If you know what you are doing in a LRM boat you do not require the locks of others.
They are helpful but not needed.
If you ask for help with those locks in the 1st minute of the match, you are just showing that you cannot play the mech you brought to the fight correctly.
Radar Derp, takes care of most indirect locks anyway so keep complaining all match while the rest fight, it does help.
5
Lrms, Get Your Own Lock.
Started by Poisoner, May 04 2015 02:33 PM
126 replies to this topic
#121
Posted 06 May 2015 - 12:46 PM
#122
Posted 06 May 2015 - 12:52 PM
hmm I prefer using my Lurms from 250-300 meters, most effective ranges..but then i'm not some Lumbering box of fail, called an assault carrying nothing but LRMS I'm a Hunchback-4J
oh and I bring tag
oh and I bring tag
#123
Posted 06 May 2015 - 12:59 PM
Gagis, on 05 May 2015 - 03:01 PM, said:
Yes. LRMpuke fails to kill enemies, while laser vomit is extremely good at killing enemies and dakka barf is decently good at killing enemies. Therefore LRMpuke is bad, and laser vomit and dakka barf are good.
The standard is singular, and quite clear. You are valued based on how much you contribute to the actual fighting. LRM Assaults do not contribute enough to justify wasting a lot of valuable tonnage on them. Those assault slots and tons are very valuable, and if enemy has 4 assaults on the front line and your team has 3 assaults on the front and one asault shooting lurms on rocks and buildings from its spawn point, the enemy wins. Ditto for wasting 2/5 of your drop deck tonnage on a mech that does not participate in a push.
The standard is singular, and quite clear. You are valued based on how much you contribute to the actual fighting. LRM Assaults do not contribute enough to justify wasting a lot of valuable tonnage on them. Those assault slots and tons are very valuable, and if enemy has 4 assaults on the front line and your team has 3 assaults on the front and one asault shooting lurms on rocks and buildings from its spawn point, the enemy wins. Ditto for wasting 2/5 of your drop deck tonnage on a mech that does not participate in a push.
my Hunchback -4J has a K/d of 3.29 so I guess it doesn't kill things with its 2 Alrm 10's
#124
Posted 06 May 2015 - 01:00 PM
i found out that highlanders can be quite fun....
with lrm's.
just that i dont boat them.
i combine them with gauss rifles, ac20's, lasers, JJ's and all the other stuff.
its quite fun to see mechs running into you because they think you are another lrm boat.
then they get the ultimate B****slap from the ac20 or the gauss and some lasers while you fire LRM on something else.
with lrm's.
just that i dont boat them.
i combine them with gauss rifles, ac20's, lasers, JJ's and all the other stuff.
its quite fun to see mechs running into you because they think you are another lrm boat.
then they get the ultimate B****slap from the ac20 or the gauss and some lasers while you fire LRM on something else.
#125
Posted 06 May 2015 - 03:39 PM
Alienized, on 06 May 2015 - 01:00 PM, said:
i found out that highlanders can be quite fun....
with lrm's.
just that i dont boat them.
i combine them with gauss rifles, ac20's, lasers, JJ's and all the other stuff.
its quite fun to see mechs running into you because they think you are another lrm boat.
then they get the ultimate B****slap from the ac20 or the gauss and some lasers while you fire LRM on something else.
with lrm's.
just that i dont boat them.
i combine them with gauss rifles, ac20's, lasers, JJ's and all the other stuff.
its quite fun to see mechs running into you because they think you are another lrm boat.
then they get the ultimate B****slap from the ac20 or the gauss and some lasers while you fire LRM on something else.
This was one of my more fun (though still not very effective) Atlas D-DC builds. I think it was 2 5s and a 10 so it threw 20 missiles at a time and fairly rapidly, but also an AC20 and two large lasers. Someone thinks they're going to get a free kill on the LRM Atlas and then eats an AC20 to the face.
#126
Posted 06 May 2015 - 04:17 PM
I always hit R, but I change targets often to get a steady feel for the condition of various mechs on the other team. I take absolutely no care in any way to hold specific targets or otherwise expose myself to assist an LRM boat in doing damage from complete safety that if he were an actually useful, valuable or particularly relevant member of the team he'd be doing himself with direct fire.
LRM damage is in any and every way inferior to direct fire damage for everyone except the guy bringing LRMs. It's idiotic to not lock a target because you want to somehow 'punish' the guy in the LRM boat - he's punishing himself already. All you're doing is also punishing the other useful members of your team who would benefit from seeing that there's a target where you are and their condition or status load more quickly for them.
Forget LRMs. Scrubs gonna scrub. They're going to tell you how awesome their Flamer Battlemaster build is 'in the right hands' or whatever. You get locks and hold locks because the rest of your team, the useful folks who have the skills to look their enemy in the eye when they kill them, they benefit from locked targets as well.
Remember:
LRM damage is in any and every way inferior to direct fire damage for everyone except the guy bringing LRMs. It's idiotic to not lock a target because you want to somehow 'punish' the guy in the LRM boat - he's punishing himself already. All you're doing is also punishing the other useful members of your team who would benefit from seeing that there's a target where you are and their condition or status load more quickly for them.
Forget LRMs. Scrubs gonna scrub. They're going to tell you how awesome their Flamer Battlemaster build is 'in the right hands' or whatever. You get locks and hold locks because the rest of your team, the useful folks who have the skills to look their enemy in the eye when they kill them, they benefit from locked targets as well.
Remember:
#127
Posted 06 May 2015 - 05:02 PM
You can always press Q instead of spamming R to get a rough idea.
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