Tigven, on 16 March 2016 - 11:26 AM, said:
NO. Like I said, GXP will take care of itself just from playing and enjoying the game, especially if you help yourself out with some Premium Time (think of it as buying entertainment; how many hours of fun could you get for the price of some snacks, or a movie ticket?)
Tigven, on 16 March 2016 - 11:26 AM, said:
I have a feeling I did something very wrong

When I get a lock, I shoot, often with the center crosshair going red briefly, after some time (it means I did some damage?).
Do you mean I need to have the lock during the entire time LRMs are flying to the target? What happens otherwise then, the LRMs just do spread damage in the area OR ...?
Do I need to point all the time inside the lock-confirmed target selection box or just never allow it to disappear?
Is that even possible on non-exposed targets? I hear there are some devices to help with locks (NARC?), but haven't noticed them being used in quick-play.
Theoretically, the optimal engagement range for LRMs is 300-400m. This allows the LRMs to converge, gives the enemy no time to react, and is too far away for them to seek cover. However, a more in-depth explanation of LRM mechanics is in order:
As you are realizing, LRMs are not fire-and-forget weapons. You must hold your lock on the target at all times from fwoosh to boom. Once the enemy breaks your line of sight, your target lock will be broken after a short time, by default. Your teammates, however, can still target the enemy for you, allowing you to potentially lock, fire, and hit a target you have never personally seen. An LRM volley leaves your tubes and travels in an arc toward your target; as the target moves (or doesn't) the volley will alter course to follow it - the rate of these turns is called tracking strength. If lock is lost at any time, the LRMs will simply continue on the last trajectory - if lock is re-acquired, they will home in on the enemy once again. Finally, you can "dumb-fire" LRMs without bothering with a lock; they will simply flie toward wherever your arm reticule was pointing when you pulled the trigger - whether a piece of terrain, a point in space occupied by a Battlemech at the time, or the wild blue yonder. Such "dumb-fired" LRMs can never achieve a lock after they are fired. Those are the basics, and additionally there's a system of counters and targeting aids in place:
- Enemy ECM will break your target lock; if an ECM-carrier on the enemy team comes within 90m of your target, your lock will die.
- ECM, however, can be countered by a number of means, notably NARC beacons and TAG. NARC will counter the ECM of any carrier it hits, and will burn through ECM coverage to allow the target to be locked regardless. TAG will burn through ECM if held on the target, allowing that 'mech to be locked. Both NARC and TAG also affect tracking strength.
- Target lock decay is affected by two modules: Advanced Target Decay, and Radar Deprivation. Target Decay extends the decay time (by 1.5 seconds, but I could be wrong,) while Radar Deprivation eliminates the base decay time altogether - however, the added time from Target Decay still remains.
- AMS systems will automatically engage LRMs (and Streaks) that enter their range, prioritizing missiles that are homing in on the equipping 'mech. These systems chew through missiles at a modest rate, individually, but are very powerful when the paltry 1.5 tons to field the system is paid by an entire team. While some builds are legitimately too strapped for ammo, heat dissipation, or space to field them, generally you should. Vaccinate your dang 'mechs.
- Finally, a friendly UAV consumable (also a powerful experience-farming tool if deployed correctly) will both allow you to target unprotected (by ECM) 'mechs within its area of effect and burn through enemy ECM systems after a short delay.
Edited by Void Angel, 16 March 2016 - 08:53 PM.