Please Suggest A Good Lrm Mech
#201
Posted 09 October 2017 - 08:09 AM
I Have 2 favorite LRM carriers at this time... both are c-bill boosted, and both make me tons of cash.
Ebon Jag, whitch I set up with an LRM 70 for the component event, with 11 tons of ammo... and nothing else. Got those 25 components fast enough.
The other, being my Scorch. LRM 60, about 10 tons of ammo, 2 HMLs, and 2 LMGs for close in support. The four LRM 15s can keep sustained fire going all match, as long as I cycle between group and chain, to counter that ghost heat if I have a chance to just rain death on someone in the open. Group fire when I'm taking snap shots/ pot shots, to get as many missiles on target before they find cover. With that mass of missiles, I scare Kit Foxes away, as even they cant stand that onslaught.
As far as Lights... Cougar all the way. It carries some weight and doesnt waste space on JJs or uneeded engine. It's fast enough for Lurmin. Plus, I love ECM... makes up for no armor.
Medium, I have a Stormcrow with 2 ALRM 20s until the Arctic Wolf gets released... then maybe I'll slap some ACs on it instead.
You'll notice all listed were Clan... because unless an IS mech has god like quirks, it sucks at Lurmin. Tempest (Archer) and the Catapult (forget which model, 4 missile hardpoints, and like 20% cooldown quirk) are my only IS LRM carriers. They are just too heavy in IS mechs to be worth a sheet.
However having said that, the catapult is a blast. 4 LRM 10s on chain fire is a steady stream of missiles. Just hold that button down and they dont stop firing... The cooldown balances out very nicely for a steady stream on LRM 10s. Gets hot fast on some maps though. Because missiles too heavy and ammo hungry.
Last time I looked, I had roughly a 45% hit rate on all LRMs... and I consider myself a good Lurmer... so make up for that lack of accuracy with mass missiles... use clan mechs.
#202
Posted 09 October 2017 - 08:12 AM
Burke IV, on 09 October 2017 - 08:06 AM, said:
I don't think Kodiaks were ever as bad as Dire Wolves and King Crabs. Sure, it's big, but it's generally pretty fast and it's hit boxes aren't particularly bad against LRMs. Especially compared to King Crabs, which basically have a giant LRM bucket on their back, and the Dire Wolf, which seems to have a funnel that focuses an abnormal amount of LRM fire into its CT.
#203
Posted 09 October 2017 - 08:20 AM
Timberwolf - 2x LRM 20+A / TAG / Backup Lazors
Archer - 9x LRM5+A
I don't always vote polar, but when I do, I make sure I have my 9x LRM 5 Archer.
Edited by Illuminous Owl, 09 October 2017 - 10:03 AM.
#205
Posted 09 October 2017 - 08:45 AM
HauptmanT, on 09 October 2017 - 08:09 AM, said:
...The other, being my Scorch. LRM 60, about 10 tons of ammo, 2 HMLs, and 2 LMGs for close in support.
There is nothing wrong with an LRM assault when it's piloted compitently in a quickplay queue and it's a well quirked or well suited chassis.
The Scortch however is not making the most of it's excellent front line potential with those lovely marauder hit boxes and brutal close range firepower potential.
Using a Scortch as an LRM platform is pretty close to outright robbery...stealing a good brawler from your team and replacing it with a mediocre LRM platform.
Get the Super Nova SNV-A for a clan assault LRM platform....Cloves ain't wrong this mech puts down some hurt in quickplay matches.
#206
Posted 09 October 2017 - 08:58 AM
Lykaon, on 09 October 2017 - 08:45 AM, said:
There is nothing wrong with an LRM assault when it's piloted compitently in a quickplay queue and it's a well quirked or well suited chassis.
The Scortch however is not making the most of it's excellent front line potential with those lovely marauder hit boxes and brutal close range firepower potential.
Using a Scortch as an LRM platform is pretty close to outright robbery...stealing a good brawler from your team and replacing it with a mediocre LRM platform.
Get the Super Nova SNV-A for a clan assault LRM platform....Cloves ain't wrong this mech puts down some hurt in quickplay matches.
1. Do your own thing, but be aware you will be facing some hostility for that build.
2. A Scorch with 2 lbx20 and a batch of SRMs will just erase folks on a brawling map, and they are easier to play well than a LRM assult, the supression role of a LRM monster needs a team to shine.
3. Like folks have said, learn LRMing on faster chassis like a mad dog, and work on your positioning hardcore before trying a LRM assult, this is the most frequent mistake I see in QP with LRM assaults, one I still make to this day. Some maps you will just not do well in, and I guess this is true of brawling as well, but most maps have brawling corridors, or on alpine you can flank around mountains, but Crimson and mining seem like a hard counter to LRMing most of the time.
4. The supernova-a can at least go heavy on direct fire weapons in the arms, what is your plan with the Scorch when the lights come?
#208
Posted 09 October 2017 - 07:23 PM
Brain Cancer, on 09 October 2017 - 05:23 PM, said:
Notice who was top damage on the other team. Yes, he was firing lurms.
Not gonna lie, you guys kicked the every living **** out of this topic.
My LRM boats do 800-900 dmg all the time after i figured out how to pilot them.
Its a set up that works well with my crappy FPS.
#209
Posted 09 October 2017 - 08:52 PM
Before ATMs, I ran LRMs. Now, I run LRMs with ATMs and use the LRMs to keep firing between setting up direct fire shots, because watching people eat a few dozen ATMs and crumble is neato. I do love my Supernova-A and Orion IIC-A:
Even on a loss, you don't get the numbers if you play backfield peashooter with a missile boat. You have to be aggressive, hunt your own locks, keep launchers firing constantly at anything and everything you get what you think is good lock on when you can't get your own LOS, and in general, make sure you're hitting, taking your share of hits, and ruining the red guy's day.
If you're doing it right (get your locks, bring secondaries), anything dumb enough to ignore you for long dies, and anything that doesn't ignore you has to get out of position and shot to pieces by the rest of your team. You're inefficient damage. That means you have to make up for it by dishing out more of it, more of the time, and if the enemy team can minimize that continual (accurate, hiding at 600+ meters is not) fire, you as a missile boat are screwed. Indirect fire mode lets you keep the damage hose open more, but you have to make sure you're not plowing shots into buildings or hills, so it's never as dependable as getting your own sights on something.
Compared to good weapons, using LRMs is trying to squeeze blood from a stone.
#210
Posted 10 October 2017 - 08:20 AM
Edited by Illuminous Owl, 10 October 2017 - 08:21 AM.
#211
Posted 10 October 2017 - 11:40 AM
Illuminous Owl, on 10 October 2017 - 08:20 AM, said:
You can get by without back up weapons...but, having only weapons that are 100% nullified under many many circumstances doesn't sit well with me.
But then again I try to avoid other limiting factors on mech builds like no 100% ammo dependancy builds.
The issues with all LRM loadouts are there are so many circumstances where your mech becomes useless.
With that archer you better be snuggling up to the main body of your team and always in their midst because when I see a 100% LRM (or other weapon with min range) loadout I run up and say Hi!
People who claim LRMs are a skillless weapon system just can't wrap their heads around having a different skill set than lining up pixels and alpha striking. Seriously folks the highly regarded "skill" so many preach as superior are literally take a bunch of pixels (crosshairs) put them over other pixels (target) mash alpha strike...repeat..repeat... coolant flush...repeat...
That is it...do that and you are on the way to expert level laser boating.
Edited by Lykaon, 10 October 2017 - 11:41 AM.
#212
Posted 10 October 2017 - 12:04 PM
Brain Cancer, on 09 October 2017 - 08:52 PM, said:
Before ATMs, I ran LRMs. Now, I run LRMs with ATMs and use the LRMs to keep firing between setting up direct fire shots, because watching people eat a few dozen ATMs and crumble is neato. I do love my Supernova-A and Orion IIC-A:
Even on a loss, you don't get the numbers if you play backfield peashooter with a missile boat. You have to be aggressive, hunt your own locks, keep launchers firing constantly at anything and everything you get what you think is good lock on when you can't get your own LOS, and in general, make sure you're hitting, taking your share of hits, and ruining the red guy's day.
If you're doing it right (get your locks, bring secondaries), anything dumb enough to ignore you for long dies, and anything that doesn't ignore you has to get out of position and shot to pieces by the rest of your team. You're inefficient damage. That means you have to make up for it by dishing out more of it, more of the time, and if the enemy team can minimize that continual (accurate, hiding at 600+ meters is not) fire, you as a missile boat are screwed. Indirect fire mode lets you keep the damage hose open more, but you have to make sure you're not plowing shots into buildings or hills, so it's never as dependable as getting your own sights on something.
Compared to good weapons, using LRMs is trying to squeeze blood from a stone.
I will say this -
ATMs, if you're on the ball in range management, will ruin someones day in a hurry.
I often ignore LRMs, especially in FW. You just kill everyone who could be getting a lock on you for the LRM boat and you'll usually get 3 or 4 kills in before you're damaged enough to need to get to cover. If a player has his **** together and knows how to play LRMs are worthless for suppression; I'll kill or take an ST of several mechs before I've been splattered with enough LRMs to open a ST or make me seriously concerned. Direct fire would, conversely, hurt me about 1 to 1 or if I'm playing vs IS 0.5 to 1, giving me at most two mechs I can hurt critically before I'm critical myself.
ATMs however need dealt with immediately. It's just so much damage that stuff starts falling off quick if you don't deal with it.
Lykaon, on 10 October 2017 - 11:40 AM, said:
You can get by without back up weapons...but, having only weapons that are 100% nullified under many many circumstances doesn't sit well with me.
But then again I try to avoid other limiting factors on mech builds like no 100% ammo dependancy builds.
The issues with all LRM loadouts are there are so many circumstances where your mech becomes useless.
With that archer you better be snuggling up to the main body of your team and always in their midst because when I see a 100% LRM (or other weapon with min range) loadout I run up and say Hi!
People who claim LRMs are a skillless weapon system just can't wrap their heads around having a different skill set than lining up pixels and alpha striking. Seriously folks the highly regarded "skill" so many preach as superior are literally take a bunch of pixels (crosshairs) put them over other pixels (target) mash alpha strike...repeat..repeat... coolant flush...repeat...
That is it...do that and you are on the way to expert level laser boating.
Except to shoot in direct fire you need better positioning skills and it takes significantly more skill to line up a single pixel accurately and effectively and consistently than it does to roughly get a circle over a big red box for a second or so, then mash the button and just make sure you're not standing with too high of a mountain between you and the box you're trying to approximately get a circle over.
Direct fire takes better positioning skill to account for return fire and existing cover and teammate firelines, it also often takes lead time and adjusting for lag, you need to identify and exploit weak locations on the enemy target, etc. etc. Every shot you take with direct fire invites a return shot from at least one enemy. Managing that to stay ahead on the trade is a layer of skill and challenge way, way above 'circle over box, click button' which is, literally, the depth LRM use. Oh, wait. 'Make sure there's not a big mountain in the way.' If the missiles don't show a hit, don't click to fire again.
The difference is skill is exactly why the highest skilled players in the game use direct fire and why there's such a huge difference in performance between player performance with direct fire.
Direct fire is successful based on your skill almost exclusively. LRMs are successful based on the enemies skill almost exclusively.
#213
Posted 10 October 2017 - 12:21 PM
#214
Posted 10 October 2017 - 03:04 PM
Quote
ATMs, if you're on the ball in range management, will ruin someones day in a hurry.
I often ignore LRMs, especially in FW. You just kill everyone who could be getting a lock on you for the LRM boat and you'll usually get 3 or 4 kills in before you're damaged enough to need to get to cover. If a player has his **** together and knows how to play LRMs are worthless for suppression; I'll kill or take an ST of several mechs before I've been splattered with enough LRMs to open a ST or make me seriously concerned. Direct fire would, conversely, hurt me about 1 to 1 or if I'm playing vs IS 0.5 to 1, giving me at most two mechs I can hurt critically before I'm critical myself.
ATMs however need dealt with immediately. It's just so much damage that stuff starts falling off quick if you don't deal with it.
So many people see the first missile trails and go "weak lurms" because ALRM 30 is just a drizzle of damage.
Then I'm in proper range and firing, and the "lurmboat" has torn off your front armor and is poking around in your internals with ATM fire. Given, I've tried all-ATM, but that doesn't give me the continual fire I need or something to chase people fleeing behind cover with, and the mix of trajectories often seriously messes with people as well.
I had one guy on HPG calling hax because "LRMs firing in a straight line must be aimbotting", shortly after repeatedly getting plowed by the ATM launchers.
They're worth mixing and are surprisingly complimentary weapon systems.
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