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Lrm Atlas


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#21 Karl Streiger

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Posted 25 April 2016 - 04:21 AM

View PostAroru, on 25 April 2016 - 04:04 AM, said:


It is not better to take LRM launcher over SRM launcher!

As most of the replys seem to miss the point I will elaborate.
I have not played that build my self as I don't but LRMs in Atlas because it is a bad idea.
I was just frustrated with LRM Atlas players ending in my team and staying back and fireing LRMs with that 100ton TANK so I tryed to invent a LRM Atlas build that was good as possible and can still be called a LRM Atlas for those that insist playing one.
As singe LRM 5 is useless, I put a LRM 10 in it as it is just mostly useless and can be used to fire LRMs while closeing to the brawl range.

I did understand you intention, but don't you think 1t should be enough.
Anyhow... the K could really be a good option for a LRM Atlas....2 ERPPC or 3 ER Large ER Laser - mabye AC2 and 17 DHS plus ALRM20 - you don't have to brawl - buts its a good anchor with 2 AMS - perfectly for holding the line.
A the old LRM implementation is gone.... the AS7-K was a decent well rounded mech - its ER Large Laser and Gauss were the perfect supplement for the LRM20.... was able to break through a lot armor with just the first salvo. (LRM armor plane, and point accurate fire to create a gap in armor)

Edited by Karl Streiger, 25 April 2016 - 04:23 AM.


#22 Aleski

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Posted 25 April 2016 - 11:29 PM

View PostAroru, on 25 April 2016 - 04:04 AM, said:


It is not better to take LRM launcher over SRM launcher!

As most of the replys seem to miss the point I will elaborate.
I have not played that build my self as I don't but LRMs in Atlas because it is a bad idea.
I was just frustrated with LRM Atlas players ending in my team and staying back and fireing LRMs with that 100ton TANK so I tryed to invent a LRM Atlas build that was good as possible and can still be called a LRM Atlas for those that insist playing one.
As singe LRM 5 is useless, I put a LRM 10 in it as it is just mostly useless and can be used to fire LRMs while closeing to the brawl range.

Edit: If I play Atlas is something like this http://mwo.smurfy-ne...f1b269f0c970694


Your idea and your topic are odd.

Yon don't like LRM atlas, you think they are bad and so you decide to waste your time creating a thread about playing a LRM Atlas which is "not so worse" ?

Why don't you create a thread which explain the superiority of brawler atlas over LRM Atlas ? I think it will be a better way to use your free time on the forum. And you will teach something usefull to the new players. Because actually the build you present is trash and not usefull at all.

This thread is odd and you are odd.

Edited by Aleski, 25 April 2016 - 11:29 PM.


#23 the punk who stole your thunder

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Posted 02 May 2016 - 11:16 PM

View PostNightshade24, on 22 April 2016 - 04:17 PM, said:

An LRM 20 allows you to fire volleys at the enemy indirectly or at long range where normally you would be 'useless' until you get there.


And an LRM-Atlas is still useless when you finally got there .....

The spread damage of an indirect fired LRM20 (best also equipped with Artemis for indirect fire Posted Image ) from 999m away is already useless except for showing the enemy lights where to eat a tasty lone LRM-"boat"-assault-stragler ...

If you want to LRM take a HBK-4J.

#24 Nightshade24

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Posted 03 May 2016 - 04:05 AM

View PostLaggy Luke, on 02 May 2016 - 11:16 PM, said:


And an LRM-Atlas is still useless when you finally got there .....

The spread damage of an indirect fired LRM20 (best also equipped with Artemis for indirect fire Posted Image ) from 999m away is already useless except for showing the enemy lights where to eat a tasty lone LRM-"boat"-assault-stragler ...

If you want to LRM take a HBK-4J.

yes... showing tasty lights where to turn a corner and get smashed in the face with a 40+ damage alpha strike from SRM's, Medium lasers, and an AC 20 or a pair of LBX 10's...

Your example of 'bait and lure' is an advantage, not a disadvantage.

When you finally get to battle, well you got an SRM 6, a few medium lasers, and an Ac 20 /pair of LBX 10's to fire, possibly ECM if you're a DDC too or double AMS on the other variables... and 100 ton mech of soaking damage for the team.
It's as useful and debatably more then other Atlas configs.

#25 XxXAbsolutZeroXxX

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Posted 03 May 2016 - 04:23 AM

This is the LRM atlas build I've been using.

http://mwo.smurfy-ne...03be8d22f3475d3
3 x LRM5
2 x LPL
2 x UAC5
ECM

Mixed loadouts work best with assault LRM's.

Posted Image

Edited by I Zeratul I, 03 May 2016 - 04:26 AM.


#26 the punk who stole your thunder

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Posted 03 May 2016 - 04:50 AM

View PostNightshade24, on 03 May 2016 - 04:05 AM, said:

yes... showing tasty lights where to turn a corner and get smashed in the face with a 40+ damage alpha strike from SRM's, Medium lasers, and an AC 20 or a pair of LBX 10's...


Did you miss the hundreds of threads where it is "proved" that lights are shredding assaults to pieces, sometime two or three of them in a row? Posted Image

but serious: 85 tons of backup-weapons and -armor for a LRM-boat? Or wasted tonnage in form of an LRM on a brawler ...

Quote

Your example of 'bait and lure' is an advantage, not a disadvantage.


So one "lured" enemy light is keeping 100tons busy and away from combat ... i'd say its a bad trade

Quote

When you finally get to battle, well you got an SRM 6, a few medium lasers, and an Ac 20 /pair of LBX 10's to fire, possibly ECM if you're a DDC too or double AMS on the other variables... and 100 ton mech of soaking damage for the team.


And still below its potential capabilites as a brawler by carrying around useless junk aka LRM+ammo

Quote

It's as useful and debatably more then other Atlas configs.


Yes ... like those with 3 LRM5s or other "creative builds" ... driving those build can be some kind of fun, but they are "crippled" by spreading their purpose (LRM-Brawler)

If you go Atlas you should go Atlas .. or like Guderian said: "You hit somebody with your fist and not with your fingers spread."

#27 Nightshade24

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Posted 03 May 2016 - 11:57 PM

View PostLaggy Luke, on 03 May 2016 - 04:50 AM, said:


Did you miss the hundreds of threads where it is "proved" that lights are shredding assaults to pieces, sometime two or three of them in a row? Posted Image

but serious: 85 tons of backup-weapons and -armor for a LRM-boat? Or wasted tonnage in form of an LRM on a brawler ...



So one "lured" enemy light is keeping 100tons busy and away from combat ... i'd say its a bad trade



And still below its potential capabilites as a brawler by carrying around useless junk aka LRM+ammo



Yes ... like those with 3 LRM5s or other "creative builds" ... driving those build can be some kind of fun, but they are "crippled" by spreading their purpose (LRM-Brawler)

If you go Atlas you should go Atlas .. or like Guderian said: "You hit somebody with your fist and not with your fingers spread."

Yes yes... because threads typically made by people with less then 10 topic posts up until that point is deffinetely the most set-in-stone source...

Tell me again- who there is at tier 1-2 or posts often or actually drives an assault more then once a week or complains at every death they have? Because thus far I haven't seen a single thread with anything besides rookie mistakes or what have you. (Also I believe that any mech has the chance to kill any other mech. Alright, that Arctic Cheetah is a quick ******* and you can't just sit with your hands under yout butt and hope he walks into your gun sights... however it's hard to shrug off a 1 alpha-legging.
Remember all the people crying Lights are dead in MW: O when the king crabs added? An assault that can easily disarm and cripple any mech under 50 tons in just a single low heat alpha?
Further comment on the threads and stuff. Well I must say there are threads regularly saying assaults are OP, clans are OP, LRM's are OP, Atlas needs to be nerfed to be on par with the Direwolf. The ACH flamers are OP with quirks. All weapons should have a cone of fire. Bring back 6+ PPC boating again, etc... just because a thread comes up often. Doesn't make it more valid. However a thread that has been alive for months or even years and have hundreds of constructive and mannered comments and replies often are quite great... Compare the threads life expectancy talking about Light vs Assaults and then something say the current situation of the LBX autocannon or the balance between omnimechs and battlemechs?

Just to help you comprehend the point of LRM's... let me quote:

Quote

Missile boats are known for their use of long-range missiles as a primary weapon in the mission of fire support, whereby they attack the enemy from a protective distance with indirect fire. In order to either protect the Missile boat or take full advantage of its mission, Skirmishers and Strikers generally close with the targeted enemy units, while the fire-support launches from behind full cover, such as a hill.



Quote

Juggernauts (as a BattleMech role) are categorically the slowest 'Mechs, but make up for this sluggishness with excellent amounts of short-range, heavy weaponry. As they are lacking both long-range weapons and speed, they rely on the sheer inertia of their forward movement, supported by copious amounts of armor. The battlefield longevity afforded by this protection allows for well-placed "warheads on foreheads", eradicating enemies with as few trigger pulls as necessary. When working with Skirmishers that outflank otherwise more manueverable enemies, targets more often than not get pushed right into the Juggernaut's most powerful weaponry arcs.[1]The Autocannon/20 is a weapon commonly found on Juggernauts, for it often causes critical damage with only one hit and can destroy a light BattleMech early in the engagement. Due to tactical experience with these behemoths, often times opponents will seek to remain out of range of their weaponry. For this reason, many pilots of Juggernauts will seek out targets with primary weapons of similar ranges to their own, such as medium lasers or short range missiles.


Nearly all Juggernauts in BT history have LRM's, typically for reasons I already covered earlier.


It isn't a brawler (it simply isn't fast enough, which you indirectly infer by your comments about light mechs).
It isn't a LRM boat. Having less then 1/5th of it's firepower in LRM's kind of ruins the whole idea of it being a boat.

You stated that a light coming by to the assault to engage it. I won't bother to talk about the whole 'trade' situation, It is just 1 mech being engaged by another singular mech. A single orange to a single apple.
However the fact that with or without LRM's an assault will be tied up with the light.
The momment an assault is located far from the team regardless of it having LRM's or not it will be engaged. The idea of having an LRM atlas is to engage in battle while going to battle. Not sitting back and heavily leaning on the LRM.

The extra laucnher and ammo doesn't take much out of it. As the tonnage to manage heat effeciency for 'alpha striking' can be reduced as you removed say a single SRM 6 for an LRM 20.

Your heat will be better-ish, you can remove heatsinks, and you do not need to much ammo for a support weapon.
Losing a single SRM 6 for the ability to dish out more damage then a single SRM 6 (however won't pretend a single LRM 20 will not out damage the rest of the total weapons) and able to not be useless beyond 200 meters.


You keep inferring that an atlas with LRM's is a waste of 100 tons of mech or waste of tonnage. Which I find funny to see your arguement for an atlas trying to kill someone 300-900 meters away... or on maps like Alpine Peaks, Polar highlands, etc...

#28 Starbomber109

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Posted 04 May 2016 - 01:19 AM

The Atlas unfortunately doesn't quite have the launcher space to really pull off an "SRM/LRM bait" strat. Only the stalker can really do it ATM (Cyclops will be a god at it, but that's a few months out). The Atlas also has really poor geometry for LRMs. It's mounts are all low, even the missile mounts are in the middle of the torso mount. It's ballistic mount is like waist high, and the arm weapons are also low. Unless you want to stand in the open at 600 m (a risky prospect even for an Atlas in today's meta.) And try to melt face with PPCs and LRMs you won't be able to stand the heat for long.

#29 Rushin Roulette

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Posted 04 May 2016 - 01:26 AM

Posted Image

#30 the punk who stole your thunder

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Posted 04 May 2016 - 01:44 AM

View PostNightshade24, on 03 May 2016 - 11:57 PM, said:

Yes yes... because threads typically made by people with less then 10 topic posts up until that point is deffinetely the most set-in-stone source... [ ...]


My comment about the "lights eat assault" was sarkastic as everyone know that a well piloted assault will seldom goes down when facing a light.


Quote

Just to help you comprehend the point of LRM's... let me quote:

[..]

Nearly all Juggernauts in BT history have LRM's, typically for reasons I already covered earlier.


In BT it is true ... but this is MWO. In BT it is a good idea to have different range brackets covered with y build. In MWO it is a bad idea.

Quote

It isn't a brawler (it simply isn't fast enough, which you indirectly infer by your comments about light mechs).
It isn't a LRM boat. Having less then 1/5th of it's firepower in LRM's kind of ruins the whole idea of it being a boat.


Yes ... it is neither ... so unfortunalty it is crippled in MWO (see above)

Quote

You stated that a light coming by to the assault to engage it. I won't bother to talk about the whole 'trade' situation, It is just 1 mech being engaged by another singular mech. A single orange to a single apple.
However the fact that with or without LRM's an assault will be tied up with the light.
The momment an assault is located far from the team regardless of it having LRM's or not it will be engaged. The idea of having an LRM atlas is to engage in battle while going to battle. Not sitting back and heavily leaning on the LRM.


But he is giving away his position by using the LRM. THAT will add up the chance that a light is coming.

So for delivering just marginal spread-damage you ask to get "visited" by a light ... thats also a bad "trade".

Quote

The extra laucnher and ammo doesn't take much out of it. As the tonnage to manage heat effeciency for 'alpha striking' can be reduced as you removed say a single SRM 6 for an LRM 20.

Your heat will be better-ish, you can remove heatsinks, and you do not need to much ammo for a support weapon.
Losing a single SRM 6 for the ability to dish out more damage then a single SRM 6 (however won't pretend a single LRM 20 will not out damage the rest of the total weapons) and able to not be useless beyond 200 meters.


By using an LRM20 instead of a 4th SRM6 are reducing your alpha by ca. 16%. Loosing that much on a twist-and-shoot mech like the Atlas is an unnecessary handicap while gaining as close as nothing.

And comparing the spread damage of an indirect fired LRM vs. the damage a close-range ASRM will never come out in favour of the LRM. Only thing an LRM does better is farming assists.

Another thing: Without the LRM you HAVE to maneuver into your fighting range ... with the LRM you have the feeling you would be usefull beyond the optimal fighting range and don't need to get close. Observe yourself and be true: how often you found yourself relying on your LRM instead of getting close and nasty? MIght be a minor psychological effect but one i noticed on myself with other builds Posted Image

Quote

You keep inferring that an atlas with LRM's is a waste of 100 tons of mech or waste of tonnage. Which I find funny to see your arguement for an atlas trying to kill someone 300-900 meters away... or on maps like Alpine Peaks, Polar highlands, etc...


Unfortunalty you dont know which map you will drop on when building your mech - so imping your build just for the chance to drop on one of those is imho not the way to go - despite the fact that on Alpine in an Atlas you are more gimped by the torso yaw of the Atlas than by a close combat loadout.

And on Polar - if not left behind - an Altas can use the trences to get close enough to the enemy. Or you just wait at your teams left flank for the enemy to come to you Posted Image

Getting close to the enemy is the most difficult and most necessary thing when piloting an Atlas and a LRM won't help you to do it. Instead it gives you an "option" not to get close (see above), crippling your fighting-power (see above) and gives away your position whil trying to get close unnoticed. And for all those disadvantages you just get some spread damge (if at all - a LRM fired from nearly max range will be evaded most of the time) and perhaps an assist.

btw - you can use MLs and AC20 beyond 300 meters. And i would say even beyond 500 meters they are still more effective than a single LRM, even if its a LRM20 because of pin-point-damage.

#31 Nightshade24

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Posted 06 May 2016 - 06:22 PM

View PostLaggy Luke, on 04 May 2016 - 01:44 AM, said:


My comment about the "lights eat assault" was sarkastic as everyone know that a well piloted assault will seldom goes down when facing a light.




In BT it is true ... but this is MWO. In BT it is a good idea to have different range brackets covered with y build. In MWO it is a bad idea.



Yes ... it is neither ... so unfortunalty it is crippled in MWO (see above)



But he is giving away his position by using the LRM. THAT will add up the chance that a light is coming.

So for delivering just marginal spread-damage you ask to get "visited" by a light ... thats also a bad "trade".



By using an LRM20 instead of a 4th SRM6 are reducing your alpha by ca. 16%. Loosing that much on a twist-and-shoot mech like the Atlas is an unnecessary handicap while gaining as close as nothing.

And comparing the spread damage of an indirect fired LRM vs. the damage a close-range ASRM will never come out in favour of the LRM. Only thing an LRM does better is farming assists.

Another thing: Without the LRM you HAVE to maneuver into your fighting range ... with the LRM you have the feeling you would be usefull beyond the optimal fighting range and don't need to get close. Observe yourself and be true: how often you found yourself relying on your LRM instead of getting close and nasty? MIght be a minor psychological effect but one i noticed on myself with other builds Posted Image



Unfortunalty you dont know which map you will drop on when building your mech - so imping your build just for the chance to drop on one of those is imho not the way to go - despite the fact that on Alpine in an Atlas you are more gimped by the torso yaw of the Atlas than by a close combat loadout.

And on Polar - if not left behind - an Altas can use the trences to get close enough to the enemy. Or you just wait at your teams left flank for the enemy to come to you Posted Image

Getting close to the enemy is the most difficult and most necessary thing when piloting an Atlas and a LRM won't help you to do it. Instead it gives you an "option" not to get close (see above), crippling your fighting-power (see above) and gives away your position whil trying to get close unnoticed. And for all those disadvantages you just get some spread damge (if at all - a LRM fired from nearly max range will be evaded most of the time) and perhaps an assist.

btw - you can use MLs and AC20 beyond 300 meters. And i would say even beyond 500 meters they are still more effective than a single LRM, even if its a LRM20 because of pin-point-damage.

I disagree, Having different range brakets in MW: O is a great idea and it is in the meta...

Oh, Gauss snipping Direwolf? (2 gauss rifles). What is the next set of weapons?... oh at shorter range you got 2 large pulse lasers... fantastic! but what happens if an enemy is up at brawling ranges? My lord, 4 er medium lasers!
This is the exact same construction as a Stalker.... LRM's at range... large lasers a bit closer... then Medium lasers + SRM's.


One of the benefits of mixed ranges is that you do not need heatsinks to make you able to fire all your weapons all the time. A mech on Smurfy may say 10% heat effeciency because it assumes you will be using PPC's and LRM's at point blank or using your small lasers or what ever at 1000 meters.
Divided into 2-3 range groups and you can have the firepower to **** anyone over at any range that suits you. it works quite well and I use it quite often. I normally do well in the matches as some forumers can agree with and I can't be tier 2 for using "waste of space" mechs. However the problem with those statements is any 'physical' evidence i have sounds like I'm blowing my own trumpet and anything that isn't can just be passed of as false or made up claims.

In MW: O the use of mixed weapons can be shown easily in 2 situationss, 1 to 1 comparison...

In a 1 vs 1... you are a mixed ranged mech and the enemy is a long ranged mech. Obviously since he is focused on long range he would most likely have superior firepower at range... however this is where you use your mixed weapons to your advantage, you close the gap and now you do superior "medium" range firepower over him and now will win this battle... and possibly moving closer will make it more set in stone.
(simple example) of course a dual gauss kingcrab with a few ER large lasers or PPC's will beat a King Crab which can only strike back with say an LRM 20 or a combination (eg. not boating). But if this king crab moves up, the Dual gauss king crabs weapons deal less damage to the other king crabs weapons comperatively for their heat or tonnage... ie: now you got regular large lasers firing at you... and closer up now you got AC 20's firing at you.
(trying to keep these examples condensed).
This can work vice versa as well. Close quarters will not help you defeat a close range orientated mech? Then stay your distance.

of course you can determine what you want for your range spread... you may want to have equal firepower potential across all or just want something to back you up at a certain range rather it be to soften up your target before you get there or to help out when you are not in optimal range yet (ie: a stereotypical atlas, king crab, highlander, etc) or to defend yourself when enemies get up close (ie: stereotypical gauss hunchbacks, Shadowhawks, catapults, etc). But a spread often does help and "pure" range builds faulter when something doesn't happen which they like.

Terra therma? ****. I do not have the heat effeciency for this.
Long range openess ie alpine peaks? damn, looks like my 270m max optimal range atlas will suffer.
I am a pure LRM boat (like an A1 stereotype) and got nothing for when an enemy gets within 180 meters?

there's a reason why I never complain when I drop on these maps or a battle roles out in a certain direction. Because my atlas will still give long range fire support and my Gauss Crab will still make people up close cry.
Not saying that this is the best 'role' out there however. That only completely depends on the team and may hurt if the roll of the dice is not in your favour. You won't always keep away from a dual UAC 20 hunchback IIC in your catapult at close quarters nor will you be able to get close to say a medium mech with your atlas. This game ultimately leans heavily on skill and co ordiantion then builds. You can give a noob a thunderbolt with 3 ER PPC's back in the day of the 50% quirk and he will still not get a single kill or even break 100 damage.

I can argue that having mixed ranges in MW: O is more important than in TT or in lore. But I can't really say much more then what I have stated already.





And you are saying that the colourful lasers or the sound of a big AC 20 going off won't attract a light?





Using an LRM 20 and 3 SRM 6's* vs 4 SRM 6's. The damage reduction here up close is reduced by 12 (spreaded 2's) and a 20 damage long range.
48 damage (4 x SRM 6) vs 36 damage [close] / 20 damage [range] (3 x SRM 6 + LRM 20).
However personal choice for me is that I won't even have 4 SRM 6's on an atlas S. I would personally go with (if I want to ahve strictly SRM's there or go for a close range build) will have 4 x SRM 4's as these are more heat effecient and accurate. Thus by extension I would rather have 3 SRM 4's and an LRM 20 then an LRM 20 and 3 SRM 4's.
However I would rather do 3 SRM 6's in the Atlas DDC. It's all up to personel prefference.

And gaining close to nothign? I won't call 7-10 tons of weapon(s) and 15-20+ damage at range nothing. It's something, Quite a lot of something.


Personally if I have LRM's I will not lean heavily on it much as I do in my Timberwolf and how a timberwolf historically is done.

The only times I would stay behind cover and lob LRM's is when I most likely lost both my arms, one of my side torsos ,maybe legged, and cored everywhere else (more or less).

because lobbing 15-20+ damage of LRM's at an enemy is far more useful then taking 1 step into tghe open around the corner and getting killed by a few small lasers or a single ER PPC shot from a spider on the other side of the map.

That or when it's stupid to go into the open that not even a brawler or juggernaut will go in MW: O without dying 2-3 seconds less and I use the lRM 20's to give fire in this stalemate or to soften them up... perhaps destroying that hunchbacks AC 20 will turn the tide into our favour if we do push.
I also do not carry enough ammo to sit back and LRM all day. I didnt' carry like 5 orf 10 tons of LRM ammo for my singular LRM 15-20. It is more like 2-4 as I am not planning to use it that heavily.
I have spent a lot of time getting into the fight and I must say that big AC 20 is much more attractive for me to go into close range then the LRM is for far range...

Then again I am not the smae as you or anyone else. Heck- I am very unique for some people and my friends won't stop bugging me to be a Doctor of Psychology or Psychological studies (however I suck at English it being my 2nd language and I am not looking forward to all the writing. I am currently persueing my goal of being an traditional Artist but I am getting heavily off topic)
I grew up with battletech and I saw these advantages and traits in all the past games. I would carry an LRM 20 in my Atlas-S2 in MW:4 and I would carry it in my Atlas D (?) in MW2.

The MW4 tutorial tougth me the importances of a mixed load out with the Bushwacker (medium pulse lasers, AC 10, and LRM 10 and 5) but also tought me how focusing is also good and how some unison builds are an extreme and can perform great. (ie a black knight being 100% energy).
Sure, in those games LRm's did full damage up close and you may consider an LRM 20 an SSRM 10 that goes up to 1000 meters.
Also very low flight path, can not indirect fire... but maybe it's my experience here that tought me to... well. "be brave' with LRM's I guess? I mean the way I use LRM baots no matter if I am 20 tons or 100 tons I often do quite well but between those two points there is dozens of play styles, combinations. etc... I really want to write an LRM guide on the forums but the thing is my first attempt was so big that underlines are now just brackets and u's as the forum can't handle it that big and images started breakign... I wrote a very short hand image version with some ky points of LRM pro and cons but that only has 15 views atm....

But anyway. I never stay put behind a wall and LRM away when it would have been better to push forward.

Even on my LRM boats with strong 'back up weapons" i do push in if it's the best idea such as my LRM... highlander I think? I remember it has like over a total of 40 or 50 LRM's, a few medium lasers, and an AC 20 I believe (I should check again.)
Because that Ac 20 and pair of medium lasers in some situations is worth it to push in with your LRM boat then it may be to stay far behind.

But yes. I can't speak for everyone what happens if they have an LRM. For all I know if I gave you a kingcrab loaded to the prim with ac 20's, medium pulse lasers, and SRM's and give you just a single LRM 5 and you end up covering behind a wall 700 meters away then I guess I must be one of a kind...

All I know is this psychological 'disadvantage' doesn't strike me at all. Posted Image





Meanwhile isn't the whole meta based particularly on some maps? You can't tell me that the say timberwolf meta will work great on terra therma, caustic valley, tourmaline, etc? which 3-4 hot maps out there in quick play that sure is quite a hot maps to pretend they do not exist.

The thing is with a mixed weapon load out you have the potential to do well in more maps then if you are focused.
Long range primary map? You can still participate.
Short range primary map? You can still participate.
Hot map? You can still participate (with mixed weapon type build)
Cold map? You can now use less heat effecient weapons at closer ranges (ie instead of reserving your PPC's for 400 m+ shots, Fire it more often or fire at it at brawling range, With increased cooling that extra 10 damage won't hurt to bad)
etc...

Meanwhile if you are in say a pure brawler, sniper, energy boat, etc. you can't really participate to effectively on most maps... especially that in some rare conditions there is a potential to literally not do any damage at all... ie an LRM boat on HPG manifold where the entire enemy team is under the HPG.

In polar highlands yea, Trenches do help a lot...
But 1 guy spotting you... 1 narcer... one UAV... and there goes any cover you got against LRM's... which is why this is my favourite map in MW: O and I wish more are like this. I find it funny how most maps conveniently have cover from everything... Now if only we got a very large canyon map based on tukayiid or a map like this on a shalow sea where most of the map is open water with a few islands far and between with maybe a large one somewhere iwth a volcano (making say a 10-20 degrees map with water bonus for leg heatsinks and some land masses being in the 50-90 degree range but with cover... I love this map proposal already but again I am going of topic...)

But as mentioned earlier. skill and co ordination provels. You can be at a disadvantage and still come out on top and that's why I love battletech and MW: O... not other PvP games or franchises where "oh, you got a 'better' gun? welp I'm dead now" or "oh, that guy got a more advance vehicle. stupid MM".


Also saying a medium laser at 500 meters is more effective then an LRM 20 is silly. I am pretty sure at those ranges a single LRM missile or two hitting the same component will do more damage then a medium laser doing all the damage to one component and that's just ignoring the fact the LRM damaged multiple sections!
I would like to see who would win in a fight between you and me if you had a single or even a dozen medium lasers and I had an LRM 20 with the fight forced at 500 meters apart...

#32 Neput Z34

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Posted 06 May 2016 - 08:06 PM

Come on people this isn't rocket science.

This what happens when you turn an Atlas into a LRM only boat.

Posted Image

Edited by Neput Z34, 06 May 2016 - 08:08 PM.


#33 Nightshade24

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Posted 06 May 2016 - 08:19 PM

View PostNeput Z34, on 06 May 2016 - 08:06 PM, said:

Come on people this isn't rocket science.

This what happens when you turn an Atlas into a LRM only boat.

Posted Image

You completely obliterate the enemy?

#34 Neput Z34

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Posted 07 May 2016 - 02:07 PM

You miss understand, the car is the LRM Atlas.

#35 Neput Z34

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Posted 08 May 2016 - 08:38 AM

To answer the original question: Is it OK to put LRMs on an Atlas?

When you were drunk and accidentally purchased AS7-K, while needing a 3rd Atlas for a "Mastery Grind".
Considering the stock load out, this ought to be an improvement AS7-K 'cause I was under the influence when I clicked purchase.

When your team is "Murder-balling" the enemy before you can get in range of SRMs and AC20, which is as likely as a chance of snow on "Terra Therma".

Generally speaking LRMs are not effective against organized and aggressive teams.

Edited by Neput Z34, 08 May 2016 - 08:39 AM.


#36 oldradagast

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Posted 09 May 2016 - 02:38 PM

View PostNeput Z34, on 08 May 2016 - 08:38 AM, said:


Generally speaking LRMs are not effective against organized and aggressive teams.


True. That being said, depending upon your tier and your team-mates (maybe you play in a unit with good scouts that can get LRM locks nicely), an LRM rack or two on an Atlas is not a terrible idea since it does give you something to do at range.

However, the moment you start taking a good chunk of "real" weapons off your Atlas to add more LRM's, you're doing it wrong. That's not meant to be sarcastic - the Atlas can only launch at most 10 missiles at a time, and that's from the largest launcher. So, it literally CANNOT be an effective LRM boat... barring certain troll builds with piles of LRM5's, but that trick can be done more effectively on lighter mechs.

Edited by oldradagast, 09 May 2016 - 02:38 PM.


#37 Midgie

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Posted 15 May 2016 - 07:17 AM

Atlases are not good LRM boats, but a single LRM-10 is good to have so that you can contribute at the beginning of the match instead of waiting for the brawl to break out. If you can move into short range with some backup, that's where the Atlas is devastating.

Edited by Midgie, 15 May 2016 - 07:18 AM.


#38 oldradagast

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Posted 15 May 2016 - 02:17 PM

View PostMidgie, on 15 May 2016 - 07:17 AM, said:

Atlases are not good LRM boats, but a single LRM-10 is good to have so that you can contribute at the beginning of the match instead of waiting for the brawl to break out. If you can move into short range with some backup, that's where the Atlas is devastating.


A single LRM 10 is also about the only viable way to use the missile rack on the variants with a single missile hardpoint, since 1 SRM 6 is just pointless.

#39 MasterBLB

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Posted 15 May 2016 - 09:47 PM

Actually,in old days,when ECM could be put anywhere AS7-D-DC (BAP=ECM) made pretty nasty LRM boat - ability to remain hidden to opponents,combined with observation and therefore usage of Artemis + TAG,not to mention teammates liked to stay under your ECM coverage was really explosive mixture.
Today,to make it possible you either have to drop Artemis,or downgrade 2 launchers to ALRM10.And still other mechs,like King Crab 0000 (XL360,3xLRM15(more ammo),2xLPL+ML,TAG) would make better LRM boat.

However,I've found a LRM setup which works very smoothly on Atlai.It is AS7-S Suppressor,and it utilizes principles mentioned by Nightshade24 - different weapon setups for different ranges.One of best AS-7 setups I've ever rode.

#40 Carl Vickers

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Posted 15 May 2016 - 09:59 PM

I saw an Atlas last week in FW that had 2 lurm 20s and a lurm 15, no backup weps. Needless to say after the wave failed he got well and truely nailed when everyone rounded the corner to find him and his gimped build by itself wayyy at the back.

Bad mech build and pilot is bad.





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