Nerokar, on 28 September 2016 - 11:43 PM, said:
Hi all.
I'm new to MWO. I did the tutorial, read some nice guides and played my first ten games in trial mechs. Atm i tend to lights, because of their speed and hit and run gameplay and medium mechs because of their versatility (trial hunchback iic with 2x uacs and 3x med laser is a beast).
The game offers a lot of possibilities for tactical gameplay. Really great so long. The only thing i despair about are teams with lots of LRM boats on wide, flat maps like Polar Highlands.
What can i do?
Radar Derp needs 15000 GXP... i have ~1000. So this is not an option.
In most cases my mechs have no ECM and no, or to little AMS. If i stay near my Team i'm useless because the range of my weapons is to short.
So i'm trying to stay out of sight and poke reds as good as i can... But this i neary impossible because of swarms of LRMs after my first alpha. I get targeted instantly even if i change position. No Idea what i'm doing wrong...
The last thing i'm trying to do is to hunt down those mean red spotter, if they have any. The problem here is the fight. I catch him. I fight him... and get billions of LRMs raining on me. Hell... one time i rammed him and this rain of death killed both of us...
So what can i do better next time? Especially on Polar Highlands...
Thanks for hints and advices!
Hi and welcome to MWO, with that out of the way, there are a few ways to deal with L.R.M's, that do not require the Radar Deprivation module.
1) Know the type of LRM's being used against you, IS LRM's (Yellow exhaust, clustered flight group) or Clan LRM's (blue exhaust, streaming flight group)
1a) IS LRM's cannot do any damage with in 180m of the target, meaning being at 179m of a LRM boat means he will be relying on limited back up weapons, as IS launchers are very heavy.
1b) Clan LRMS (cLRM) do ramping up damage below 120m, but will have a hard time hitting a fast mech at that range.
2) LRM's are slow weapons, they take a long time to reach their target at maximum range, plenty of time to change position reducing the chance of them hitting you.
3) LRM's are the only weapon in the game the rely on the target not knowing what they are doing or not paying attention, this is due to the fact that as you get better at piloting, you will be able to use cover (both hard cover, found on every map. And ablative cover, your team mates)
4) IS LRM's have a very large damage radius, meaning that they will put damage all over your mech, cLRM's have a slightly reduced damage radius.
Now we move onto how to counter LRM's:
1) Cover, this can be map contrsucts, such as rocks, trees or buildings or ablative cover, such as your team mates. As you play more, you will learn where the hard cover is located, and you will learn the flight time of LRM's is very long, meaning you should have time to find some cover to reduce the damage you take from them... even on Polar. Polar is different from most maps, as you have trenches to run in, these trenchs will make it harder to be hit by LRM's provided you stick to them.
2) AMS, This is active damage reduction against missile weapon systems, it doesn't make you immune to them, unless used in large numbers. 2-3 AMS should be enough to render IS-LRM/5's and cLRM/10's useless. I've been in a group play before were we all took AMS and we shut down LRM boats (Most of the other team apparently.)
3) Positioning and piloting, most LRM boats do not want you to be in their face, this is largely due to their primary weapon system being useless to very ineffective below 200m. Between launcher weight and ammunition LRM boats often do not have very strong back up weapon systems.
4) ECM, it's not a perfect counter to LRM's but it is a very strong counter to them.