Lrm's
#21
Posted 08 January 2017 - 01:51 AM
#22
Posted 08 January 2017 - 01:53 AM
BigScwerl, on 07 January 2017 - 11:31 PM, said:
1.) It's "LRMs"
2.) Both are not true. It's a tactical weapon. Maybe you're just not able to grasp how they work and can be countered.
Edited by Paigan, 08 January 2017 - 01:53 AM.
#23
Posted 08 January 2017 - 02:28 AM
Lykaon, on 08 January 2017 - 12:13 AM, said:
Let me guess you load up some huge mech with a ton of big launchers and more ammo than you could possibly ever need (if you could target correctly) and spam off other player's locks from 700m+ back landing less than a third of your ordnance on target?
Or you use a clan mech?
Try engaging the enemy at sub 400m ranges using your own locks while piloting an XL engine Kintaro. Try and tell me that succeeding using this mech isn't harder than face stomping nearly anything with a KDK-3.
i use an adder i hate seeing tonnage wasted on lurm boats maybe i should use an atlas seems to be flavour of the month
yes its a clan mech but i dont like IS mechs excluding a few
Kintaro sucks and you know but if you want to lurm boat in it more power too you. FYI i had to stop using KDK-3 rolling my face back and forth across the keyboard was getting too much drool on it and its was getting to expensive to replace them
#24
Posted 08 January 2017 - 02:49 AM
BurningDesire, on 08 January 2017 - 02:28 AM, said:
i use an adder i hate seeing tonnage wasted on lurm boats maybe i should use an atlas seems to be flavour of the month
yes its a clan mech but i dont like IS mechs excluding a few
Kintaro sucks and you know but if you want to lurm boat in it more power too you. FYI i had to stop using KDK-3 rolling my face back and forth across the keyboard was getting too much drool on it and its was getting to expensive to replace them
I only use a KTO-GB as an LRM platform for I.S. It is far from sucking.
I can with regularity pull down top three damage on my team and frequently top damage and kills. It's exceptionally good on favorable maps like Polar or alpine and still top three performance on a team on a difficult map like Crimson Straight or HPG.
Is there a better option for a medium Inner Sphere mech?
KTO-GB has...
-15% missile heat -15% missile cooldown +10% missile velocity
+20% medium pulse range Energy range +10% Energy heat gen -10%
Five missile hardpoints three energy hardpoints
Maybe a hunchback 4J but it lacks the hardpoints to boat LRM5s. To match the tighter groupings of LRM5s you would need to use an artemis LRM10 in a pair and this is 5 fewer missiles per volley for 2 tons more weight.
The KTO is the right choice here probably best available choice. I think your clan mechs have spoiled you and good looks like suck because clan mechs are good even when they suck
Edited by Lykaon, 08 January 2017 - 02:49 AM.
#25
Posted 08 January 2017 - 03:03 AM
i notice everyone here keeps saying Lurm heavy teams are easy to roll, maybe in group cue but is solo you end up with 4 or more lurmers that spread out alittle in Lurmlands a good push will still fail
#26
Posted 08 January 2017 - 03:42 AM
one will do 400-1000 damage other will struggle to do 200. you don't want the 2nd kind, sadly vast majority of lrm boat players are the redline camping type.
is mad dawgy the best lrm boat??
#27
Posted 08 January 2017 - 06:11 AM
I always put a rack LRM20 on my Atlai.... to use as suppression for snipers.
LRM is what keeps this from becoming Hawken.
#29
Posted 08 January 2017 - 06:21 AM
BigScwerl, on 08 January 2017 - 12:19 AM, said:
You are the exception to the rule. And unfortunately, there only a few people that play LRMs this way. You are not the intended audience.
LRMs are not a long range firesupport weapon IMHO. The way you should be playing them is from the back of the blob to put damage out while jostling for position. Very good for squishier missile based 'Mechs like the Mad Dog.
Though you're probalby better putting SRMs\Streaks on and just protecting your fatties from lights\mediums instead. Kanajashi did a vid on this I think.
Yes he did: "LRMs are a force multiplier" ... "You may think ... you can be effective even out at extreme ranges when actually LRMs are most effective at mid range." "As the front lines move, re-position to keep at least 300 meters away."
#30
Posted 08 January 2017 - 06:31 AM
Andi Nagasia, on 07 January 2017 - 11:56 PM, said:
how would you make LRMs fun to use, without making them OverPowered?
A very little bit faster with a bit more heat to balance a velocity increase. I don't like getting hit by LRM's and rarely use them, but every time I have used them it seems like they are ...flying in slow motion.
Or...increase velocity substantially, and add enough additional heat to compensate.
Leave reload times as they are.
#31
Posted 08 January 2017 - 07:30 AM
The Amazing Atomic Spaniel, on 08 January 2017 - 01:26 AM, said:
I've also found that the best QP LRM mechs are IS mediums, either a 5LRM5 KTO-GB or a 2ALRM10 HBK-4SP. Both with XL engines, played with an emphasis on rapid positioning and prioritising the other team's assault mechs.
There's also the aspect that the assault lurm boat doesn't really need all the armour. Having that guy carry 15-20 tons of your team's weight in armour, and then hiding behind a rock half the map away -- this strikes me as a suboptimal use of resources.
Leave that job to the XL-engined medium who can't take much of a hit anyway. And who has the speed to fire the lurms from most optimal angles.
(All that said, if they ever release the Longbow, I WILL buy it and I WILL put all the lurms in it. )
#33
Posted 08 January 2017 - 07:56 AM
#34
Posted 08 January 2017 - 09:11 AM
#35
Posted 08 January 2017 - 09:46 AM
Edited by Korbos, 08 January 2017 - 09:53 AM.
#37
Posted 08 January 2017 - 09:54 AM
JudauAshta, on 08 January 2017 - 03:42 AM, said:
one will do 400-1000 damage other will struggle to do 200. you don't want the 2nd kind, sadly vast majority of lrm boat players are the redline camping type.
is mad dawgy the best lrm boat??
dunno about best, but it's my favorite. Fast enough to stay in the sweet spot, or make tactical reinforcements, and can pack enough LoS armament to take a bite out of things, too. 6xLRM5/4xERML is pretty much my favorite way to LRM. Used to pack a TAG, but tbh, haven-t noticed any real change without it, and the extra heatsink does help more, if you like to use your lasers a lot, too.
#38
Posted 08 January 2017 - 11:21 AM
Paigan, on 08 January 2017 - 01:53 AM, said:
2.) Both are not true. It's a tactical weapon. Maybe you're just not able to grasp how they work and can be countered.
1. It doesn't matter how it is spelled, its the same TLA. Why do you care about this?
2. Oh I grasp the concepts of how to smoke lrm dweebs hiding in the back, but I can't do it alone. If nobody wants to listen and organize, it turns into boring pokewars.....and how often do people want to listen, organize or yield to some leadership in QP?.... Yeah, pretty infrequently. Thus, my gripe was brought to this forum.
Naelbis, on 08 January 2017 - 07:56 AM, said:
Oh. Emmm. Geee. This.
#39
Posted 08 January 2017 - 11:24 AM
BigScwerl, on 08 January 2017 - 11:21 AM, said:
1. It doesn't matter how it is spelled, its the same TLA. Why do you care about this?
2. Oh I grasp the concepts of how to smoke lrm dweebs hiding in the back, but I can't do it alone. If nobody wants to listen and organize, it turns into boring pokewars.....and how often do people want to listen, organize or yield to some leadership in QP?.... Yeah, pretty infrequently. Thus, my gripe was brought to this forum.
Oh. Emmm. Geee. This.
and such a deep, explanatory post it is.
#40
Posted 08 January 2017 - 11:41 AM
I've never been a big fan of LRM "boats", nor the spread in damage they being in this game, but they are useful in keeping people pinned down. You can break a fireline with them, and you can seriously off balance your foes who are trying to bum rush your team if you use them right.
All-in-all, LRMS are cool. And yeah, I get it sucks when your whole team has them and they get pummeled by close range brawlers. But they do have a place in certain contexts.
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