Why All The Toxicity For Lrms
#61
Posted 15 June 2017 - 06:18 PM
#62
Posted 15 June 2017 - 06:33 PM
This will be a great information-sharing experience, I'm sure.
#63
Posted 15 June 2017 - 07:47 PM
"Thou shall carry 30 tubes. No more, no less. Not 85 tubes, 30 tubes. Those who carry more than 30 tubes are tubers being carried upon the heads of giants. Ammunition seasoned to taste, but thou should call 'ammo dry' with 10 assisted kills and two enemy mechs alive. Thus shall your four backup medium lasers be known and feared throughout the Inner Sphere."
#64
Posted 15 June 2017 - 09:04 PM
Fiona Marshe, on 15 June 2017 - 07:47 PM, said:
"Thou shall carry 30 tubes. No more, no less. Not 85 tubes, 30 tubes. Those who carry more than 30 tubes are tubers being carried upon the heads of giants. Ammunition seasoned to taste, but thou should call 'ammo dry' with 10 assisted kills and two enemy mechs alive. Thus shall your four backup medium lasers be known and feared throughout the Inner Sphere."
Ooooh, she salty.
#65
Posted 15 June 2017 - 10:04 PM
Escef, on 15 June 2017 - 09:04 PM, said:
Fiona Marshe, on 15 June 2017 - 07:47 PM, said:
"Thou shall carry 30 tubes. No more, no less. Not 85 tubes, 30 tubes. Those who carry more than 30 tubes are tubers being carried upon the heads of giants. Ammunition seasoned to taste, but thou should call 'ammo dry' with 10 assisted kills and two enemy mechs alive. Thus shall your four backup medium lasers be known and feared throughout the Inner Sphere."
You'd be surprized what 3 or 4 mls can do. Often I had far more kills and damage with them than two lrm 15s on the C1. Now with the skill tree you can spec C1 for mlas and heat using the lrm 15s as bait. Many a light shall know the pain of 4 mls on their legs with max cool down and burn time. I've been using the lrm15s and 4ml combo since closed beta and it still works.
#66
Posted 15 June 2017 - 10:10 PM
#68
Posted 15 June 2017 - 11:27 PM
Seems unnecessary and not very space efficient for all 12 mechs on a team to be nothing but direct fire PPC/Gauss/Laser boats.
#69
Posted 15 June 2017 - 11:37 PM
JediPanther, on 15 June 2017 - 10:04 PM, said:
You'd be surprized what 3 or 4 mls can do. Often I had far more kills and damage with them than two lrm 15s on the C1. Now with the skill tree you can spec C1 for mlas and heat using the lrm 15s as bait. Many a light shall know the pain of 4 mls on their legs with max cool down and burn time. I've been using the lrm15s and 4ml combo since closed beta and it still works.
It's kinda wack that 80% of your free tonnage is spent on "bait" and only a minimal amount on real weapons.
#70
Posted 15 June 2017 - 11:49 PM
Edited by Dee Eight, 15 June 2017 - 11:51 PM.
#71
Posted 15 June 2017 - 11:55 PM
JediPanther, on 15 June 2017 - 10:04 PM, said:
No, I wouldn't. I posted a video in this thread where my ALRM50 BLR-1S got 3 of the 5 kills it scored with the quad mediums. They're great for point defense and to finish off wounded mechs.
#72
Posted 16 June 2017 - 12:16 AM
#73
Posted 16 June 2017 - 12:22 AM
#74
Posted 16 June 2017 - 12:26 AM
now the kicker, if you bring them into fp you will be made fun of. they come with a lot of bad habbits that are counter intuitive towards a fp victory. like that attack game where we spent 20 minutes waiting for the lerm boats to run out of ammo so we could push. lerms are a terrible weapon system when fighting the clock. you confront them and they give you that "theres plenty of time" bs. plenty of time for you to throw 2000 missiles at rocks so you can get a 200 match score.
Edited by LordNothing, 16 June 2017 - 12:27 AM.
#75
Posted 16 June 2017 - 01:30 AM
Wicked Gaming, on 15 June 2017 - 10:52 AM, said:
Because LRMs are subpar weapons, and more often than not LRM players are dragging the team down.
People blame LRM users on losses, because they don't contribute a whole lot in plenty of matches. No focused damage, often blast 3/4 of their ammo into hard cover or AMS, don't share armor.
I just played two CW matches for the event on my alt, both were lopsided victories, caused by IS puggles simply using too many LRM mechs.
Edited by meteorol, 16 June 2017 - 01:31 AM.
#76
Posted 16 June 2017 - 02:06 AM
Most of the time they do not even bother to use Artemis IV.
They also use mechs for that who would better be used for a different purpose (LRM Atlas???)
I imagine most of them do not even bother to use the proper skill nodes. I found the ome increasing the target fade time most useful.
Most pitiful of all the builds are the LRM 5 boats. I don't know why anyone still pilots these as they have become totally useless.
As for the actual piloting... firing at maximum range always have been a doubtful proposition at best. Apparently many do not realize that it takes 5 seconds flight time to hit with the necessity of constant lock. Not to mentiom those ppl firing IS launchers within minimum range or switching to other targets with a flight underway thus plastering the environment.... or firing into heat shutdown thus loosing the target lock. And most of all I love those who rely on other's locks entirely never even bothering to get their own locks and not moving with the team.
But on the other hand: The hate only really emerged after the introduction of the skill tree, since many do not want to invest into full radar deprivation.
Edited by GrimReaper74, 16 June 2017 - 02:06 AM.
#77
Posted 16 June 2017 - 02:23 AM
Fiona Marshe, on 15 June 2017 - 07:47 PM, said:
"Thou shall carry 30 tubes. No more, no less. Not 85 tubes, 30 tubes. Those who carry more than 30 tubes are tubers being carried upon the heads of giants. Ammunition seasoned to taste, but thou should call 'ammo dry' with 10 assisted kills and two enemy mechs alive. Thus shall your four backup medium lasers be known and feared throughout the Inner Sphere."
I will try this, then: The Mad Dog Prime "Baby Vomit". Maybe it'll fare better than the other forrays into lurming I had so far.
#78
Posted 16 June 2017 - 03:11 AM
Ced Riggs, on 16 June 2017 - 02:23 AM, said:
Looks like a good weapon mix. You lose the flexibility of chain-fired LRM5s but can still throw missiles over the top of the front line while looking for the laser shots.
The 5 tons of LRM ammo should generate around 300 damage, with the lasers adding another 300-400 (depending on component stripping opportunities). My estimate would be 2 kills + 7 assists on average (3-4 KMDD).
#79
Posted 16 June 2017 - 03:24 AM
Fiona Marshe Pureborn, on 16 June 2017 - 03:11 AM, said:
The 5 tons of LRM ammo should generate around 300 damage, with the lasers adding another 300-400 (depending on component stripping opportunities). My estimate would be 2 kills + 7 assists on average (3-4 KMDD).
I would recommend that one actually with 4 ER-Meds, 1 Tag and 2 ALRM 20 with 6 tons of ammo. Also... the 6 LRM 5 MadDog is one of the now non viable builds as it is rendered useless by only a few AMS (2 are sufficient, 3 and the payload never even gets near the target).
#80
Posted 16 June 2017 - 04:40 AM
Fiona Marshe Pureborn, on 16 June 2017 - 03:11 AM, said:
The 5 tons of LRM ammo should generate around 300 damage, with the lasers adding another 300-400 (depending on component stripping opportunities). My estimate would be 2 kills + 7 assists on average (3-4 KMDD).
I'll take that. Thanks for the comment.
GrimReaper74, on 16 June 2017 - 03:24 AM, said:
.. The 6 LRM 5 MadDog is one of the now non viable builds as it is rendered useless by only a few AMS (2 are sufficient, 3 and the payload never even gets near the target).
Oh boy, is it ever. I tried the classic 6x ALRM5, 4x ERML, TAG Vulture, and it was like hammering my head into a brickwall. Did around 600 damage, got a few kills, but it wasn't fun at all to see most of my missile just get poofed out of the sky. As for the 2x ALRM20 build - that's too much devotion to LRMs for my liking. I'd rather have half a laser vomit alpha with me than that.
I'll give it a try. Thanks for the comment, too.
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