


Beginning To Get It....maybe!
#21
Posted 09 August 2015 - 05:10 PM

#22
Posted 09 August 2015 - 05:49 PM

#23
Posted 09 August 2015 - 06:27 PM
#24
Posted 10 August 2015 - 12:47 AM
The trouble with LRMs is everyone seems to have an ecm these days!!! So my best matches as missile kayak (I reserve the term boat for your Catapult) were the ones where lights acted as spotters, countering ecm and launching UAVs. Ask people to use R and give you targets in the pre-drop lobby. Then stay on the second line, but never at the end of the pack as you are likely to get flanked (I have...). If you follow a couple of big assaults they can shield a lot of direct hits from you while allowing some good target locks.
Finally, play to your enjoyment. Fun is the quickest way to cbills and xp! I have loved taking my LRM kayak to different maps and modes, finding the right tactics in each one and progressively geting better locks and more assists. Some maps are horrible for LRMs without a coordinated team, but you just got to live die repeat, I guess.
Good luck!
Edited by EchoFreebirth, 10 August 2015 - 12:49 AM.
#25
Posted 10 August 2015 - 02:29 AM
#26
Posted 10 August 2015 - 02:55 AM
#27
Posted 10 August 2015 - 03:13 AM
Chados, on 09 August 2015 - 07:50 AM, said:

Dont dream that the LRMS counter ECM or that the BAP bubbles are useful. Get better and better with LRMs while carry on learning to dumbfire them well. Too many LRM players relly totally on locks given from others or UAVs to be able to shoot and hit anything at all. These are the ones sitting way in the back of the field complaining that no one is giving them locks (through ECM) and these are also the ones giving LRMs a bad name.
Carry on what you are doing and continue to learn to play LRMs correctly (ideally within 300 meters of your target and using your own lock or shooting blindly predicting where the target is going to be at the time your missiles hit the ground. Also, speed is king is also true for LRM mechs. Never stand still, always maneuver yourself into a better shooting position for the next 2 targets (in this sence it is a lot like playing chess, always think 2 moves ahead so that you can target the next opponent after taking down the current one).
#28
Posted 10 August 2015 - 07:01 AM
Koniving, on 09 August 2015 - 02:38 PM, said:

While liking your exempts of BT - Weapons literature very much, it has to be said that the reasons for PPCs, LRMs, ACs and Gaus not to be accurate or not to be usable below or above a specified range differs even within BattleTech Lore.
( PPCs are said to need a certain distance to focus, you can circumvent that by shutting of your field focus controller wich can leed the weapon to backfire, LRMs do not arm below a certain range cause it would be to dangerous for them beeing armed within theri tubes, longrange ACs and Gauss have long barrels and swinging such a long object after a near object moving fast is quite difficult, if you have acces to a shooting range try this with a hunting rifle quite difficult below 10m or so. )
So you see Chados as many heads as many opinions even if the outcom does not differ.
As for LRMs as main weapons...yea why not.
Just accept that they have some serious down sides like spreading dmg and beeing useless against disciplined and aware foes hunting specificaly YOU.
Since most attention will go to high priority targets, like the latest cheese Clan mechs or the few Inner Sphere mechs still considered meta or at least a bit dangerous, you will most likely be ignored anyway.
What most LRM users constantly ignore is the fact that IS LRMs can deliver withering high dmg bursts at medium ranges.
So clinging to a meta mech or some very large mech like a Crab or a Dire and get some explosives in your big buddy enemys face. He will be quite thankfull sice you are in no danger shooting his back with LRMs and you are still totaly able to be his rear guard.
An other thing is you will have direct sight line while being virtualy out of sight.
Use always a beagle probe when pugging and the modules sensor range and target decay.
So have fun
Edited by The Basilisk, 10 August 2015 - 07:16 AM.
#29
Posted 10 August 2015 - 01:12 PM
I haven't managed to snag modules, but target delay is at the top of my list. I also want to get UAVs once I can afford that, it's too bad that those are consumables because that ain't cheap. Both my missile Cats have BAP and Artemis-equipped launchers, I can't imagine packing LRMs without them. BAP helps your teammates so even if I'm getting light-swarmed, before I go down they can see what is happening around where I'm at.
I'm beginning to learn that playing the self-propelled artillery game is a must-I managed a kill on a recent drop (first in a very long while) but immediately got jumped by an Arctic Cheetah because I didn't move out for a new location after lobbing a couple salvos. The AC saw me and jumped me, and I put up a good fight but that was that in the end. Those things are tough to hit. Lesson learned: Shoot and move. Hopefully I'll keep learning bit by bit to where I can make a real and sustained contribution to the team effort.
#30
Posted 10 August 2015 - 02:12 PM
Chados, on 10 August 2015 - 01:12 PM, said:
I've sent you an add request (see the three heads on the bottom-right-ish in the main interface? You'll see it there.)
At the moment I'm getting the dust off some of my mechs to figure out what to bring with me. Once you have over a hundred of them it gets a bit harder to choose what is more suited for a job.
#31
Posted 10 August 2015 - 03:54 PM
Chados, on 09 August 2015 - 07:48 AM, said:
Try holding the shift key to stabilize the shake, it has something to do with the 360 deg rotation of urbies(curse them for this problem) and is made worse by low fps, from my observations and suffering from this problem since urbie was introduced
#32
Posted 10 August 2015 - 04:03 PM
Chados, on 10 August 2015 - 01:12 PM, said:
I haven't managed to snag modules, but target delay is at the top of my list. I also want to get UAVs once I can afford that, it's too bad that those are consumables because that ain't cheap. Both my missile Cats have BAP and Artemis-equipped launchers, I can't imagine packing LRMs without them. BAP helps your teammates so even if I'm getting light-swarmed, before I go down they can see what is happening around where I'm at.
I'm beginning to learn that playing the self-propelled artillery game is a must-I managed a kill on a recent drop (first in a very long while) but immediately got jumped by an Arctic Cheetah because I didn't move out for a new location after lobbing a couple salvos. The AC saw me and jumped me, and I put up a good fight but that was that in the end. Those things are tough to hit. Lesson learned: Shoot and move. Hopefully I'll keep learning bit by bit to where I can make a real and sustained contribution to the team effort.
One of the Golden rules right there. I cut my teeth on the founders-4. Like you, at first I had no aptitude for lights. As wonderfulness the Jenner was, I was terrible at it. I did have a natural affinity to both the hunchie and catapult. Hunch aside for now, my C1F have been through hell and back. Pre-quirk i was running x2 ALRM-20s, 3ML, and a TAG.
Until I graduated to the Battlemaster-S, C1F was my go-to for a very long time.
My own lessons learned, some you already know:
1. Run with the group. People will be too busy with the more immediate threats around and you can always hide behind the fatties.
2. Fire and move, as you've learned. Never fire from the same spot more then twice.
3. You are 65 tons, don't be afraid to use it. You'll be surprised at how many lights think twice about messing with you when they figure out your not tucking tail and running. With 3 MLs, you will still chew off a leg before they eat through enough armor. Except cheetahs.... fear them.
4. Bring your own TAG and don't depend on others for locks. Its not worth the hassle and if you are with the group, shouldn't be an issue.
5. As many have said already, dumb firing is a tactic, not a mistake. You will seriously piss some people off when they keep getting hit by volleys while under ECM. Watch their torso twisting, it gets frantic.
6. Don't waste ammo on anything over 500m out or on lights. Stick to targets 300-500 out. Reason I say don't waste amom on lights is most can out pace a volley and find cover before the Salvo hits. Unless the bugger is legged, just save the shots.
Besides that, don't listen to the LRM hate. Most of that is directed to the lazy asses who sit back at 800 and cry they don't have locks. As a new player, keep to what you find enjoyable and you are comfortable with. Use it as a foundation and build from there.
Me? I'm almost exclusively a light pilot now. So it goes to show how skill sets develop from humble beginnings. If I find myself running you down with my Cheeter, I'll wave before taking those pretty mouse ears. XD
edit: corrected some of that horrible spelling and grammar.
Edited by Darrious Quinn, 11 August 2015 - 06:40 AM.
#33
Posted 10 August 2015 - 05:06 PM

See here, your new best friend for a heavy LRMboat: The Orion VA
Edited by Kjudoon, 10 August 2015 - 05:08 PM.
#35
Posted 11 August 2015 - 04:43 PM
I recommend them.
The last one is him in a Griffin with LRM15 and SSRM2. Really interesting 3D strategy using jump jets. My C1 trades jets for armor. But I also now have an A1C with jets...it won't be as bouncy as a medium but I like the possibilities.
#36
Posted 11 August 2015 - 04:57 PM
Kjudoon, on 10 August 2015 - 05:06 PM, said:

See here, your new best friend for a heavy LRMboat: The Orion VA
"Sister."

I recommend this video too. Great mix of direct and indirect firing, use of TAG, and MLAS when ammo depleted. Very instructive.
#37
Posted 12 August 2015 - 04:36 AM
the mech runs light on ammo, but really hits pretty well with the pulse lasers for when you open a hole in the armor. It is meant to be played as a second line mech, just behind the brawlers, lobbing LRM's over their heads and blasting pin-point shots when you get the oppertunity.
It will teach you much about being a Lurmisher, and no one will ever give you crap about hiding behind a rock not helping. A very fun way to play a catapult, though you will need to learn to twist..
that said, I also play a brawling jester, with 4 MPL's, 2LL's with BAP and an XL-325, with Dual AMS and a pair of JJ's. It's a heavy that runs basically 90 KPH with JJ's.. dare i say more maneuverable than a timber wolf?
Round off your K2, with a pair of AC5's, and dual PPC's for a premier long range mech.
#38
Posted 12 August 2015 - 01:16 PM
I have jets in inventory. The trade off would be ammo for the LRMs, I only pack 720 rounds as it is and in a good match I will run dry. Now, the A1C I have does have jets. I'm messing around with a better build for it-thinking about SSRM2 instead of the ASRM6 it came with.
I also have a Jester and K2, but I'm saving them for after I get basics unlocked in the missile Cats first. One left in the C1 then I start on the A1C.
I like to tag along with the brawlers and rain all over whoever it is they are brawling with. When I can do that consistently, I have a good game.
Edited by Chados, 12 August 2015 - 01:38 PM.
#39
Posted 12 August 2015 - 02:14 PM
i pack 990 on my lurm kit fox and often use them all
#40
Posted 12 August 2015 - 02:16 PM
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