Console only makes the target's data (paperdoll) appear faster. This is similar to BAP's speed up of information gathering (which is the same as targeting data).

If I'm misinformed here, and Command Console really does speed up missile lock on times (similar to TAG, Artemis and NARC), then I'd love to see evidence of it so I can provide accurate information when I try to help someone. I'd hate to be one to spread misinformation... :ph34r:

Oh, and I noticed the nod in your credits to me. Thanks. :blush:

#15 xMintaka

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Posted 02 May 2015 - 12:51 PM

Very well written guide, and certainly useful if you plan to run LRM's. That said, they are still subpar. Even with the best will in the world and ALL your time spent in LRM boats, you will be less effective than a direct fire mech. There are just too many counters.

Case in point:

Posted Image


Other than lights, I counted 5 or 6 direct fire mechs on the enemy team. The rest were lurms. We had ECM, radar derp and cover. As you can see, that caused 7 or the enemy players to score less than 1000 damage over four mechs. As a 12 man against pugs. Even with the NARC raven they had.




Not trying to detract from your guide, Catalina. It's highly informative and covers everything you need to know about running LRM's, and then some.
I feel you really did hit the nail on the head when you mentioned that they are support weapons. In a typical match, one or two LRM mediums (I disdain the use of assault LRM boats that refuse to use their armour to support the team) providing added pressure to already engaged targets is a great help. But you absolutely cannot base an entire team around them. That will fail, massively.

#16 OznerpaG

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Posted 02 May 2015 - 04:30 PM

well done!

i don't LRM much anymore, but as someone who played 1000+ straight games perfecting LRM usage i can say if you put your time in and learn them inside and out LRMs are much more effective than 99% of players will ever lead you to believe.

i'l throw in some observations from your guide:

first off, i only ever used IS LRM25 and LRM30 setups (Jag-A and BLR-1S mostly) with about 1800 ammo, and the best part of LRMing was that i got the highest CB income of any style i played. the main reason was i almost always survived the match or was one the last to die which gave me the opportunity to consistently rake in high damage and get lots of assists which brings in very consistent income

the key to LRMing is learning positioning and having good mech speed to maintain position so you can keep the pressure on from the beginning of the match to the end - that's why i stuck with LRMs for so long, it kept me busy through an entire match and i loved the income

BAP is a waste of space on an LRM mech - TAG nullifies ECM and lets you target mechs out to 750m+ (energy range quirks apply to TAG too) so BAP is only essential for streaks. tonnage on BAP is much better spent on ammo or a bigger engine

if you are mounting LRMs, then you should mount TAG. if you can TAG a mech, that means you can LL/ERLL it too - TAG and LL/ERLLs are a match made in heaven so match them up whenever possible. your damage totals will climb

the advanced target decay module is essential since basically your LRMs still guide for a bit after the target retreats from view. i don't bother with advanced sensor range since i let TAG mark my targets to 750m+, and i'd rather have seismic sensor to help watch my back

Artemus is essential too - not because of reduced spread, but it reduces lock time by 50%. that lets you do fast lock snapshots and lets you keep the pressure on the enemy. you can pepper an enemy mech with laser fire and they don't seem to notice, but once they get the 'incoming missile' message the definitely notice and usually run for cover which takes the pressure off you and your teammates

don't fire LRMs against fast lights unless they are the last enemy mechs left or their leg(s) have no more external armour left - 90% of the missiles will miss so it's a waste of ammo. never hurts to throw a single salvo at them if they are harassing a teammate just so they retreat back to cover though

you are bang on that the BLR-1S is hands down the best LRM mech in MWO - heavily armoured, high energy mounts for TAG/LL/ERLL combo so you can stay hull down and stay alive longer, great LRM mounts, and great mobility for an assault. your loadout is fine, but here's mine:
http://mwo.smurfy-ne...0d2fea288f3a878
i don't look to other people for locks, i make my own. key to success is mouse button1 is the ERLLs and TAG, button 2 is LRMs +TAG. i never use chainfire - doesn't work with TAG. as soon as you spot an enemy mech you blast him with the ERLLs which also TAGs him, and by the time the ERLLs are done firing you have lock so then you launch LRMs. i go with the LRM15/LRM10 loadout because after the initial 25 missile launch i hold the button down to keep the pressure on by having 2 separate salvos continuously flying to the target. i have TAG connected to the LRM button just in case the heat goes up too high and i can't fire the ERLLs anymore but i still want to TAG. that being said you can now put on LLs instead since the 1S has the energy range bonus, but since i like to position myself in the back of the friendly front line i'd rather the full damage you get with ERLLs


by the way, the rocket bending - BRILLIANT! never caught on you could do that so it's something i can use when i take the 1S out for a spin here and there for old times sakes. overall nice work!

Edited by JagdFlanker, 02 May 2015 - 04:49 PM.


#17 Tesunie

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Posted 02 May 2015 - 04:38 PM

View PostLunatech, on 02 May 2015 - 12:51 PM, said:

As a 12 man against pugs.


If you look, they don't seem to be a 12 man. At least if they are, they are not all from the same unit. I see a possible 6 man, 3 man, and 3 PUGs. I also see clan vs IS, which means different weapon mechanics overall.

I've had matches in CW where I did ~600 damage. It does happen. If the enemy team is concentrating their fire, and yours isn't, well... I actually had one CW match (where I did the ~600 damage total that I can specifically recall) where the enemy team specifically head hunted me and killed me (which they then spent time shouting in chat that they killed me).

I wish to also mention, I also see several players under 1000 damage on your own team. Damage doesn't always mean everything. As a final thought, I'd also wish to consider what game mode was this (in CW), and if it was attack and defend, who was attacking and who was defending? (If a team concentrates on light rushing the generators and the Omega and fails, then they probably wouldn't have much damage/scores for the match.)

View PostLunatech, on 02 May 2015 - 12:51 PM, said:

I feel you really did hit the nail on the head when you mentioned that they are support weapons. In a typical match, one or two LRM mediums (I disdain the use of assault LRM boats that refuse to use their armour to support the team) providing added pressure to already engaged targets is a great help.


I'd have to agree. Too many LRM boated mechs can be a bad thing for a team, depending upon situation, tactics, etc. However, LRm based mechs aren't always bad, as they do have their strengths. I've said in another place that enough LRM5s can still hurt, with the tactic/thought-process that if everyone brought a single LRM5 (for example only), then it can still hurt compared to bringing in an LRM boat or two. (I do hope I make sense here.)

As far as Assaults with LRMs, that one will depend upon the build and how it's used. As I tend not to boat LRMs, my Assaults end up using plenty of their armor. However, LRM assaults do have their own advantages to a team and can still be capable of using their armor to soak some hits for the team even. This one comes down to how they are played I feel. For the typical person's play style (something I call "Spray and Pray") in an LRM boating assault, yes I agree with you.

Spray and Pray: This is where one depends solely on the locks of teammates and fire indirectly and indiscriminately. Though it can be effective, it is often not seen as the best option for LRM usage and isn't always effective (particularly in ammo consumption).

#18 Tesunie

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Posted 02 May 2015 - 04:49 PM

View PostJagdFlanker, on 02 May 2015 - 04:30 PM, said:

BAP is a waste of space on an LRM mech - TAG nullifies ECM and lets you target mechs out to 750m+ (energy range quirks apply to TAG too) so BAP is only essential for streaks. tonnage on BAP is much better spent on ammo or a bigger engine


BAP also cancels nearby ECM, so you can maintain locks at farther targets. Can be helpful when you have an ECM mech (light) dancing nearby or on top of you and you have a different target farther away for your LRMs.

Not saying it's a must have, just saying that it does have a very decent place on an LRM mech. I personally forgo it on many of my LRM mechs myself, as I have other weapons to deal with the nearby ECM mechs (or I'll have it there for my SSRMs on the same mech). This is primarily for taste and preference. If you find it useful, use it. If you don't, then don't use it. It isn't a "must have".

View PostJagdFlanker, on 02 May 2015 - 04:30 PM, said:

you are bang on that the BLR-1S is hands down the best LRM mech in MWO - ...


I actually found in my own testing* (using the same exact build basically) that the Stalker 3F appears to be a better chassis than the 1S. At least for myself. I wouldn't call it the best assault LRM boat, but it is on the list of the really good ones. I always found the better twist rate on the 3F (it's about the same as the 1S twist and arm rates) comes in more handy, plus it also means you can keep your torso mounted lasers on target better than the 1S, as the arms are the only weapons with that swing on the 1S. I also felt that the hit boxes on the Stalker are better.

This could, of course, be a preference/skill thing instead. My overall stats for the same number of games informed me that the Stalker was a better ride for me (plus I enjoy my Stalker more and I play what is fun).

*Testing was done before quirks. Things might have changed now since the quirks.



Sorry Catalina if it seems like I'm over posting in here. This is a very dear subject for me is all. I do love my LRMs.

#19 OznerpaG

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Posted 02 May 2015 - 04:55 PM

View PostTesunie, on 02 May 2015 - 04:49 PM, said:


I actually found in my own testing* (using the same exact build basically) that the Stalker 3F appears to be a better chassis than the 1S. At least for myself. I wouldn't call it the best assault LRM boat, but it is on the list of the really good ones. I always found the better twist rate on the 3F (it's about the same as the 1S twist and arm rates) comes in more handy, plus it also means you can keep your torso mounted lasers on target better than the 1S, as the arms are the only weapons with that swing on the 1S. I also felt that the hit boxes on the Stalker are better.

This could, of course, be a preference/skill thing instead. My overall stats for the same number of games informed me that the Stalker was a better ride for me (plus I enjoy my Stalker more and I play what is fun).

*Testing was done before quirks. Things might have changed now since the quirks.


the sweet spot for being able to turn with lights (usually in reverse since you turn tighter in reverse) is 75kph+ so the arm mounts are essential under 75kph, but not over. can't pilot mechs under 75kph myself since i'm a position player so the stalker is out for me : )

#20 Repasy Cooper

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Posted 02 May 2015 - 04:57 PM

If you don't mind adding one more point on the worth of equipping artemis:

Every artemis-equipped launcher sacrifices a ton of ammo for increased direct-fire accuracy. So I think the real question is do you want your damage dealt faster, or do you want increased damage potential. If you don't mind having increased damage potential over an extended period, I suggest ignoring artemis. I would not be surprised if the extra number of missiles that hit w/ artemis support per launcher is less than the number of missiles that hit w/o artemis support from an extra ton of ammo.





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