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Have You Tried Playing An Lrm Boat Lately?
#81
Posted 30 May 2015 - 02:09 PM
I know for a fact in most matches I am contributing as I can see the mechs I suppress, damage or kill with LRMs affect the match.
The overall secret to LRM boating is have a secondary non-LRM weapon combo that can do at least 15-20 pts of damage per alpha so if you do get singled out, you can defend or fight back at less than 200m.
#82
Posted 30 May 2015 - 02:40 PM
#83
Posted 30 May 2015 - 03:04 PM
Jman5, on 30 May 2015 - 12:07 PM, said:
For missiles "hit" is calculated for each missile so of course your damage is going to be 1.0 (that's how much damage 1 missile does).
You can if you do the weapon efficiency calculation like I showed you.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Note that my calculation also factors in the extra damage done by crits, because that's reported in your stats.
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Bandito is also right. Your results in the 4J are at least partially due to its extreme quirks - no other Mech can get that kind of performance out of an LRM-10.
As for your last point, no not at all. The best players are the ones who have tried everything and know how all of the mechs and all of the weapons perform. But ask yourself this: how often do you see EMP and SJR using LRMs in comp matches? Does that not tell you something? The LRM isn't a good weapon because the best players essentially never use it when they need to perform.
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LRMs don't have particularly good damage over time, but yes their ability to indirect fire is one of their main advantages. It takes some skill to use it well, but that's more positioning than anything else.
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I never said (or meant to imply) that you couldn't. My results in an LRM Mech aren't as good as yours, but that's because I'm not as good of a player as you. In both of our cases, our success with LRMs isn't because LRMs are good, it's because we're both good players and know how to make the best use of the few things that LRMs can do reasonably well.
So again, you getting top score isn't because LRMs are good, it's because you are good. You doing crazy good consistently in a 4J is because both you and the 4J's quirks are good.
I'd bet, though, that you're generally better with other loadouts than you are with missile Mechs. But that's tough to compare.
#84
Posted 30 May 2015 - 08:12 PM
If you're open to trying different stuff, I believe the LRM platform is just as viable as any other option. I say this as someone who plays them at all levels: solo queue, group queue, competitive, and community warfare. You can see my scores in a non-quirked LRM-assault as a proof of concept; that there is a light at the end of the tunnel. However, If you want to play it safe and follow the meta you can't go wrong there either. The established meta is definitely powerful and well built.
I really don't care what people play as long as it gets result. I just wish I could convince people that YOU HAVE OPTIONS.
#85
Posted 30 May 2015 - 08:44 PM
i have however been using a lot of srms in their place. however i started leveling mad dogs and i dont think i could forgive myself if i dont do at least a few all missile runs with those.
#86
Posted 30 May 2015 - 11:58 PM
I used my lurmcrab, lurm atlas and for the most part the hunchback. What to say, good rounds and bad rounds but i only had 1 or 2 matches witch didn't qualify. with the hunchback and a good (or better "fitting my playstyle") team you can get 800-1000 damage in no time. Have someone narc targets and its gg mostly.
on the other hand, on the wrong map and good ecm cover you're mostly screwed.
Interesting thing i noticed, there are many people with AMS out there, more than I expected. Maybe it is the elo bracket, but at least people are concerned enough about lurms that they bring ams. even saw a double AMS panther
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
Edited by 627, 31 May 2015 - 09:59 AM.
#87
Posted 31 May 2015 - 03:13 AM
Sure, I will use someone else's lock, but I prefer to hunt for my own food. My Catapult C1 does this very well. With 2 LRM15s + Artemis, TAG and 3 medium lasers, it is a nimble support mech. Prior to the ubiquity of ECM, I could snag 2 or 3 kills. These days, I feel lucky if I can kill one. That isn't to say I don't do much damage, but keeping a lock long enough to kill the mech is the challenge, the C1 is my go to missile boat and I have loved it since day one.
Moving on to the Kintaro 18, this guy has a different flavor of boating. With 5 LRM 5s and a couple of medium lasers to keep it useful when the ammo bins run dry, this mech needs to maintain its own locks and stay in close to be truly effective. Maintaining the LRM rainbow is no easy feat, but when I do, I almost feel sorry for the other guy. But then I look at the rainbow effect, marvel at the glory and my pity turns to unfettered delight; I am akin to a baby with a mobile floating over his head, screeching with joy. With no TAG, this mech can be feast or famine.
Finally, the KGC-0000 quad LRM-15 with 2 medium pulse lasers. This is a whole different boat. It almost always needs someone else to lock a target for you since it is so slow. Facing down your own targets with this guy could mean you will be focus fired and dead in seconds, so your role in this mech is to make it rain when they get the locks. When it works, the heaps of pain you wash over the poor guy caught in the rain are a delight to watch (if only you could see the poor SOB). They fire so fast as to blind the guy and it all happens so fast, their armor is in shreds in a few salvos. Without Artemis and a direct view, it takes more rounds to finish the mech due to missile spread. I can usually kill between two to three mechs with the King. All of this is not to say that I can't get my own locks. When the battle is in full swing and I start stomping in closer to the OPFOR, I try to maintain 200-400 meter range and melt the guy in front of me. It is hilarious to watch. I get called a noob for using LRMs, but what does it say about the guy who stared down my LRM boat and got killed by it? Can't call me a lazy noskillz lock moocher. I caught you and melted you without laser vomit or ultra dakka.
In summary, there are different LRM strategies for different mechs, feast or famine depending upon level of ECM on the field, bring TAG, Artemis and Target Decay module to be most effective. Mobility in a boat can make you a hunter rather than a "locks plz" moocher, but some boats need the team to provide the locks, such as the king. As a team member with boats in your team, just remember that they usually soften the target for you to take the kill and usually provide a psychological weapon, making the OPFOR run for cover.
#88
Posted 31 May 2015 - 03:51 AM
Joseph Mallan, on 30 May 2015 - 05:34 AM, said:
My Zeus and King Crab have an LRM15, and my Hellslinger 3 LRM5s (so a rapid fire LRM15). They help out when I'm far away from the enemy and lets me sprinkle some pain while I move closer.
That's called "Urinal tactic", Jospeh
![Posted Image](http://cdn.tostores.net/page/12561/sprinkle-tinkle-new.jpg)
#90
Posted 31 May 2015 - 07:25 AM
Even in lower elo units with speed have lots of utility since most of these guys can't hit a target out in the open with a high rate rate of lateral movement very easily. But the advantage of being able to deliver reasonably accurate fire while moving like this quickly evaporates once you are faced with more competent opponents.
An above post mentioned the catapult and kintaro which today I avoid just b'cos of the awful vulnerability to fire that these mechs have. I honestly wish they would fix the iconic catapult, but it's probably wishful thinking, they're more interested in delivering new content than revisiting the old.
Edited by AccessTime, 31 May 2015 - 07:30 AM.
#91
Posted 31 May 2015 - 07:32 AM
#92
Posted 31 May 2015 - 07:33 AM
Just picked up a Trebuchet 7M today 3x ml 2x lrm15, the quirks give a 40% cooldown buff. Not real keen on the ml short range but 4th match I managed 2 kills 5 assists 495 dmg on Mining Collective, could have been better but I wandered to close to the defense turrets and got pinched between a missile turret and a MDD spamming clrms.
The lrm rain has been a bit heavy this weekend, funny how "lrms suck" but every other swinging Richard brings them.
#93
Posted 31 May 2015 - 07:37 AM
2X ALRM20
6x MG
2x LPL
STD 325
The game plan is to ravage the enemy team from the back, then late game go dapperjager on them.
#94
Posted 31 May 2015 - 07:46 AM
Edited by Hidden Sniper, 31 May 2015 - 07:49 AM.
#95
Posted 31 May 2015 - 07:49 AM
Tractor Joe, on 31 May 2015 - 07:33 AM, said:
It's b'cos people are just looking for their easy 30 match score to get the challenge points. Just load up a LRM boat, play aggressively and get your missiles off (even to the point of suicide), and repeat.
lordtzar, on 31 May 2015 - 07:37 AM, said:
2X ALRM20
6x MG
2x LPL
I tried this when they first came out but the real problem for me was I could not see my own missiles on the ascent due to the low cockpit window. Once you get used to this, it was just the slow speed. The 6MG are very funny though, more than once on the swamp map I walked up to the side of a cliff, lowered my arms and machine gunned a guy to death over the course of 15 seconds while he wondered where the fire was coming from.
#96
Posted 31 May 2015 - 07:58 AM
AccessTime, on 31 May 2015 - 07:49 AM, said:
I play lrms quite aggressively all the time but must admit when it comes to competition grinding I bring out the Misery(no missiles), its my P2W easymode option. Plus, I just really enjoy watching other players **** their pants while trying to remember where reverse is.
Edited by Tractor Joe, 31 May 2015 - 08:02 AM.
#97
Posted 31 May 2015 - 08:01 AM
You do do far better than most players in that setting as well.
For me, I just started clam mechs at the last event so I had a couple of them rigged up 50/50 with lrms and brawling. Not technically boating I guess. They work better with clams than IS (especially in a CW setting), but if you use them as a brawling weapon opposed to a long range weapon they always function better. It did alright I guess, wasn't really anything special and required more work for less output than just using straight brawling builds.
All being said, I still switched most of the mechs back to srms simply because they are a far better platform to deliver damage from.
#98
Posted 31 May 2015 - 09:37 AM
Jman5, on 30 May 2015 - 08:12 PM, said:
If you're open to trying different stuff, I believe the LRM platform is just as viable as any other option. I say this as someone who plays them at all levels: solo queue, group queue, competitive, and community warfare. You can see my scores in a non-quirked LRM-assault as a proof of concept; that there is a light at the end of the tunnel. However, If you want to play it safe and follow the meta you can't go wrong there either. The established meta is definitely powerful and well built.
I really don't care what people play as long as it gets result. I just wish I could convince people that YOU HAVE OPTIONS.
I think the level of skill required to run LRMs at the highest tiers is very hard... especially when combined with just running a Hunchback in general.
You may feel like this is doable, but I believe you are primarily the exception than the rule.
The thing is that 4J is probably "out of whack" compared to popular LRM boat alternatives, but not OP in the same breath.
There's so much that has to be accomplished at different levels for missiles that the average player won't be able to capitalize it in the same way direct fire platforms would accomplish.
The Risk-Reward + Learning Curve for LRMs is literally not in the same sector as even the most inferior of weapons... like LBX and Flamers. So... I doubt this would ever resonate with other people unless LRM mechanics change in general.
#99
Posted 31 May 2015 - 10:17 AM
AccessTime, on 31 May 2015 - 07:25 AM, said:
What? Kintaros can take a severe beating even running an xl, I own a fair number of IS mediums and place it at the top of the heap in this regard. Not to mention it makes up for its lack of JJs by being able to climb like a mountain goat and the screen shake it causes limits return fire nicely.
#100
Posted 31 May 2015 - 10:22 AM
Tyler Durden, on 31 May 2015 - 03:13 AM, said:
Even as someone who does play an LRM boat from time to time, I have no problem admitting that sometimes you can get a good score just by sitting in safety and lobbing missiles over the hill, while your team does all the work. And you'll get the odd match where you do 500-1000 dmg, without really putting yourself at risk or doing anything that required skill.
However, if you're consistently getting a high score, several kills on average and winning most of your matches over time, then obviously you're somewhat skilled. And if you personally got into position to stare down an enemy and kill them with LRMs, they have no right to complain. It's not the same as getting killed by LRMs on Caustic Valley, because their team didn't have ECM and one of your teammates put the UAV over their head. At that point, the LRM boat didn't really do the work, he just clicked the fire button.
By the way, I didn't realize the King Crab has so many missile tubes! Not only does it have a lot more hardpoint than the Atlas, it also has more tubes. #powercreep
sycocys, on 31 May 2015 - 08:01 AM, said:
You do do far better than most players in that setting as well.
Thanks! Did you play with that account or an alt account? I don't recall seeing you in-game. I may just have been absent-minded.
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