So, the other day I got bored and didn't feel like doing much except earn some cbills and get some more xp on some mechs already mastered (for when the skill tree changes to skill map).
What mech I grabbed was the Catapult A1, here is the build: CPLT-A1
As you can see 2 lrm 10s and 4 lrm 5s. I didn't want to have to do much except; 1 don't get shot, 2 just lock and fire, and 3 get damage and kills.
Surprisingly so I did just that, most of the time. I did get taken out once due to an xl side torso death and I also had a match where I went down to 36% armor but lived. Every match I did over 300 damage and most of them I got a kill or two.
So what do I bring this up? Are lrms OP? Are they under performing?
In my opinion they are just right if not slightly under performing. This has everything to do with the feel not math because to me they only work well when the opponent makes a mistake. A mistake that usually costs them if not in armor but in their mech. The most common mistake I was able to capitalize on is the biggest no no in every video game. That being out in the open for to long.
When an enemy mech used cover many of my missiles hit the cover and not them, only a handful of times did I have the correct angel to lob over the cover and majority of the time it was impossible to do so. Couple that with ECM, Radar Deprivation, and AMS I was surprised to get 300 damage.
Now as for the under performing aspect I feel the lrms need to be quicker not much just a very small amount because some times it felt good for the time of fire to the time to hit. But then others it took a long big arc that just chewed up time allowing the enemy to get into cover or break lock.


The Other Day
Started by Clownwarlord, Jan 14 2017 05:51 PM
5 replies to this topic
#1
Posted 14 January 2017 - 05:51 PM
#2
Posted 14 January 2017 - 06:10 PM
you wont get shot...
until that one locust figures out that you dont have any short range weapons.
when i did my a1 i ran a pair of asrm6s and 4 alrm5s. throw on the lrm5 cd module and you can sustain fire almost as well as you could with 5. as with all lerm builds bap is mandatory. i was also running an xl to keep my speed up, because in a death trap like the a1 speed is life (especially if you boating all lerms). still it was a fun build that leveled fast.
until that one locust figures out that you dont have any short range weapons.
when i did my a1 i ran a pair of asrm6s and 4 alrm5s. throw on the lrm5 cd module and you can sustain fire almost as well as you could with 5. as with all lerm builds bap is mandatory. i was also running an xl to keep my speed up, because in a death trap like the a1 speed is life (especially if you boating all lerms). still it was a fun build that leveled fast.
Edited by LordNothing, 14 January 2017 - 06:15 PM.
#3
Posted 14 January 2017 - 06:29 PM
Correct you are, IF I wasn't hanging out with team mates; and because I took no close range weapons I made sure I had a few friendlies with in my 180 that did have direct fire weapons.
Edited by Clownwarlord, 14 January 2017 - 06:30 PM.
#4
Posted 14 January 2017 - 07:29 PM
Clownwarlord, on 14 January 2017 - 05:51 PM, said:
In my opinion they are just right if not slightly under performing. This has everything to do with the feel not math because to me they only work well when the opponent makes a mistake. A mistake that usually costs them if not in armor but in their mech. The most common mistake I was able to capitalize on is the biggest no no in every video game. That being out in the open for to long.
When an enemy mech used cover many of my missiles hit the cover and not them, only a handful of times did I have the correct angel to lob over the cover and majority of the time it was impossible to do so. Couple that with ECM, Radar Deprivation, and AMS I was surprised to get 300 damage.
When an enemy mech used cover many of my missiles hit the cover and not them, only a handful of times did I have the correct angel to lob over the cover and majority of the time it was impossible to do so. Couple that with ECM, Radar Deprivation, and AMS I was surprised to get 300 damage.
You just gave an explanation on why LRMs suck in general. They are good against potatoes, or Narced targets. LRMs require too much face time against good opponents who can use direct fire weapons to accurately focus a section and get back to cover before the missiles can even hit him.
LRMs need at least 200m/s speed to be considered an ok pick. Heck, Mad Dog has 192m/s LRMs and it is still not a threat.
#5
Posted 14 January 2017 - 09:46 PM
With around 30 LRM tubes one can expect to do 250 to 400 damage on most drops. Once in a while you get unlucky with few locks and pesky enemy lights on your backside early. Or in a match where around half your team is LRM boats in which case you don't have enough friends up front shooting and dying for your LRMing time.
However you tend to spread that damage around and score few if any most damage on a kill.
I kind of think of "LRM OP" complains as being similar to a combat soldier's feelings about enemy artillery and enemy machine guns. The machine guns are more likely to specifically target and shoot at any given soldier but they can be seen, maneuvered against and shot back at. The artillery just falls in from far away, causing anxiety and anger because one cannot do anything in retaliation.
However you tend to spread that damage around and score few if any most damage on a kill.
I kind of think of "LRM OP" complains as being similar to a combat soldier's feelings about enemy artillery and enemy machine guns. The machine guns are more likely to specifically target and shoot at any given soldier but they can be seen, maneuvered against and shot back at. The artillery just falls in from far away, causing anxiety and anger because one cannot do anything in retaliation.
#6
Posted 14 January 2017 - 11:20 PM
I brought it up by using the A1 instead and having Medium lasers, Tag and 2x LRM 15's with a STD engine and JJ;s.
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