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Trajectory Has Zero To Do With The Range Of Lrms
Started by TooDumbToQuit, Jan 07 2017 04:03 PM
8 replies to this topic
#1
Posted 07 January 2017 - 04:03 PM
You can hit a stationary target at 1000 meters no matter what the trajectory is. Considering the trajectory, an LRM can travel maybe 2000 meters.
You can shoot down a UAV with LRMs.
I wish I could test the benefits of Narc, Artemis, and Tag. I do not believe half of what PGI says.....
You can shoot down a UAV with LRMs.
I wish I could test the benefits of Narc, Artemis, and Tag. I do not believe half of what PGI says.....
#2
Posted 07 January 2017 - 04:54 PM
We're aware of this. Trajectory has nothing to do with changing the range of LRMs. LRM range affects the overall height that LRMs will reach, however the trajectory of the missiles will have zero effect over the fact that LRMs automatically self-destruct after 1,000 meters.
In this particular case, PGI hasn't had any deceptions here. If it says 1,000 meters, it is 1,000 meters. If that range is enhanced through quirks, that's what you get, and not 1 meter more (and even if lag lets them go farther, they won't 'do anything' and they technically 'no longer exist' when they bug out.
In this particular case, PGI hasn't had any deceptions here. If it says 1,000 meters, it is 1,000 meters. If that range is enhanced through quirks, that's what you get, and not 1 meter more (and even if lag lets them go farther, they won't 'do anything' and they technically 'no longer exist' when they bug out.
#3
Posted 08 January 2017 - 09:34 AM
PGI says you have to take trajectory into consideration in a little pop-up before a game starts. I thought it was true, I found out that it is not.
#4
Posted 08 January 2017 - 02:19 PM
LRM max range is 1000 meters from the shooter to the target. Actual lrm flight path is about 1400 meters for a clan lrm and about 1600 meters for a IS lrm (IS lrms have a higher arc of flight). That's just a simplification. Also, don't actually remember any faulty tip about missle range, maybe you didn't read it correctly
NARC - basically makes the target lockable for its duration. VERY helpful for lrm boats, but takes one missle slot and requires getting quite close to the target (600m of range for the clan narc and 400 (?) for IS narc). Best effective if used by a light scout when there are lrm boats on the team. The only way to disrupt the beacon is to get within a range of a friendly ecm (narc disables ecm of the mech it attaches to.
Artemis - in terms of lrms, it lowers missle spread and make them follow a moving target better IF you have a visual contact with the target. Useful, especially if you're an active lrm user keeping right behind the front liners, not hiding somewhere far in the back. It adds 1 ton of weight to every lrm launcher.
Tag - speeds up lock-on time and allows to break through enemy ecm. Probably improves spread and target follow a bit. Narc laser clearly indicates your position, so it's not always wise to use it if you don't have to. Worse than uav and narc, but it's a very cheap investment.
NARC - basically makes the target lockable for its duration. VERY helpful for lrm boats, but takes one missle slot and requires getting quite close to the target (600m of range for the clan narc and 400 (?) for IS narc). Best effective if used by a light scout when there are lrm boats on the team. The only way to disrupt the beacon is to get within a range of a friendly ecm (narc disables ecm of the mech it attaches to.
Artemis - in terms of lrms, it lowers missle spread and make them follow a moving target better IF you have a visual contact with the target. Useful, especially if you're an active lrm user keeping right behind the front liners, not hiding somewhere far in the back. It adds 1 ton of weight to every lrm launcher.
Tag - speeds up lock-on time and allows to break through enemy ecm. Probably improves spread and target follow a bit. Narc laser clearly indicates your position, so it's not always wise to use it if you don't have to. Worse than uav and narc, but it's a very cheap investment.
#5
Posted 08 January 2017 - 03:43 PM
Nobody should be taking max range lurm shots. Horrible waste of ammo. This topic is purely academic.
#6
Posted 08 January 2017 - 05:00 PM
Spheroid, on 08 January 2017 - 03:43 PM, said:
Nobody should be taking max range lurm shots. Horrible waste of ammo. This topic is purely academic.
I disagree with your use of the word "nobody." I can see a case where it could come into play, but not often enough to make a regular habit of it.
A really good practice to get into the habit of with lrms is to fire them while moving toward your target. If lrms are the primary weapon then get as close as about 300-400m from the enemy, but be very, very careful. Try to keep the enemy close but not too close. This minimizes the amount of time the enemy has to get under cover and also makes AMS less effective.
And whenever you are relying on a lock provided by someone else, ALWAYS watch your reticle. The center circle will turn red when you damage an enemy. If you are firing your lrms and the reticle never turns red, it is a clear indicator that something is in the way like terrain or a building.
#7
Posted 08 January 2017 - 06:40 PM
LikeUntoGod, on 08 January 2017 - 09:34 AM, said:
PGI says you have to take trajectory into consideration in a little pop-up before a game starts. I thought it was true, I found out that it is not.
In the phrase "take trajectory into consideration", there isn't anything determining range or mention of range.
Instead, you need to figure out if your missiles are gonna hit walls, hills, buildings, cave ceilings, or roof tops when trying to reach the enemy.
If the enemy is too close, the missiles won't fly high enough to climb over nearby obstacles. If they are too far, the missiles will go way into the air, letting everyone know where you are and that they are coming. Aiming higher or lower won't change that trajectory sadly and frankly I am displeased with this.
But there are other ways to abuse this system.
For example, you can have torso mounted LRMs on a 'Mech with lower arm actuators such as on the Archer, and with Armlock off (either via having it off or the Shift toggle) and through the use of left CTRL, you can use the "o" aim to lock onto a target far off to the left or right while having the mech turned as far away as possible.... in order to lob missiles around buildings and corners without popping out of cover.
You can incline your torso Extremely far up, then use your arms to 'lock' a target as low as possible, to have the missiles be a 'little higher' to clear an obstacle (almost required for an Adder LRM boat).
There's a number of other useful tricks too to abuse this system which otherwise ignores where the trajectory you intended for your missiles beyond the first second (in other words firing them high into the air or even straight at the ground below while on a hill ultimately doesn't matter because they magically make super sharp terms toward their target, even if that target is actually 180 degrees opposite of the direction you fired!) But remember, it only works for torso mounts with sideways arm aiming meaning you also need lower arm actuators.
Good luck.
Edited by Koniving, 08 January 2017 - 06:48 PM.
#9
Posted 10 January 2017 - 08:37 AM
It's a trick as old as late closed beta.
Thing is with armlock, few people have had the need for using free look aiming (unlike closed beta where it was almost literally required to have any long range accuracy; now for long range accuracy you have to lock your arms and fire everything). And so old tricks like this often go forgotten.
There'd be a lot more love for Dragons if this precious free-look aiming skill wasn't lost on most players. Their best trait is literally in free look aiming.
Thing is with armlock, few people have had the need for using free look aiming (unlike closed beta where it was almost literally required to have any long range accuracy; now for long range accuracy you have to lock your arms and fire everything). And so old tricks like this often go forgotten.
There'd be a lot more love for Dragons if this precious free-look aiming skill wasn't lost on most players. Their best trait is literally in free look aiming.
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