#1
Posted 06 January 2020 - 05:56 AM
Hopped into an Oxide and did pretty well. Hopped into a Quarantine and did pretty well. Hopped into a Raven and did pretty well.
Hopped into a Catapult C1 and sucked.
I realize that the game has evolved and changed, but can anyone clue me into how I can get over 50 points of damage in a game with an LRM boat?
#2
Posted 06 January 2020 - 06:14 AM
You now get penalties to lock time and missile spread if you are using someone else’s locks.
There's also a lock time delay based on distance to target, the further back you are the longer it takes.
I haven't noticed a significant difference since the changes came in but most people I know considered me an "aggressive" lurmer prior to the change. The ones I feel sorry for are the lights, I used to be able to provide fire support for them when they got caught out on a scouting run and now I struggle.
#3
Posted 06 January 2020 - 08:40 AM
Pilot skills: target skills in Sensors, all skills in Weapons (without ballistics and lasers skills)
I stay behind war line (sometimes make pekabo for fast targeting (and situation awareness)) and fire support. After 7 tons ammo out, i go in front and tank (in that moment you have top armor on board).
This way make 400+ dmg per battle, 956 record.
Similar as in this video:
#4
Posted 06 January 2020 - 08:59 AM
#5
Posted 06 January 2020 - 09:14 AM
#6
Posted 06 January 2020 - 10:24 AM
#7
Posted 06 January 2020 - 10:29 AM
Belorion, on 06 January 2020 - 05:56 AM, said:
And then... start moving with your team and getting your own locks, because both lock times and spread are now quite terrible in indirect fire mode (with lock times being dependent on your distance to target), while ECM pretty much renders an indirect lock impossible.
With LOS to your target, ECM doesn't affect your lock times, your missiles follow a lower curve and cluster better even without taking Artemis into the account.
Belorion, on 06 January 2020 - 09:14 AM, said:
Targeting computers do not affect LRMs - the only bonus your LRM build gets from one is a single-digit buff to sensor range. The false premise that TCs buff LRMs has originated from players who failed to understand that "Targeting Data Speed" and "Targeting TIme Boost" refer to how quickly the enemy mech's paper doll updates.
Edited by Horseman, 06 January 2020 - 03:14 PM.
#8
Posted 06 January 2020 - 11:42 AM
Always carry one uav and use it when an ecm light comes around. Aim for the legs. Once legged it only moves 40kph. Stay close to team mates.You don't need artemis;use that tonnage for ammo and other things. One of the most important thing for any lrm boat:learn when to not use them using your back up weapons. Cat C1 can brawl with lasers pretty well in a tough spot. You just have to use that target info display and aim for their weak points. Use the jump jets to get to better positions. They work wonders on canyon network.
#9
Posted 06 January 2020 - 03:01 PM
easy.
use it as a direct-fire weapon. be agressive, get your own locks and voila:
plenty of good matches in your future*.
*just don't do as the lurmers do usually, and you'll be fine.
Edited by Teenage Mutant Ninja Urbie, 06 January 2020 - 03:02 PM.
#10
Posted 06 January 2020 - 04:09 PM
Otherwise, as has been stated bring an active prove, bring a tag if you can, get your own locks, and try to bring a heavily quirked lrm mech like the AWS-8R or TBT-7M, or a clan mech with a huge tube count.
#11
Posted 06 January 2020 - 05:23 PM
#12
Posted 06 January 2020 - 07:22 PM
2. Everytime you fire a volley of LRMs, have a glance at the mini-map to know where your team's headed and where the enemy team is. Act accordingly.
3. Drop the Targeting Computer and bring a Tag and an Active Probe if you don't have them.
#13
Posted 06 January 2020 - 09:27 PM
Horseman, on 06 January 2020 - 10:29 AM, said:
That's it.
Artemis, Tag (for countering an ecm-mech) and Target Decay (in the skill tree) are very important. It's a difference like night and day if you don't use this 3 upgrades. And of course... move with the team an get your on look on's for "direct fire"-lrm's. Indirect fired lrm's without your own lock are not so effective but usable.
#14
Posted 06 January 2020 - 09:33 PM
Step 2: Equip dakka.
Step 3: ???
Step 4: Profit.
#15
Posted 06 January 2020 - 10:17 PM
#16
Posted 07 January 2020 - 12:54 AM
Coop gets his own locks.
Those were clearly SRMs anyways
#17
Posted 07 January 2020 - 02:27 AM
Also, not all maps are good for LRMs.
Using TAG for yourself will help somewhat, but if you do that, you might as well play ATM instead of LRM..
Having a partner with NARC would be ideal, but that's tough to get.
Best use for LRMs is on faction play matches on open maps like Grim, Polar, Tourmaline, and Invasion:Defend matches. There you can sometimes even drop assaults, but your best bet are still fast-moving heavy mechs with LRMs, such as (but not limited to):
Sun Spider, Orion IIC, Timber Wolf, Mad Dog, Nova cat (for Clan), and medium LRM5 boats like Kintaro for IS..
Also, if you see an enemy AMS boat, such as a Kitfox, or Corsair, try to call it prime target and take it down as fast as possible by firing alphas at it. If you chain fire LRM80 at a 4AMS boat, it will negate your LRMs completely.
Alternatively, shoot at targets out od the AMS bubble.
Note: A clan Dropdeck fits 4 Mad Dogs ;-)
Edited by Vellron2005, 07 January 2020 - 02:29 AM.
#18
Posted 07 January 2020 - 02:56 AM
#19
Posted 07 January 2020 - 05:25 AM
Vellron2005, on 07 January 2020 - 02:27 AM, said:
this right here. do exactly like Vel or Dex says. except:
just do the opposite, and you're a welcome addition in a teambased game - and not some lockleeching ****** ********** ********* that just sh*ts on his team and ACTIVELY lowers their chance to win.
Edited by Teenage Mutant Ninja Urbie, 07 January 2020 - 05:39 AM.
#20
Posted 07 January 2020 - 08:25 AM
Edited by Quandoo, 07 January 2020 - 08:27 AM.
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