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How To Lrm 4Man?


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#1 Stormpaw

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Posted 02 March 2021 - 09:06 PM

guys, I'm looking to come back to the game and I'm curious if anyone has tips on running 4man lrm groups in soup que? any help is appreciated

#2 Chaotic_Harmony

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Posted 02 March 2021 - 09:18 PM

So this is after many MANY weeks of testing personally. But first, I think it's important to talk about the difference between Clan LRMs and Inner Sphere LRMs.

And to do so, we're going to use the AC10 and the RAC5.

AC10s are up-front damage. They can be used in a situation where you can't fully facetime the enemy, but they're still decent at fully facetiming someone.

RAC5s are just about only good at fully facetiming people. They're still "usable" in situations where you can only peek and poke, but they're not nearly as good as the AC10 at it.

Clan LRMs are a lot like the RAC5. Inner Sphere is a lot like the AC10. One farms damage, the other kills people (and also farms damage cuz LRMs lol)


So personally, I prefer IS LRMs over the Clan LRMs. However, different strokes for different folks. Use what feels good.


As for a recommendation as to what mechs to run? I would suggest twin Awesome 8Rs with LRM15s + Artemis. Artemis is integral because it tightens the spread of the LRM volley.

As for the other two mechs in the group, Quickdraw IV-4s. They have insane armor, and insane cooldown speed. These four mechs together total out to be LRM200 + Artemis. No backups, but you can just spread out 200m to keep each other safe from lights.

It takes some game sense to know what to do as a four man using these mechs, but it's very rewarding to pull of successfully.

Good luck with your LRM endeavors. Sincerely, Chaotic.

#3 John Bronco

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Posted 02 March 2021 - 09:20 PM

No man of honor would do such a thing.

#4 mr reidpants

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Posted 02 March 2021 - 09:22 PM

but what if we're inner sphere freeborn scum?

#5 Meep Meep

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Posted 02 March 2021 - 09:55 PM

Well the easiest would be to have a narc raven spotting for you and three lurm boats then you can go clan lrm since your volume of fire will saturate ams and mitigate the stream fire they have. The free huntsman with mix and match omni makes a good 4x lrm15 boat with tag and a couple of backup energy. The sunspider c with lrm90 is also great but you will be completely team reliant for close range protection and getting tag on targets since its a pure missile slinger but you can also mix and match the omni to work in some energy and an ecm.

#6 JediPanther

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Posted 02 March 2021 - 10:00 PM

View PostStormpaw, on 02 March 2021 - 09:06 PM, said:

guys, I'm looking to come back to the game and I'm curious if anyone has tips on running 4man lrm groups in soup que? any help is appreciated


Use mechs that have 3 or more laser slots. Use one for tag laser with the rest any laser of choice. All should have bap/cap equipped since you get one free. Have max sensors for target decay and retention. Skill one mech with seismic sensor. Invest heavily into fire power for cool down,heat gen and velocity.

Ideally you should have a mix of weight but who knows how mm works really. I'd suggest using the same size lrm so you all have near identical cool down times so you can mass fire at the same target. How I'd do it is something like this:

1. A mech with max sensors including sesmic and aux nodes for double uavs with tag+bap+tc mk1 and sensor range quirk like the raven 3l or 4x with a lrm 10 and 2x mls. This would be your main spotter.
2. A mech with max 55 into fire power for the dps,range,cool down with max target retention with a lrm 40. This mech to be the main lrm mech.
3. A mech with full survival and more lasers than lrms to act as your rear guard. Should have more skills into mech ops and fire power at least 75 total into those trees. minimal of 18 in survival for armor hardening.
4. A mech with lrm 40 or more with maybe 1-2 lasers. The more lrms or bigger launchers the better.

Move as a group in a triangle formation with the mech with sesmic and most lasers in rear. Tag and focus lrms on ecms as much as possible to remove/reduce enemy ecm cover first. Focus on ecm fast movers next as they pose the most risk to your group. Third should be the enemy heavy hitters like dual hgr builds. Mop up the rest.

Most of all stop lrming at enimes at or near 200m as they are probably trying to rush you. Go full lasers on them. you'll do more damage with lasers than lrm. When you encounter enemy fast movers break their legs with lasers so they only move 40kph and are ez to finish off.

Edit: stealth mechs you can see as a black mass in thermal. Laser them. Uavs won't work on them. If you have good eyesight you might see them in night vision if the map is on a night setting. When in doubt laser it.

Edited by JediPanther, 02 March 2021 - 10:04 PM.


#7 Y E O N N E

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Posted 02 March 2021 - 10:25 PM

Do not.

#8 Gagis

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Posted 02 March 2021 - 10:38 PM

2NARC raven, fill rest of the slots with 4LRM15 Awesomes and 2LRM15 Trebuchets to fill out your tonnage quota. Make it rain.

Edited by Gagis, 02 March 2021 - 10:39 PM.


#9 Meep Meep

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Posted 02 March 2021 - 10:57 PM

View PostGagis, on 02 March 2021 - 10:38 PM, said:

2NARC raven, fill rest of the slots with 4LRM15 Awesomes and 2LRM15 Trebuchets to fill out your tonnage quota. Make it rain.


You really want him using up three assault slots for lrm spam?

#10 Gagis

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Posted 02 March 2021 - 11:33 PM

View PostMeep Meep, on 02 March 2021 - 10:57 PM, said:


You really want him using up three assault slots for lrm spam?

A 4-man group can probably only bring 2, but yes. Tonnage limits are group-spesific so better use yours fully rather than drop undertonned.

Edited by Gagis, 02 March 2021 - 11:33 PM.


#11 Meep Meep

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Posted 02 March 2021 - 11:52 PM

View PostGagis, on 02 March 2021 - 11:33 PM, said:

A 4-man group can probably only bring 2, but yes. Tonnage limits are group-spesific so better use yours fully rather than drop undertonned.


You are missing my point. Do you really want him to waste an assault slot in a pub match on an lrm spammer?

#12 Gagis

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Posted 03 March 2021 - 12:30 AM

View PostMeep Meep, on 02 March 2021 - 11:52 PM, said:


You are missing my point. Do you really want him to waste an assault slot in a pub match on an lrm spammer?

A 4-man group with LRM is just absurdly powerful against uncoordinated QP teams. If he has a NARC mech and 2 other lurm mechs to focus fire on same target with, absolutely.

Its A LOT better in a group than it would be solo. Exchanting one of the 4 mechs to something other than LRM would just water down that group synergy.

Note that this in no way or form affects what the rest of the team outside of his group is likely to drop with. There is no mech class balancing at the moment.

Edited by Gagis, 03 March 2021 - 12:32 AM.


#13 LordNothing

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Posted 03 March 2021 - 12:31 AM

View PostMeep Meep, on 02 March 2021 - 09:55 PM, said:

Well the easiest would be to have a narc raven spotting for you and three lurm boats then you can go clan lrm since your volume of fire will saturate ams and mitigate the stream fire they have. The free huntsman with mix and match omni makes a good 4x lrm15 boat with tag and a couple of backup energy. The sunspider c with lrm90 is also great but you will be completely team reliant for close range protection and getting tag on targets since its a pure missile slinger but you can also mix and match the omni to work in some energy and an ecm.


surely there are better narc lights than the raven?

#14 Meep Meep

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Posted 03 March 2021 - 12:48 AM

View PostLordNothing, on 03 March 2021 - 12:31 AM, said:


surely there are better narc lights than the raven?


Posted Image

View PostGagis, on 03 March 2021 - 12:30 AM, said:

A 4-man group with LRM is just absurdly powerful against uncoordinated QP teams. If he has a NARC mech and 2 other lurm mechs to focus fire on same target with, absolutely.

Its A LOT better in a group than it would be solo. Exchanting one of the 4 mechs to something other than LRM would just water down that group synergy.

Note that this in no way or form affects what the rest of the team outside of his group is likely to drop with. There is no mech class balancing at the moment.


I still don't think you are understanding me. A lance of lrm spammers in quickplay is definitely a hurt train depending on the map but you can do that without taking up precious heavy and assault slots on your team. Sure the mm might not give you any at times but better to leave them open just in case so real assaults can tie up the enemy team in brawling whilst you pour on the rain.

Edited by Meep Meep, 03 March 2021 - 12:50 AM.


#15 crazytimes

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Posted 03 March 2021 - 12:51 AM

There's a few important steps not mentioned so far.

Firstly- save up a multiplier to get the right map before going this path. Alpine, Polar kind of thing.

Secondly- most importantly- make sure your team is aware through careful use of #FREETHEWHOOSH in team chat that you intend to free said whoosh.

#16 Vindicated

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Posted 03 March 2021 - 12:53 AM

I think this question would be best answered by Chaotic Harmony

#17 crazytimes

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Posted 03 March 2021 - 01:01 AM

View PostVindicated, on 03 March 2021 - 12:53 AM, said:

I think this question would be best answered by Chaotic Harmony

I kind of assumed at least one of these threads was his alt, if not all of them.

#18 Gagis

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Posted 03 March 2021 - 01:19 AM

View PostMeep Meep, on 03 March 2021 - 12:48 AM, said:

without taking up precious heavy and assault slots on your team

There is no such thing. Matchmaker doesn't pay any attention to tonnage anymore.

#19 My Lord and Saviour Jesus Christ

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Posted 03 March 2021 - 01:28 AM

View PostStormpaw, on 02 March 2021 - 09:06 PM, said:

guys, I'm looking to come back to the game and I'm curious if anyone has tips on running 4man lrm groups in soup que? any help is appreciated


You all go in a lurm boat, thats how you run a 4 man of LRMs.


Quote

I kind of assumed at least one of these threads was his alt, if not all of them.


He doesn't use alts.

#20 PocketYoda

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Posted 03 March 2021 - 03:03 AM

View PostLockheed_, on 02 March 2021 - 11:17 PM, said:

i smell bait


Thats exactly what this thread is.. Its basically a good thread for PGI to take notice and limit how many lurm boats can join a match..





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