Jump to content

Fracking Missles


39 replies to this topic

#21 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 13 October 2018 - 09:29 AM

View PostAcersecomic, on 13 October 2018 - 06:59 AM, said:

So your advice is I hide my King Crab behimd a building or not even leave spawn at all. I was moving fast enough and I am
AMS is not a fix-all solution and it is not a wall. It helps reduce damage but is nothing when faced with an obnoxius amount of indirect wall of missiles that you cannot scare away by shooting at it.
AMS + AMS skills is not as grand as you preach it to be. I equip it where I can and invest into AMS skills but it does little. Cover does little too since missiles fly very very high and drop very sharply, even very tall rocks or medium sized buildings do not provide cover.


By "AMS" I really mean "AMS Umbrella" -- as in everybody should bring them as standard equipment. A well placed umbrella does wonders against missiles.


View PostAcersecomic, on 13 October 2018 - 06:59 AM, said:

Oh and AMS likes to shoot through walls, wasting ammo where missiles do get to hit cover.


You do realize you can switch AMS off to avoid just that, right?

Edited by Mystere, 13 October 2018 - 09:30 AM.


#22 Dogstar

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,725 posts
  • Twitch: Link
  • LocationLondon

Posted 13 October 2018 - 09:41 AM

Assault pilot whining about LRMs and can't learn ANY of the anti-LRM techniques

So glad he's playing FP and not on any of my QP teams!

Edited by Dogstar, 13 October 2018 - 09:42 AM.


#23 Phoenix 72

    Member

  • PipPipPipPipPipPipPip
  • 696 posts

Posted 13 October 2018 - 09:42 AM

Originally, I used to treat all opinions equal. But eventually, I got so many suggestions and proposals that did not make sense to me that I started to check the Jarls List on everybody that I disagree with. Stops me from seriously wasting time thinking about what someone with half my average match score says. I wish I had a tool like that for real life.

***EDIT: Used it today, when someone with 2/3rds of my average MS told me the secret to winning on a certain map. Not directed directly at anybody in this thread. ***

Edited by Darakor Stormwind, 13 October 2018 - 09:46 AM.


#24 K O Z A K

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,322 posts
  • LocationTrue North Strong and Free

Posted 13 October 2018 - 09:56 AM

Ams doesnt stop lrms at all, it just cuts damage a bit, but mass ams vs mass lrms just prolonges the fight a little, nothing more

#25 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 13 October 2018 - 09:59 AM

View PostAcersecomic, on 13 October 2018 - 08:22 AM, said:

55kmph across a small stretch is not slow in an assault.


Yes, it is. 'Course, my perspective might be a little skewed, I like to run Battlemasters and Zeus that have top speeds just over 80 kph.

Edited by Escef, 13 October 2018 - 10:00 AM.


#26 RickySpanish

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 3,523 posts
  • LocationWubbing your comrades

Posted 13 October 2018 - 10:16 AM

View PostDarakor Stormwind, on 13 October 2018 - 09:42 AM, said:

Originally, I used to treat all opinions equal. But eventually, I got so many suggestions and proposals that did not make sense to me that I started to check the Jarls List on everybody that I disagree with. Stops me from seriously wasting time thinking about what someone with half my average match score says. I wish I had a tool like that for real life.

***EDIT: Used it today, when someone with 2/3rds of my average MS told me the secret to winning on a certain map. Not directed directly at anybody in this thread. ***


Before you get too erect, keep in mind that while effective use of AMS will pump up match score (so theoretically all the guys giving advice should have a high score by virtue of running AMS), the best indicator of a player's skill is their win/loss ratio.

#27 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 13 October 2018 - 11:45 AM

View PostJediPanther, on 12 October 2018 - 04:44 PM, said:

IS don't have any mechs able to spew 80-100 lrm salvos except one that needs a hired body guard crawling along at a pace which makes the stock urbie's 32kph seem really really fast. You should use something in the game called ams and radar deprevation to avoid de missiles. And if you want it so the evil clankers must have a tag or never lock you give the good ol' strealth birdy 3L a try. 2/2 heat and full nodes for it mean on half the maps you can stealth all match long.

weird.
AWS-8R
20% missile cooldown pre-ST + 10% velocity. One of the best lrm missile boats in game, period. And yes, I realize it's lrm60, but it doesn't matter. This thing will eat you for breakfast.

lrm 80, 9 tons of ammo, light 300 - CP-10-Q
lrm 80, 9 tons of ammo, xl325 - CP-10-Q
lrm80, 10 tons of ammo, AMS - 1ton, XL280 CP-10-Q

Edited by Jackal Noble, 13 October 2018 - 12:01 PM.


#28 Dogstar

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,725 posts
  • Twitch: Link
  • LocationLondon

Posted 13 October 2018 - 12:00 PM

Annihilator Mean Baby can do LRM60/70/80. I got the get 500+ match score in it for the last event. Keep up with the team and use a tag and you're raining on the opposition's parade!

Edited by Dogstar, 13 October 2018 - 12:01 PM.


#29 JediPanther

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,087 posts
  • LocationLost in my C1

Posted 13 October 2018 - 07:51 PM

View PostJackal Noble, on 13 October 2018 - 11:45 AM, said:

weird.
AWS-8R
20% missile cooldown pre-ST + 10% velocity. One of the best lrm missile boats in game, period. And yes, I realize it's lrm60, but it doesn't matter. This thing will eat you for breakfast.

lrm 80, 9 tons of ammo, light 300 - CP-10-Q
lrm 80, 9 tons of ammo, xl325 - CP-10-Q
lrm80, 10 tons of ammo, AMS - 1ton, XL280 CP-10-Q

Both mechs I don't have or use. Also where is that 100 lrm salvo IS mech? As for your claim of 'best' lrm boat you can use those. I'll stick with my cptls and tws. My cptl-c4 also has 20% cd or if I really want to go 100% full troll lrm-er i'll use my 1215m range lrm boat. Always fun to lrm from half a map away

#30 Dogstar

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,725 posts
  • Twitch: Link
  • LocationLondon

Posted 14 October 2018 - 12:09 AM

View PostJediPanther, on 13 October 2018 - 07:51 PM, said:

Always fun to lrm from half a map away


Hehe - I think you might want to find stuff that's a bit more fun! Like watching paint dry!

#31 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 14 October 2018 - 03:38 AM

View PostJediPanther, on 13 October 2018 - 07:51 PM, said:

Both mechs I don't have or use. Also where is that 100 lrm salvo IS mech? As for your claim of 'best' lrm boat you can use those. I'll stick with my cptls and tws. My cptl-c4 also has 20% cd or if I really want to go 100% full troll lrm-er i'll use my 1215m range lrm boat. Always fun to lrm from half a map away

Ok fine here. 100 lrms, XL280 7 tons of ammo. CP-10-Q
idk why it has to be 100 lrms, it would be better off with 90 at max.

There is only one clan mech that can carry near 100 lrms and that is the Nova Cat. No assault in game can carry LRM 100, or even 90 for that matter.
The Heavies
The Maddog can carry lrm 100 but has almost no ammo
The hellfire can run lrm 80, but the hellfire sucks.
The NightGyr can run lrm 80 max but is inefficient due to locked podspace.
The Assaults
The Warhawk can carry 70 max
The Kodiak SB can carry 75 max
The Dire Wolf I think is 55?
The Blood Asp can carry 80 max
The Highlander can carry 80 max
The Supernova-A can carry 80 max
The Marauder IIC Scorch can carry 80 max
and finally the Madcat MKII can carry 80 max

Edited by Jackal Noble, 14 October 2018 - 03:41 AM.


#32 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,529 posts
  • LocationNew Hampshire, USA

Posted 14 October 2018 - 04:52 AM

Tube count is for parasitic lock farming sit back lobbers who are toilet bowling the game for in los lrm enthusiasts and AntiLRMFascists alike.

#33 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 14 October 2018 - 05:16 AM

View PostHammerMaster, on 14 October 2018 - 04:52 AM, said:

Tube count is for parasitic lock farming sit back lobbers who are toilet bowling the game for in los lrm enthusiasts and AntiLRMFascists alike.

Oh and that's not even to go into the debate of efficiency of those weapon systems across various chassis as well as the launchers themselves (hint- Clan lrms blow). The numbers are just that.

#34 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 14 October 2018 - 05:27 AM

View PostJackal Noble, on 14 October 2018 - 03:38 AM, said:

Ok fine here. 100 lrms, XL280 7 tons of ammo. CP-10-Q
idk why it has to be 100 lrms, it would be better off with 90 at max.

There is only one clan mech that can carry near 100 lrms and that is the Nova Cat. No assault in game can carry LRM 100, or even 90 for that matter.
The Heavies
The Maddog can carry lrm 100 but has almost no ammo
The hellfire can run lrm 80, but the hellfire sucks.
The NightGyr can run lrm 80 max but is inefficient due to locked podspace.
The Assaults
The Warhawk can carry 70 max
The Kodiak SB can carry 75 max
The Dire Wolf I think is 55?
The Blood Asp can carry 80 max
The Highlander can carry 80 max
The Supernova-A can carry 80 max
The Marauder IIC Scorch can carry 80 max
and finally the Madcat MKII can carry 80 max


Which is why everyone should support my bid for having the Blood Kite included in this game. :D

You can do CLRM120 with this baby.

Posted Image

#35 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,529 posts
  • LocationNew Hampshire, USA

Posted 14 October 2018 - 05:40 AM

View PostEl Bandito, on 14 October 2018 - 05:27 AM, said:


Which is why everyone should support my bid for having the Blood Kite included in this game. Posted Image

You can do CLRM120 with this baby.

Posted Image

I'm gonna spend money I don't have.
On mechs I don't need.
To impress forum warriors I don't like.
:)

#36 Dogstar

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,725 posts
  • Twitch: Link
  • LocationLondon

Posted 14 October 2018 - 07:49 AM

View PostHammerMaster, on 14 October 2018 - 05:40 AM, said:

I'm gonna spend money I don't have.
On mechs I don't need.
To impress forum warriors I don't like.


It's people like you that are keeping PGI afloat.

Well done.

#37 Siegegun

    Member

  • PipPipPipPipPipPip
  • The Hungry
  • The Hungry
  • 424 posts

Posted 14 October 2018 - 08:02 AM

View PostJackal Noble, on 14 October 2018 - 03:38 AM, said:

Ok fine here. 100 lrms, XL280 7 tons of ammo. CP-10-Q
idk why it has to be 100 lrms, it would be better off with 90 at max.

There is only one clan mech that can carry near 100 lrms and that is the Nova Cat. No assault in game can carry LRM 100, or even 90 for that matter.
The Heavies
The Maddog can carry lrm 100 but has almost no ammo
The hellfire can run lrm 80, but the hellfire sucks.
The NightGyr can run lrm 80 max but is inefficient due to locked podspace.
The Assaults
The Warhawk can carry 70 max
The Kodiak SB can carry 75 max
The Dire Wolf I think is 55?
The Blood Asp can carry 80 max
The Highlander can carry 80 max
The Supernova-A can carry 80 max
The Marauder IIC Scorch can carry 80 max
and finally the Madcat MKII can carry 80 max


Actually there are two clan mechs that can do LRM 100. The second one can even do an LRM 120 though it doesn't carry enough ammo to make it viable. The Sun Spider has the added lock time bonus, and can carry LRM100-120. It can carry nothing else though. the 120 is not viable due to ammo constraints, the 100 is also ammo starved and in my opinion barely viable. The LRM 90 Sun Spider is nasty however. Most will dislike it though as it is just a giant missile boat with nothing else on it.

#38 JediPanther

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,087 posts
  • LocationLost in my C1

Posted 14 October 2018 - 09:14 AM

View PostDogstar, on 14 October 2018 - 12:09 AM, said:


Hehe - I think you might want to find stuff that's a bit more fun! Like watching paint dry!

Or I could just do an extra shift at work because time spend playing mwo is truly a waste of my time and effort with idiots making statements like yours about what I find fun. Some people like to lrm others just ***** about those having fun with lrm like you do.

#39 JediPanther

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,087 posts
  • LocationLost in my C1

Posted 14 October 2018 - 09:27 AM

View PostSiegegun, on 14 October 2018 - 08:02 AM, said:


Actually there are two clan mechs that can do LRM 100. The second one can even do an LRM 120 though it doesn't carry enough ammo to make it viable. The Sun Spider has the added lock time bonus, and can carry LRM100-120. It can carry nothing else though. the 120 is not viable due to ammo constraints, the 100 is also ammo starved and in my opinion barely viable. The LRM 90 Sun Spider is nasty however. Most will dislike it though as it is just a giant missile boat with nothing else on it.

That's great for clans but the IS well they take it up the rear torso on the bigist lrm salvo possible category.I prefer to run my lrm mechs in the 30-40 salvos to allow for some type of back up weapons usually 2-4 mls if i'm running the cptls. I have a lot of IS mechs as dedicated lrm boats. I've ran mechs that arn't conisdered lrm boats as such just for the hell of it so I know what all 100 mechs out of my is stable can do.

I have a full notebook going though my stable with such things as a mech's default quirks,what full x skill tree does, los with bap,los without bap, los with no sensor tree nodes,los with full sensor tree, los with bap and sensor tree, los with tag and without etc. I also have written down the 'best' combination of lrm launcher,backup weapons, engine size and type for how I like to play a mech with lrms.

I'm mostly IS so I don't use many clans except for a trial now and then. Clan side I have mostly lights and my tws when they were god mode when clans first came out. It's rare for my to play a new mech when I can just use one of my IS mechs already loaded out with 91 plus skill tree nodes,xp to change a skill tree whenever I want as well as all the equipment and ammo I'd ever need.

#40 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,529 posts
  • LocationNew Hampshire, USA

Posted 14 October 2018 - 09:48 AM

View PostDogstar, on 14 October 2018 - 07:49 AM, said:


It's people like you that are keeping PGI afloat.

Well done.

POINT MISSED!






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users