I think I will just skip the watered down sniping/brawling of MWO and just Lurm. If I wanted to play with skill, I would turn back the clocks and play in a MechWarrior 3 or 4 league match. Anyone have a time machine?
Just signed on and see I got a cupcake.
I'm ready now boys.
Edited by Stone Wall, 07 November 2016 - 04:25 AM.
You should try the Archer.9 lurm 5's in mine.When it works it's glorious.On maps like Polar and Alpine it's marvellous.
No defensive weaponry so you have to stick to your team,none of the sitting at the back hiding shenanagins.
You should try the Archer.9 lurm 5's in mine.When it works it's glorious.On maps like Polar and Alpine it's marvellous.
No defensive weaponry so you have to stick to your team,none of the sitting at the back hiding shenanagins.
With the archer 5W I think you can have 9 so just put 6 lrm 5 and 3 srm 6 and your good to go as you can deal damage long and short
Never hang back alone, 1km away as a lurmer, unless on orders in Faction warfare. Or else you will get so much salt and muck thrown at you for even daring using non-meta weapons. Stay withing 700-200 m of your desired target, if possible bring backup weapons and also, tag, bap and narc if you want. Though I do agree the lrm weapons needs SERIOUS improvements along with the Machineguns.
Was thinking about running LRM mechs only this season/month to see how my stats pan out. So far, I got through two games all season before I stopped playing lol. May muster up some motivation today to continue.
LocationStill doing ungodly amount of damage, but with more accuracy.
Posted 07 November 2016 - 10:39 AM
Some players confuse my love of lurms as being "skill-less", or "cowardly". They don't know the immense satisfaction I get from hurting others where they cannot even see me, let alone hurt me back, or the sadistic glee that wells up in my heart when I chain-fire lurms onto opponents who are caught in the open and get shaked and baked.
Sure, LRMs are not meta and likely will never be meta, but it is actually very fulfilling to use effectively. Must be the part of my brain that loves to use proximity mines and flame throwers in FPS games in general, is at fault.
There is one Lurmer I like. One mech that can blot out the sun. One which strikes fear in the hearts of men as an unfathomable amount of shadows engulf their cold steel while they know, that there is no hope left. What am I speaking of? I'm speaking of a terror so great, that the people are fleeing out of the lower tiers to escape this monster before they themselves get brutally butchered by a rain of death.
Ah yeah, the Awesome-8R is what I'm speaking of. It ruined lot of matches for some people. Especialy, if those idiots voted for Polar or Alpine again.
Edited by Wrathful Scythe, 07 November 2016 - 10:53 AM.
Wrathful Scythe, on 07 November 2016 - 10:53 AM, said:
There is one Lurmer I like. One mech that can blot out the sun. One which strikes fear in the hearts of men as an unfathomable amount of shadows engulf their cold steel while they know, that there is no hope left. What am I speaking of? I'm speaking of a terror so great, that the people are fleeing out of the lower tiers to escape this monster before they themselves get brutally butchered by a rain of death.
Ah yeah, the Awesome-8R is what I'm speaking of. It ruined lot of matches for some people. Especialy, if those idiots voted for Polar or Alpine again.
8R was deadlier before ghost heat. A bit too slow these days, unfortunately.
In my opinion, the real power of Lurms .. if you want to call it "power" is the ability to disrupt enemy fire and suppress enemy advances.
The flashes and cockpit shake are probably the primary benefit ... the damage is just a bonus.
Basically, Lurms are a form of stun lock ... which is probably why most folks hate them. No one likes being attacked without being able to effectively fight back. However, if you are engaged with enemy forces that include a close support Lurm boat ... you are usually toast since it is very challenging to fight back effectively.
If the Lurm boat is equipped with TAG and Artemis then it can switch targets VERY quickly, fire a few volleys and switch again. This can result in the Lurm boat effectively suppressing two to three opponents which makes it much easier for your team mates to trade fire. It can also help to suppress a push so the enemy doesn't rush when they need to ... since it usually requires a coordinated team or at least some coordination .. and few people are willing to be the primary target in a rush even if it wins the game but costs them their mech.
So ... although Lurm boats aren't meta and never will be since aimed direct fire is much more efficient at taking out opponents ... Lurms provide a "stun"-like ability that can act as a force multiplier when used in a close support role from 200 to 700m along with an indirect fire capability that is also useful for suppressing opposing forces.
(I only started playing the occasional mech with some Lurms a few months ago and was somewhat surprised to find out that it was quite effective for supporting your team when used properly ... mostly the MAD-5D with 2ALRM15 - chain fired, TAG, 4MPL ... I haven't tried the chain fired LRM5 option but that would need a different mech ... TAG was a real plus though).
Lyoto Machida, on 07 November 2016 - 11:01 AM, said:
8R was deadlier before ghost heat. A bit too slow these days, unfortunately.
Is there a lurmer that deals more damage? It's hard to beat the roughly -50% cooldown on 4 LRM15 with Arthemis. I can alpha 2-3 times depending on the map and fire almost endlessly with chainfire. Also, the chainfire is almost uninterrupted like having 6 LRM5 in chainfire. Only that you have 10 more missiles raining down on you. I love that thing.
Though, I know its flaws. Having an XL in your Awesome is really not "awesome". My two med laser wont help me in a pinch (though they had their uses) and being an LRMboat in itself kinda sucks because you can't face your enemy in direct combat. Throw in some ECM mechs on the enemy side and have a map with lots of cover and i've just brought 80 tons of useless metal, if the enemy does no harsh mistakes.
Had today that one Hellbringer on Frozen City which though that ECM would save him. Tagged him, lurmed him, killed him. Good times.
Must be the part of my brain that loves to use proximity mines and flame throwers in FPS games in general, is at fault.
Literally the entire reason I own BF:1 is because I used the flamethrower in the beta and started cackling in an insane, pyromaniacal glee while turning every building I found into a burning hell pit. LRMs give that same feeling to a lesser extent. We just need LRM mine ammo, and we'll be set.
Oh, and if PGI were to ever make up a weapon system, I'd want Inferno LRMs. Just. Yes.
Sure, LRMs are not meta and likely will never be meta, but it is actually very fulfilling to use effectively. Must be the part of my brain that loves to use proximity mines and flame throwers in FPS games in general, is at fault.
Mmmm, old school golden eye 64 prox mine mode. Everyone trolling up spawn points then seeing who'd be stuck dieing
RestosIII, on 07 November 2016 - 01:10 PM, said:
Literally the entire reason I own BF:1 is because I used the flamethrower in the beta and started cackling in an insane, pyromaniacal glee while turning every building I found into a burning hell pit. LRMs give that same feeling to a lesser extent. We just need LRM mine ammo, and we'll be set.
Oh, and if PGI were to ever make up a weapon system, I'd want Inferno LRMs. Just. Yes.
Lrm mines and smoke screen via lrms could at least give them a point in denying enemy activity on your team
Wrathful Scythe, on 07 November 2016 - 12:59 PM, said:
Is there a lurmer that deals more damage? It's hard to beat the roughly -50% cooldown on 4 LRM15 with Arthemis. I can alpha 2-3 times depending on the map and fire almost endlessly with chainfire. Also, the chainfire is almost uninterrupted like having 6 LRM5 in chainfire. Only that you have 10 more missiles raining down on you. I love that thing.
Though, I know its flaws. Having an XL in your Awesome is really not "awesome". My two med laser wont help me in a pinch (though they had their uses) and being an LRMboat in itself kinda sucks because you can't face your enemy in direct combat. Throw in some ECM mechs on the enemy side and have a map with lots of cover and i've just brought 80 tons of useless metal, if the enemy does no harsh mistakes.
Had today that one Hellbringer on Frozen City which though that ECM would save him. Tagged him, lurmed him, killed him. Good times.
In terms of sheer LRM power on the IS side? Probably not...however, the ability to direct said power effectively is another story. In this day and age, I'd probably take the HBK-4J over the AWS-8R due to ability to reposition.
Funny that the 8R is coming up, because I'm trying to figure out alternate builds for it (aside from LRM15s). Trying 1 ALRM15 / 3 ALRM5s / 2 LLs / TAG at the moment with a STD engine...only problem is the head TAG isn't as effective as in the arm. Driven the 8R about 43 hours in combined stats (wipe/pre-wipe), so I'm familiar with it.
Strangely enough, none of my LRM boats top my ON1-V still...over 24hrs of seat time in it since the stats wipe and it's at 1.25 W/L and 2.3 KDR in over 200+ games (pretty much all PUG drops).
The mechs I tend to use for LRM boating (in no particular order):
HBK-4J
HBK-4SP
BLR-1S
AWE-8R
ON1-V
ON1-VA
Alex Morgaine, on 07 November 2016 - 01:38 PM, said:
Mmmm, old school golden eye 64 prox mine mode. Everyone trolling up spawn points then seeing who'd be stuck dieing
Lrm mines and smoke screen via lrms could at least give them a point in denying enemy activity on your team
Rockets or grenade launchers in the Temple were always a fun time: