

Lrms And Ammo
#21
Posted 15 May 2015 - 05:38 PM
#22
Posted 15 May 2015 - 05:41 PM
Chrome Magnus, on 15 May 2015 - 05:38 PM, said:
Yep. Consistent, LRMs are not.
Larger launchers are basically long range SSRMs, without the added benefit of Light murdering. Only the LRM5 and LRM10 are ammo efficient due to less spread.
Edited by El Bandito, 15 May 2015 - 05:47 PM.
#23
Posted 15 May 2015 - 06:06 PM
LRM 15 51 204,405 92,599 45.30% 06:00:33 94,267
Doh! It slipped, it was at 47%. I been lazy.

Edited by Romeo Deluxe, 15 May 2015 - 06:10 PM.
#24
Posted 15 May 2015 - 06:08 PM
#25
Posted 15 May 2015 - 06:08 PM
Chrome Magnus, on 15 May 2015 - 05:38 PM, said:
i repeat - point TAG at any mech, TAG nullifies ECM no matter if that mech has ECM equipped and/or there are 200 mechs with ECM around it
TAG kills ECM, but don't expect to play a couple games with any mech and expect LRMs to magically give you results - it's a whole different ballgame and you need to learn a new set of tactics to implement them properly. direct fire tactics don't work with LRM tactics, and vice-versa
Edited by JagdFlanker, 15 May 2015 - 06:10 PM.
#26
Posted 15 May 2015 - 07:09 PM
JagdFlanker, on 15 May 2015 - 06:08 PM, said:
i repeat - point TAG at any mech, TAG nullifies ECM no matter if that mech has ECM equipped and/or there are 200 mechs with ECM around it
TAG kills ECM, but don't expect to play a couple games with any mech and expect LRMs to magically give you results - it's a whole different ballgame and you need to learn a new set of tactics to implement them properly. direct fire tactics don't work with LRM tactics, and vice-versa
But...TAG is literally that....direct fire tactics with missiles. The problem with this is that they are rather piss poor substitutes for direct fire weapons. Nothing says kill you faster than a red laser pointer. The main reason to take them (if you take them) is for indirect fire.
The other thing you run into is that even with TAG you can be locked out if you are within a bubble of ECM.
#27
Posted 15 May 2015 - 07:41 PM
I say "backup" because personally I think of them more as secondary weapons. At the start of the match I use the LRMs to do as much damage as I can, softening up targets and killing 1 or 2 if the opportunity presents itself. Generally I'll fire: grouped at assaults, grouped at heavies and switching to chain fire if their torso opens up, and chain fired for mediums and lights. If an enemy gets it close I let them have it with my secondary weapons (on mediums it's typically 4-5 MLL or MPL). Once my LRMs are spent I focus on taking out vulnerable targets with my secondary weapons. So far this approach is yielding me good results.
As far as LRM focused builds I started out with the Treb, my favorite being the 3C:
TBT-3C
After I maxed out my skills on the trenchbucket, I gave the Hunchback 4J a try and fell head over heels for it. Great little LRM mech.
HBK-4J
Edited by Ollorin, 15 May 2015 - 07:43 PM.
#28
Posted 15 May 2015 - 07:57 PM
The latest iteration.
Edited by Romeo Deluxe, 15 May 2015 - 08:00 PM.
#29
Posted 15 May 2015 - 08:02 PM
JagdFlanker, on 15 May 2015 - 06:08 PM, said:
i repeat - point TAG at any mech, TAG nullifies ECM no matter if that mech has ECM equipped and/or there are 200 mechs with ECM around it
TAG kills ECM, but don't expect to play a couple games with any mech and expect LRMs to magically give you results - it's a whole different ballgame and you need to learn a new set of tactics to implement them properly. direct fire tactics don't work with LRM tactics, and vice-versa
1. TAG basically paints a large bulls eye on yourself, screaming "I'M HERE, HIT ME!", all the while you have to stare at the enemy for 2 full seconds, revealing your position to all hostile forces.
2. TAG takes a precious energy slot, that could have been used for another back up laser.
Not saying TAG is not the answer to ECM, but compared to ECM, TAG tax requires way more sacrifice than ECM.
Then there is the Radar Derp module.
The solution to this? I can think of two.
1. Make a separate TAG slot, one that does not take energy hardpoint. Preferably high mounted.
2. Make TAG invisible to the enemy unless seen in heat vision mode. As per lore, TAG laser is infrared.
Quote
Edited by El Bandito, 16 May 2015 - 12:16 AM.
#30
Posted 15 May 2015 - 08:09 PM

#31
Posted 15 May 2015 - 08:13 PM
Romeo Deluxe, on 15 May 2015 - 08:09 PM, said:
And then the issue will be how to TAG the ECM covered enemy without having everyone on the opposite team immediately know your location by tracing the bright red beam. Hence my suggestion above.
Edited by El Bandito, 15 May 2015 - 08:14 PM.
#32
Posted 15 May 2015 - 08:15 PM
Quote
TAG doesnt work as a counter to ECM anyway. Because you have to hold the TAG on target for the entire flight duration of the missiles. But as soon as you launch missiles the target is notified, ducks behind cover, and breaks LoS with your TAG.
NARC is the only thing that even remotely works for LRMs right now. And even thats not great...
Edited by Khobai, 15 May 2015 - 08:20 PM.
#33
Posted 15 May 2015 - 08:21 PM
Khobai, on 15 May 2015 - 08:15 PM, said:
TAG doesnt work as a counter to ECM anyway. Because you have to hold the TAG on target for the entire flight duration of the missiles. But as soon as you launch missiles the target is notified, ducks behind cover, and breaks LoS with your TAG.
NARC is the only thing that even remotely works for LRMs right now. And even thats not great...
I fight at 200-300m, slavos are rarely escaped. I get ansy further out and super picky about launcing a salvo, never launching one further than 600m. The LRM's are for suppression to knock away the opponents standing off from a brawl and shooting in on it. Also to help some light dueling someone and I can see clearly on the map that the opponent is exposed, about the only time I use in-direct spotting. Although I do it from time to time, I consider it a waste of missiles to shoot salvo after salvo into an opponent 'until it dies'. Once the ammo is gone I charge right into the brawl. Those little lasers aren't too bad, they force me in close which works perfectly. I aim for key parts like Direwolf shoulders, even gave that maneuver a name, call it declawing them.
Edited by Romeo Deluxe, 15 May 2015 - 08:34 PM.
#34
Posted 15 May 2015 - 10:46 PM
#36
Posted 16 May 2015 - 01:40 AM
This allows him to get past ECM without face-tanking everything while trying to TAG full time.
I think he's right that it requires Advanced Target Decay to pull off, though...
And I'm not sure if it also requires that the victim does not have Radar Deprivation.
Someone should do some experiments for SCIENCE !
#37
Posted 16 May 2015 - 02:17 AM
Imho, the problem is the way ECM works and that ECM stacks.
Pure LRM boats are pretty crappy in most matches. Without NARC or TAG and backup weapons they can be totally useless.
Either reduce ECM effect to what it should be or improve LRM tracking/damage while increasing cooldown.
Just try taking a LRM boat with 2-3 LRM10 or LRM15 with or without Artemis and NARC/TAG into training grounds and compare the time, heat and ammo it takes to kill the mechs there.
And they are not behind cover or move...
Also ECM > AMS.
I've yet to hear someone complain about multiple AMS being OP, because very few even equip it.
Reducing ECM effectiveness might make AMS more desirable again.
bad arcade kitty, on 15 May 2015 - 03:52 PM, said:
Chain fire on Flamers does nothing. There is no cooldown, so the game calculates heat as if you would keep firing a single Flamer.
#39
Posted 16 May 2015 - 03:24 AM
FupDup, on 15 May 2015 - 03:07 PM, said:
All ammo based weapons feel like they need more ammo. That is because the game is not over in under 2 minutes (12 turns). TT feels like a drawn out long battle because of teh dice rolling. My 6 hour long slug fests usually ended before the 12th turn, Thats even with Trinary on Trinary combat. There is Fluff that says most Mechs only carry enough ammo for 1-2 minutes worth of sustained fire.
Mech fights sound like a long drawn out fight in the books. But they are not. they are brutal, and end quickly.
#40
Posted 16 May 2015 - 03:36 AM
Roadbuster, on 16 May 2015 - 02:17 AM, said:
It does. Flamer heat is calculated by time of use, meaning two on chainfire will not create absurd amounts of heat.
I tried and it does work.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users