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Have You Tried Playing An Lrm Boat Lately?


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#21 Alistair Winter

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Posted 29 May 2015 - 01:22 PM

View PostBishop Steiner, on 29 May 2015 - 12:51 PM, said:

I have. I don't care for "true" boats myself, as more than LRM45 are just too one dimensional for my tastes. My only "boat" being a 6xLRM5 MDD. But yeah, TAG and LRM combo makes good cash.

One thing I have noticed though, is with everything but Clan Assaults packing ECM these days, even with TAG, it's getting tougher to be effective, since too often I get stuck on passive teams and thus to get in position to use TAG often means being isolated and getting focused fire.

I thought this would be the case too. I even made the same argument in a different thread, where someone asked why LRMs are so rare.
Hellbringers, Griffins, Cataphracts, Ravens... ECM are all over the place.

But over the last few days, when I've been grinding my AWS-8R to earn C-bills, I haven't really had too many matches where I was just helpless due to ECM. It does happen, of course. And using TAG does make you a pretty obvious target. But it wasn't anywhere near as big a problem as I thought it would be.

I think maybe it's been so long since LRM boats were a huge terror on the battlefield, most people simply don't worry too much about the ECM.

#22 Zordicron

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Posted 29 May 2015 - 01:24 PM

Oh, also, it is important to note that LRM is on a an upswing right now in puglandia. As it was almost at rock bottom for the last while now, I see almost no Narc's being used and AMS is also exceedingly rare. Once they swing upwards, AMS will make a comeback and things level out and start to decline again. The playerbase tends to make LRM use come and go without and intervention from PGI.

#23 Rear Admiral Tier 6

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Posted 29 May 2015 - 01:24 PM

kintaros are fun and useful LRM-spammers,good for supporting assaults,there is nothing like getting stunlocked by LRM5:s while facing a Dire Wolf

#24 Evan20k

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Posted 29 May 2015 - 01:26 PM

http://i.imgur.com/7rDmsvi.png
I could post these types of screenshots all day while I use my WHK-B.

#25 Hit the Deck

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Posted 29 May 2015 - 01:27 PM

I don't know if I have "LRM boats" but I have two "LRM 'mechs", which are HBK-4J and WHK-B (when she's configured to carry LRMs). The HBK-4J is very well designed to carry LRMs because of:
  • head level mounted TAG
  • head level mounted LRMs
  • relatively quick
  • relatively small
  • super-quirked (!)
Due to these factors, she will be successful almost no matter what the situation is. When I fought Clans in CW with ECM cover on their side (due to overabundance of HBRs), I usually could manage to get two kills at least, more if they are sloppy or luck was on my side (e.g. the enemy didn't see our UAV).

Since the Warhawk is slower, I find that it's more difficult to use the LRMs correctly. One is because she's a big target and not that suited to exchange fire with other enemy's Assaults (because you spent a good number of your pod space to carry LRMs). This makes you to want to hide more but then you will depend solely on teammate's locks. If you want to TAG someone, the TAG is on your arm so you have to expose like half of your 'mech (being a big target surely doesn't help). This is why I configured the WHK to carry the LRMs as secondary weapons. The Warhawk was to move with the rest of the team in the second line and act more or less like a direct fire support with LRMs. I think mine had like 2x cERLL, 3x cERML, and like cLRM45 or something.

#26 Tatula

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Posted 29 May 2015 - 01:27 PM

I recently started to run a JM6-A wiith 4xLRM5s and 2xLLs. I chain-fire the LRM5s and with the quirks and modules, it almost plays like a KTO-18 with 5xLRM5s, except I have the 2xLLs as "backup". I use the LRM5s to "annoy" the enemy and keep their heads down. I usually try to hang with the assaults and give them fire support. It's harder for their targets to shoot back when a stream of LRM5s are raining down on them. I even get kills now and then.

I also have a BLR-1S with 3xLRM15s and 3xMPLs. I play this if I get killed early in a match playing another mech because it uses a different set of modules. I usually do pretty well with it.

#27 Bilbo

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Posted 29 May 2015 - 01:28 PM

View PostEldagore, on 29 May 2015 - 01:24 PM, said:

Oh, also, it is important to note that LRM is on a an upswing right now in puglandia. As it was almost at rock bottom for the last while now, I see almost no Narc's being used and AMS is also exceedingly rare. Once they swing upwards, AMS will make a comeback and things level out and start to decline again. The playerbase tends to make LRM use come and go without and intervention from PGI.

This is why I never bother to remove AMS from my mechs anymore. By the time I realize it's not just a freak match, I have spent half my night getting more wet than I need to in the rain.

#28 Allen Ward

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Posted 29 May 2015 - 01:32 PM

Yes I played LRM boats (IS) and I must say they don't work as they used to anymore. The reason for that is that if I drop group queue in small groups (like a lance) I face a larger group of clan mechs 80% of the time. They use headsets and they have matched their mechs, they bring lots of ECM, LRMs themselves and cut you to pieces with laser vomit. You don't get a chance to lockup with LRMs while they missile spam you easily. Your own IS team is a chaotic mix of people spreading out, going solo, ECM Lights running away and starting duels, no one ever bringing AMS or Tag or NARC and everyone wants to fight it out head to head with Timber Wolves and Storm Crows... just my experience, especially during the last days. I play with a small unit, quite decent players, everyone of us makes 2-4 kills in almost every solo drop. If we drop as a lance in group queue, it makes no difference - 8 out of 10 games we get rolled.

The saddest thing is that all the LRM chassis of IS are completely useless (Catapults for instance), IS has about 3 LRM boat chassis, the mentioned Aweseome, Battlemaster and Stalker. They all are pretty helpless if the Stormcrows go after them - your team usually does not defend your LRM boat, why should they?

Just my experience, I used to kill 3-4 enemies with my LRM awesome per match, no I just don't want to use it. I can't and won't join a large unit just for the chance to get into TS 12 man group drops. This game is making life for casual players miserable. Neither CW nor Group Queue are fun anymore. PUG/solo is ok, but quite boring (after all you don't want to go solo always).

View PostMadcap72, on 29 May 2015 - 01:16 PM, said:

Welcome to the party pal. B)


6x (5 for CW and up the ammo) LRM 5 Catapult, all the sensor doodads, mucho ammo.
Tons of kills, kill assists, can influence the momentum of the match, LRM's take away the Clan direct fire range advantage.
It gets even better when you partner up with a dedicated spotter.

Plus, running LRMS lets you learn the maps in absurd detail and you find every spot you can peek missiles through.

Against clan units? I doubt that. By the time your last LRM launcher fires, you have taken about 20 Large Pulse or Large Laser hits. At least if the clan unit knows a little how to play. This game is all about instakill now. (Edit: in PUG queue the 6LRM5 Catapult still works like a dream).

Edited by Allen Ward, 29 May 2015 - 01:33 PM.


#29 Nothing Whatsoever

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Posted 29 May 2015 - 01:36 PM

View PostAlistair Winter, on 29 May 2015 - 01:13 PM, said:

It's been a long time since I had one of my Warhawks rigged up as an LRM boat, but I think Inner Sphere assault mechs are a lot scarier just because of the sheer amount of instant destruction from multiple LRM15/LRM20 Artemis launchers converging on the opponent's torso. People can torso twist against Clan LRMs and they have more time to get to cover. But against a Highlander, Battlemaster or Awesome LRM boat, it's often just a big "KABLAM!" and you've taken 80 damage to your CT and STs.


I worked to keep most of my targets within 300 M of my mech when I fired, so enough of that 55 damage would hit and I'd sprinkle in laser fire if I could, and so that I can try to keep TAG on the target I'm trying to hit to at least cut through ECM for my teammates that would also have LRMs.

With the 64.8 speed, it's easy to keep moving in that thing, just hope that you don't get caught on terrain or get a lag spike, since those two things are the most irksome, since it is so easy to lose locks, with those issues occur and you're tracking a moving target with Radar Derp. And I think I had Advanced Target Decay most of the time with that mech. The other troublesome issue is having the launchers so low on the the arms for example.



But yeah IS LRMs can hurt more when they connect, but another difference is the length of the stream, if I'm holding down the LRM's weapon group the LRM 15 on it's quicker cooldown would cycle faster, desync on Ghost Heat and continue to stream damage. If I got lucky and was aiming into a mass of enemies I would be able hit multiple targets and draw their attention which would help my team take advantage if they had to turn and expose their side or back to them.

The problems I had most often was pushing alone, were teammates would sometimes hold back and not take advantage of pushing together into damaged and/or distracted enemies, but that can happen regardless of what build I'm using.

#30 MechWarrior3671771

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Posted 29 May 2015 - 01:45 PM

I was running a Stalker 40 LRM, Tag, 4 med pulse all last month. Had a lot of fun with it. I only stopped because its role is very narrow.

Right now I am running an LRM5-artemis on a 3 med pulse Raven 3L. For Conquest only. Its been very effective. The LRM5 is mostly just for harassment, although its gotten a few kills. I only play in it PUG Conquest, because as a light I spend a lot of time on caps outside of med laser range, so this lets me damage peeps while I sit at cap.

Its been interesting because the "incoming missile" warning makes me look bigger than I really am, so I see a lot of Assaults and Heavies backing into cover instead of being aggressive. I added Target Decay and am enjoying circling at 200 meters and launching from behind cover (amazing how many pilots are skimping on AMS).

Now, my primary weps are 3 med pulse, but I've been getting a lot of mileage out of the LRM5 in Conquest.

#31 Evogenesis

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Posted 29 May 2015 - 01:48 PM

I don't usually LRM boat, but when I do it's the Treb 7M. Everyone always brings up the Hunchback and Kintaro while the Trenchbucket gets neglected.

Goes 80kph with 2xLrm15 (massive cooldown quirk) tag/bap and 2ML backup. It's packed to the gills with missiles and almost always does well.

#32 Weeny Machine

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Posted 29 May 2015 - 01:59 PM

View PostFlutterguy, on 29 May 2015 - 12:55 PM, said:

Define "LRM boat" because I have a raven with 2x LRM 5s that I love to use but I'm not sure it qualifies as a boat.


That would qualify as a "paddleboat" but not a true "boat", sorry :rolleyes:

Edited by Bush Hopper, 29 May 2015 - 01:59 PM.


#33 Maxx Blue

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Posted 29 May 2015 - 02:00 PM

I haven't been playing it a bunch, but I have been running an LRM Mad Dog once or twice a night recently. It works about well as LRM boating ever does for me. It is heavily dependant on the map I get and how good the other side is with using cover. If you can catch a slow-ish mech with a good angle or out in the open, there isn't much they can do to keep you from punishing them. If I see a really fast light, I generally don't even bother trying to hit. ECM still makes life annoying, TAG and UAV's make it better, and NARC never shows up enough in PUG land to make much difference. If you are playing against people who are experienced and skilled enough LRM's aren't all that great, but in PUG land there is always a derp somewhere who will give you something to shoot at.

#34 Flutterguy

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Posted 29 May 2015 - 02:04 PM

View PostBush Hopper, on 29 May 2015 - 01:59 PM, said:


That would qualify as a "paddleboat" but not a true "boat", sorry :rolleyes:

Aww..but I even keep a Catapult figurine in my cockpit to show my Raven what it'll be when it grows up.

#35 One Medic Army

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Posted 29 May 2015 - 02:16 PM

Not exactly an LRM boat, but I ran my founderpult for the light/med/heavy/assault hero event, with 3LL+ALRM15(1.5t)+BAP. Even with no TAG and only 1.5tons of ammo it was quite destructive as a mid-range direct fire weapon. When it started being useless is when I focused on being in the back sniping and dropping LRMs on indirectly targeted enemies (and got picked at by lights for good measure).

#36 Harrison Kelly

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Posted 29 May 2015 - 02:20 PM

I've been leveling up Stalkers and have a Stalker-3H that I've been using. 2 LRM 20s with Artemis, plus TAG and 2 LL as backup/sniping weapons. Comes at the cost of having to take an XL engine, which makes me dislike it a lot compared to (surprisingly) my HGN missile boat, which doesn't have such awful ST hitboxes and has Jump Jets.

Effectiveness varies, but in general, I do pretty well with it. It's rare that I don't pick up at least one kill, and I'm disappointed if I crack less than 400 damage, and average 500+. KDR is 1.56 on something that I just now mastered, so I don't think that's too bad. It's one of my better roles. I also think that I play it right--about 200 meters behind the main push. I usually won't even fire at more than 600 meters out unless it's a big, stupid assault 'Mech (especially 100 tons) out in the open and just asking to get sandpapered to death. LRM range module is a waste of time. LRM cooldown might be worth investing into.

LRMs usually work pretty well for me. I'm more fond of sniper 'Mechs (2x Gauss Cat, STK-4N, 3 ERLL/Gauss Misery, HGN-732, etc.) and the occasional Thunderbolt skirmisher, but LRMs are a great money-maker. The psychological impact is great too.

Things I like:
-NARC. It practically does half my job for me.
-UAVs. See above.
-Enemies who don't shoot down UAVs.
-Brawly compositions that want to get in and mix it up with the enemy. Lots of targets, lots of opportunities to help guys out.
-Enemies who rage after getting taken out by LRMs.

Things I dislike:
-Firestarters. And Huginns.
-Lots of overlapping ECM fields. One or two is manageable. 3 Hellbringers and the Griffin-2N all blobbed up . . . what the heck.
-Peek-a-boo at 700 meters. There's just no way I'm going to hit much. Just have to be patient and wait for the real action.
-Enemies who shoot down UAVs a lot. Which is most of them, but occasionally I get full duration UAV coverage over most of a blob. In which case I'm finding your XL-engine IS gunboat heavies and seeing how many I can get to explode.
-Stormcrows. Seriously, these things take more missiles to bring down than something much bigger.
-Terra Therma and Bog. LRMs are pretty manageable on almost any other map, but making them work on Therma (from fights at the edge of the PUG zapper) or Bog takes real effort and/or luck.

Edited by Harrison Kelly, 29 May 2015 - 02:21 PM.


#37 Astrocanis

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Posted 29 May 2015 - 02:23 PM

View PostAlistair Winter, on 29 May 2015 - 01:03 PM, said:

I have a 2xLRM5 Locust. :D

This thread is primarily about heavy and assault mechs with all or almost all weapons being LRMs. Not a Timber Wolf with 2xLRM15, for example. Summoners, Mad Dogs, Stalkers, even the dreaded, infamous LRM King Crab. Or worse yet, the LRM Atlas.


I have been exceptionally effective with a KTO-18 with 5xLRM5, 2xMPL and a Trenchbucket with a tag and 2xLRM15.

The key for me is to play it like I would a sniper - constantly moving and waiting to engage. The important thing, in my mind, is patience and a willingness to burn a few rounds for LRM scouting and area of effect denial. It's amazing how many players 1) ignore my lowly LRM5 until suddenly they lose a few parts or 2) run like rabbits at the "Incoming Missiles" warning.

Edited by Astrocanis, 29 May 2015 - 02:25 PM.


#38 PhoenixFire55

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Posted 29 May 2015 - 02:35 PM

Anything with LRMs as primary armament that is slower than ~75kph is just cannon fodder in higher skill tier matches. On the contrary a fast LRM harasser that actively seeks his own locks instead of waiting for them almost always does well as he is rarely prioritized by enemy team and has the mobility to get to whatever position suits his LRM needs. So yeah, recently Griffin, TimberWolf and classic founders Catapult, averaging ~450-500 damage per match easy enough. Tag and UAV are your friends.

#39 Foxfire kadrpg

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Posted 29 May 2015 - 02:44 PM

I have two mechs specifically configured for LRMs: Catapult C-1 (15x2 Artemis, 3 MedPulse, 1Tag) and a Battlemaster 1S with 2x10 + 2+15 backed with three med lasers, one tag.)

In group que, I am playing with friends who are also on ventrilo with me. As long as we do not ALL go LRM boat, we do fine. Moving together, agreeing upon a target, and with the help of my friends, I'm the last target visible to the enemy.

In pug matches, both of these mechs seem to perform well, as far as I'm concerned, but I kinda laugh at the notion of asking for locks. Players have far varying ideas on how to hold a target, and even if they could trust me to support them, I don't think many understand the fine line between holding visual on target and providing the enemy with a bullet sponge .

Playing these mechs in pug means the usual: find the most dense collection of blue sheep, find a filled triangle, (do rapid mental check list of whether filled triangle is likely to disappear quickly because of circumstances), Fire one volley on filled triangle, then check sheep cluster again. On the occasions I'm targeting an enemy missle boat, or the enemy count is sufficiently dwindled, I chain fire to suppress.

I have thought about dropping the tag for laser or ammo, since it is actually a good idea to fire a tag ONLY to speed up a lock in pug, but both mechs have enough ammo and lasers if played right.

And as an off-topic aside, my most dangerous mech is a KTO-18 with SRM-6x5. I know others get much success with LRM KTO-18s, but it makes me cry to think players believe that's it's best use.

#40 Piney II

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Posted 29 May 2015 - 02:47 PM

View PostCookiemonter669, on 29 May 2015 - 01:24 PM, said:

kintaros are fun and useful LRM-spammers,good for supporting assaults,there is nothing like getting stunlocked by LRM5:s while facing a Dire Wolf


That is how I like to run my Kintaro - keep moving, work with the team, and pour in the supporting fire LOS. The results can vary depending on how much ECM the red team is using. Then I'll just use the lasers.





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