Polar Highlands Hell - How Do I Avoid Lrms?
#1
Posted 24 July 2019 - 08:52 PM
Currently I play a HMN w/out AMS.
I even learned how to LRM, a bit from videos, and tried that... I'm not good with LRMs. I see what others are supposed to do - so I know what they are doing to me. I just don't know how to avoid it.
This issue, more than anything else, made me choose to play a HBR with EMC. Though that didn't work until I bought the EMC skills too.
Any help would be appreciated.
#2
Posted 24 July 2019 - 10:25 PM
Also: ERPPC´s let you stay way out of LRM/ATM range and still do damage .
#3
Posted 25 July 2019 - 06:35 AM
Have a pen and some paper by your computer and write down grid coordinates of features that provide cover and 'no go' zones where you'd be out in the open alone with no cover should you try to cross the area during a match. Try to get a general idea of where the trenches go and how to get from one point of the map to another without crossing open terrain.
#4
Posted 25 July 2019 - 08:45 AM
Thanks,
#5
Posted 25 July 2019 - 10:23 AM
Edited by B0oN, 25 July 2019 - 12:14 PM.
#6
Posted 25 July 2019 - 10:46 AM
#7
Posted 25 July 2019 - 04:13 PM
#8
Posted 25 July 2019 - 04:57 PM
Polar is cancer. If you're getting mega auto-aimed try to find a teammate with ECM. Investing in Radar Deprivation can help too.
#9
Posted 25 July 2019 - 07:05 PM
For Domination all you have to learn is the map area around Grid Coordinates H8,H9,I8,I9. It usually turns into a nascar around that area and if the last mech is a light they'll still have to stay near the circle. For Conquest 70% of the time it ends up being a fight near Theta (J11). You might get the last mech on one team drawing out the match, but win or lose the conquest nodes will be ticking so it'll eventually end unlike skirmish with the last mech being a fast light that wants to run around with his single PPC or ERLL taking pot shots for 7 minutes until he finally takes enough damage to get legged.
#10
Posted 26 July 2019 - 02:51 AM
#11
Posted 31 July 2019 - 06:01 AM
Highlands is a map that loves LRMs, pop tarting, and other slow dynamics. Cresting a hill is a great way to face their firing line and be killed quickly. Patience is a virtue. I've won on that map simply by hammering on being patient until the other side got annoyed and tried to push not very well and got focused down.
#12
Posted 03 August 2019 - 03:54 PM
#13
Posted 12 August 2019 - 05:25 AM
All joking aside, I noticed as soon as I dropped points into my radar dep skills (60% in my case as it doesn't commit too many points) things improved hugely survival wise.
#14
Posted 25 August 2019 - 02:26 PM
About the only thing I can add is that you want to stay in motion, if you can get the team to follow you. Polar Highlands is the second map PGI made that really works differently than other maps; that forces you to approach it differently if you want to win. That's because Polar (and to a lesser extent Viridian Bog) is based on maneuver. Everyplace you want to go on that map has a concealed route to get there - but nearly all the cover consists of these long, rolling snow dunes. The terrain fools you into thinking that it's flat.
But there aren't any good strong points for the kind of peek-and-hide corner tactics a lot of players use; if you simply stop and try to fight in place when you meet the enemy, you'll lose - once one side gets around the edge of that long rolling dune, the other side is exposed in a giant target range with a long way to go for the next cover. So Polar Highlands is designed to be a dance: you have to fight on the move while jockeying for position if you want the best results - or to close with the LRM boaters who keep voting for the map because they don't have to work to use their missiles. =)
#15
Posted 26 August 2019 - 11:42 PM
PS also to note is that Range and Magazine Capacity skill nodes apply to AMS as well.
Edited by Cpt Firefly, 26 August 2019 - 11:44 PM.
#16
Posted 27 August 2019 - 06:05 AM
I like taking 44 SRM tubes myself, but it requires Pakhet omnipods and will definitely not improve your experience on Polar Hellworld. The HMN can also do a perfectly serviceable quad LRM15 build that plays basically like a variation on the ATM skirmisher archetype. It doesn't have the tonnage for Supernova-style massive LRM turret play, but it can be a much more team-friendly LRM platform than most of the missile boats you'll see. Recently I built an SRM18/UAC10/2xAMS HMN, but it might need Pakhet pods too.
#18
Posted 11 November 2019 - 10:55 AM
Get AMS
Stick with ECM buddies.
Stay in the trenches as much as possible.
#19
Posted 11 November 2019 - 03:37 PM
#20
Posted 14 November 2019 - 08:56 AM
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