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My Lrm Missile Boating, The Good, The Bad And The Ugly


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#1 Christophe Ivanov

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Posted 22 May 2017 - 10:55 AM

So after the patching, I tried skilling up my DW UV (used all 91 points) and was utterly disappointed and got tired of being a big ol meaty target...

So what I did was I pull out my old Mad IIC LRM Boat (LRM20'sX2, ERLX2 and double heat sinks to round it out) an skilled it out. Guess what? I started killing the enemy again using a combo of both LRM's and my ERL's, that's the good in my eyes. Now before anyone starts off, I stay with my team and give them support with both. sometimes I die, but mostly I end the match alive now and sometimes I get a kill or two, far better than my DW UV now worthless whale.

I see some still frown upon the LRM boats for various reasons, why I dunno as it's a viable combat unit for the team as I all know too well in my DW'S I have no defense against them on my own sans buildings, out cropping's, etc.

The bad thing is, while I am happy to survive a match and get a kill or two, I LIKE my DW's and my assaults in general. I WANT to use them like before the Skill Patch, but alas, no can do.

An this leads to the ugly truth, Having read countless threads on various subjects, my general feeling is, things are not as god as before. What the exact problem is depends on the mech in question. Some are benefiting the Skill tree well, more power to you! :) But some are not.
I am under the impression we will see some new patches to adjust the skill tree? Or is "THIS IS IT FOLKS, LOVE IT OR HATE IT!"
Once we all get more experienced as this skill tree, (My self included) I think we might start to learn how best to use it. But like many I have heard from, PGI should have given us a How too for using the skill tree BEFORE releasing the patches as I mentioned before.

Ok, Please comment if you wish and please offer some of your advise and/or experiences with the above as I am looking for a POSITIVE constructive dialog.

Mech on folks :)

#2 Ced Riggs

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Posted 22 May 2017 - 11:18 AM

You know, the Direwolf hasn't been good for quite some time, eh? I mean, yeh, mobility hit them hard, like the Atlas.

My personal suggestion, stick to the MAD-IICs, and enjoy an actually good Assault for a change. Sometimes, you have to let go.

#3 Grus

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Posted 22 May 2017 - 11:47 AM

Mad dog 6lrm5 4sml such a good time.

#4 Ced Riggs

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Posted 22 May 2017 - 12:49 PM

View PostGrus, on 22 May 2017 - 11:47 AM, said:

Mad dog 6lrm5 4sml such a good time.

You can dump all armor from one arm and make it the ballistic one from the C for +20 armor by quirk, go 2 MPL + TAG in the other, and still have 6 aLRM5 with BAP with heaps of ammo.

Edited by Ced Riggs, 22 May 2017 - 12:50 PM.


#5 Mcgral18

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Posted 22 May 2017 - 01:48 PM

Urg...that's a bad Marauder

Is that the D or the Scorch?
Absolutely pathetic if it's the D, if it's the Scorch...at least you have 80 tubes.

The Whale has many issues, one of which is the Land speed. The Skill Cloud did nothing for it there, and you'll be left behind in the PUG LIFE.
M2C is one of the better mechs in the game, and considerably faster

You just have a bad build on a good robot

#6 KekistanWillRiseAgain

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Posted 22 May 2017 - 02:06 PM

View PostMcgral18, on 22 May 2017 - 01:48 PM, said:

Urg...that's a bad Marauder

Is that the D or the Scorch?
Absolutely pathetic if it's the D, if it's the Scorch...at least you have 80 tubes.

The Whale has many issues, one of which is the Land speed. The Skill Cloud did nothing for it there, and you'll be left behind in the PUG LIFE.
M2C is one of the better mechs in the game, and considerably faster

You just have a bad build on a good robot


I am guessing the D... by the 2 cERLL included. I found that x2 cLRM20+A & x2 cUAC10s with a TAG in the head slot to be quite effective. Dumping 40 at mechs as you close the distance and then dumping 40 into their face when you can see them & then another 40 when they retreat works wonders.

#7 Vellron2005

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Posted 24 May 2017 - 12:55 AM

Personally, the Direwolf is my biggest letdown when it comes to MWO..

It was my absolute favorite in all the other MW games, but in MWO its just too slow and it gets ***** by lights..

I've just come to terms with this, and I don't even own one..

As far as the skill tree, I've seen a few mechs that were hit hard.. Timberwolf and Mauler to name a couple..

I could make them work, but they are not what they used to be..

The delight of the skill tree came in the power-up of the lights.. My Locusts and Arctic Cheetas have never been more fun..

It's a give and take.. you loose something, you gain something..

Adapt, survive, thrive..

#8 Lykaon

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Posted 24 May 2017 - 01:30 AM

View PostKekistanWillRiseAgain, on 22 May 2017 - 02:06 PM, said:


I am guessing the D... by the 2 cERLL included. I found that x2 cLRM20+A & x2 cUAC10s with a TAG in the head slot to be quite effective. Dumping 40 at mechs as you close the distance and then dumping 40 into their face when you can see them & then another 40 when they retreat works wonders.



Could also be a MAD IIc-B

2x ALRM20 w/ 9 tons ammo
2x ER Lrg Lasers
TAG
Active Probe
350XL w/19 DHS
endo steel
2 jump jets (or 17 DHS and 4 Jets)

That all fits.


now here is a suggestion to give try.

Have you thought of using a medium mech as an LRM support platform?

Here are the benefits.

1: using a medium mech does not remove the potential of having an assault mech on the front line. An LRM carrier will always avoid getting to close due to min. range of their primary weapons and as such may not meet a teams general expectation of the mech's role. While a medium mech is generally NOT expected to lead a charge or initiate a push.

2: Assault mechs of any loadout are generally set as a priority target while an LRM support medium is more readily ignored in favor of other larger juicier targets. This takes some pressure off the LRM support and allows more freedom of movement to get to where you will be of the best use to your team.

3: MOBILITY! a frequently ignored yet important feature in a support mech is the capacity to be where you need to be to hit targets when they need to be hit. Sitting behind some chunk of terrain all match is not utilizing the full potential of a mech. Even an assault mech that stays close to their team mates lacks the speed to readily redeploy to another portion of the battle when needed. Having the mobility to both redeploy to attack and repossition to avoid an over run situation is a huge advantage and one assault mechs frequently lack.


The Clans can even put some decent LRM support on a light chassis.

Adder D with prime right arm pod.

2 X ER medium lasers (RA/LA)
TAG (CT)
2 x LRM15 w/ 6 tons ammo (RT/LT)

#9 Zolaz

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Posted 24 May 2017 - 03:07 AM

The meta will change as PGI sells different mech packs. Got to nerf the old stuff so that the new stuff will be bought. Just buy the OP mechs and play them. Some things are just going to be OP, why make it harder on yourself? Why reinvent the wheel?

Or you can just play what you have fun in. Sometimes you win, sometimes you lose. All the time you get to be a mechwarrior.





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