MischiefSC, on 17 January 2017 - 04:21 PM, said:
Yes. I run AMS on 2 or 3 mechs in my deck and it's significant. 1 ton of ammo is fine - you should be playing aggressive. If you or the LRM boats are not dead before you empty 1 ton of ammo you're doing it wrong. If there's 4 AMS on your team every drop you're eliminating 1-3 enemy mechs (depending on the shrubbery on the other team) each wave before the firing really starts.
Think of it this way, you need enough AMS to close the distance without significant damage. Not for trading, not for sniping...
to.get.up.close.and.personal.
Any other plan is letting the LRMs win even if they don't damage you much... the longer they keep you from getting up in their grill the more time they have to set firing lines and stuff. Too much ammo and you are burning space better used for other weapons.
Most games where I've seen heavy LRM use, the lurming team usually starts out strong (typically on defense) and then sputters by the end of the second wave.
Why? because *typically* pug lurmers stick in the back and use the armor and locks of their teammates who may put up a good fight initially, but once they get rolled, the lurmers get rolled, and they keep getting pushed back further and unable to set up like they did for the first wave...
But okay, every once in a while, the lurms win without coordination, just like every once in a while a kid gets chemicals in his eyes and goes blind, only to gain awesome hyper-senses otherwise... or gets bitten by a radioactive spider and...
...you get the point. If you want to chase the "maybes" you can drop solo lrms and *maybe* it will work out for you. Just like the guys that sit back and snipe from beyond optimal range, thinking a red reticule means they are doing good dmg.
In reality, no one style will always win for you, but some will serve you better in a universal sense than others.
Edited by MovinTarget, 17 January 2017 - 05:16 PM.