Tahribator, on 05 May 2015 - 08:53 AM, said:
I
posted my "extended" thoughts about this issue on my blog.
I agree with your points. I run LRMs 1/3 of the time (ADHD, I have to switch things up or bug out from boredom), here's how I run them, which you reference in your post.
How to build a good LRM mech:
Take a medium mech put in an engine that gets you 80KPH or better. (Same for heavies, try to get as close to or better than 80 KPH, the TDR-5S does this as well as the CPLT-C1/C4). Always take TAG, BAP helps if you can fit it, NARC is nice if you can fit it. Always have backup weapon systems, 3 or 4 ML will do. That way when the ECM light flanks you, you can drop the ECM and wreck his face with the MLs.
Don't LRM boat, ever, but especially in a light or assault, just don't do it. Sure take LRMs, but
always have something else for close in work. One of my AS7-S has MLs, AC20, and LRM25 (10, 3x5), weird I know, but it works.
Maximize your tubes. That means on the HBK-4J, don't take LRM15s... every clan player will tell you, trickle LRMs suck. You need to launch all your LRMs at once and they need to land on the target all at once. When looking for good LRM chassis, prefer high mounted missile points over waist or arms. HBK-4J > TBT-7M, despite the tube count and perk on the 7M. Those cockpit height launchers are amazing for hill peeking. Also look for at least one high energy point in the torso or head, its key for hill peeking.
How to play LRMs and be an asset to your team:
Now that the mech built, and it is pretty fast and fairly agile, when the match starts, anchor yourself to the back of the pack. You need to be close to the murder ball, your missiles will have less travel time and if you get flanked you can use that speed to get in the middle of the murder ball and kite the flankers into your brawlers, then re-position to LRM those suckers at 200m, while giving them a few burns from your MLs until heat becomes a problem.
Never trail far behind the team. Your missiles will take longer to reach the target from back there and you're open to flanking. When I'm running brawling mediums I look for isolated snipers and LRMs mechs and I punish them for not sticking to the team. There's not a Direwolf, Atlas or Warhawk I haven't crippled if not killed in my HBK-4G this way. In MWO, if you're alone, you're going to die. (Unless you're in a light moving at 140+ KPH)
Don't depend on your team to get locks. Get your own locks if you can, if you can't, wait for a bit, locks will come, they always do. There's no need to beg for them or QQ about it. That just motivates your team to not hit 'r' Piloting mechs with high mounted LRMs and TAG, means you can sight targets from in or near cover, minimizing your face time.
Be patient (its a theme in MWO), don't blast LRMs the very second you get a lock, especially early in the game. You'll be shooting at some light moving at 140KPH from way the hell out and you'll probably lose lock or they'll out run the LRMs before the land. Don't waste your ammo.
Test if your LRMs can hit the target. Sometimes you've got a good lock but no direct LOS and the target might be near cover that you can't see. Send one LRM launch at the target and wait for the HUD to tell you there's been a hit, then hold down that fire button and grind out that target. When you're not hitting, or the lock goes away, be patient again, they're probably cowing in cover and cursing your name. Smile at this point, you're winning the psychological game.
Move, move, move. Always move. Use that 80KPH speed to re-position. Sometimes that target is in cover, but moving a few hundred meters right or left will expose them to fire and you can rain.
Highly quirked mechs + optimal LRM range (200m-400m), and intellegent fire control means you're going to eat up that ammo fast. You'll run dry, that's where a good secondary weapon system comes in. The truth about LRM is this: Most of them are going to miss. If you're consistently getting 50% accuracy from LRMs, you are a god. LRMs aren't that efficient compared to every other weapon system in the game (except MGs and flamers). So when you run dry, you need to be able to do something besides be a moving pylon. My TDR-5S LRM build has three MLs on it. Late in the game and everybody's running low on ammo, those MLs are golden. That's the time you switch from being in the back of the pack to the central brawler for whomever's left. Your brawlers still alive are going to be torn up badly and one breath from death, but you'll be somewhat fresh, about 70% usually. Move in and tank that armor so your brawlers get a break.
Do those these things and you'll be a well loved asset to your team. Don't think, ever, you'll steal the show with LRMs. Sometimes you can turn the tide of a game, and that's great. Rarely, you'll hit a sweet spot of good locks and lack of ECM on the enemy team and you'll put up a 100+ match point performance. But don't expect that every match. If you manage to return your armor value or more in damage, you're doing really good with LRMs.
LRMs are easy to use, difficult to master.
Edited by Apnu, 06 May 2015 - 08:20 AM.