How To Use Lrms In The Ecm Age
#1
Posted 12 December 2012 - 06:33 PM
His total damage? 60.
I'm pretty sure most of it came from his ER Large laser and not his 40 LRM + artemis.
Don't try to target or dumbfire on targets in ECMs range, you won't hit them unless they're standing still. Don't fire at targets behind cover (in this case a boat). If your cursor doesn't turn red, you didn't hit them (exception being under ECM cover, but read the first point). If you want to be a dedicated LRM boat, mount a tag or find a buddy willing to mount one.
I'm certain it was just a bad or rich player willing to spend thousands of cbills on practically 0 damage, but for those who DO want to use LRMs effectively... TAG is your new friend.
If you can't find someone with tag, add me to friends! I will TAG for you.
#2
Posted 12 December 2012 - 07:04 PM
#3
Posted 12 December 2012 - 07:05 PM
#4
Posted 12 December 2012 - 07:40 PM
#5
Posted 12 December 2012 - 07:40 PM
Rofl, on 12 December 2012 - 06:33 PM, said:
His total damage? 60.
I'm pretty sure most of it came from his ER Large laser and not his 40 LRM + artemis.
Don't try to target or dumbfire on targets in ECMs range, you won't hit them unless they're standing still. Don't fire at targets behind cover (in this case a boat). If your cursor doesn't turn red, you didn't hit them (exception being under ECM cover, but read the first point). If you want to be a dedicated LRM boat, mount a tag or find a buddy willing to mount one.
I'm certain it was just a bad or rich player willing to spend thousands of cbills on practically 0 damage, but for those who DO want to use LRMs effectively... TAG is your new friend.
If you can't find someone with tag, add me to friends! I will TAG for you.
If a LRM boat doesn't carry TAG, they aren't a LRM boat.
#7
Posted 12 December 2012 - 07:45 PM
GalaxyBluestar, on 12 December 2012 - 07:44 PM, said:
but at the moment tag doesn't suit the typical range of an lrm boat. maybe the buff will do it some good.
I was fighting at 450M before ECM when running LRM's so I could TAG and get good shots in before people could hide due to the Missile Warning. Even with ECM, you still need to get close at the back of the brawlers to connect your rounds.
#8
Posted 12 December 2012 - 08:00 PM
Rhent, on 12 December 2012 - 07:45 PM, said:
I was fighting at 450M before ECM when running LRM's so I could TAG and get good shots in before people could hide due to the Missile Warning. Even with ECM, you still need to get close at the back of the brawlers to connect your rounds.
bet it's a cat with the speed to keep moving and locking on at LOS, i'm talking about the awesome 8r something that can't keep up with brawlers and get's swamped by them if it tries, basically it's srms or nothing for that varient.
#9
Posted 12 December 2012 - 08:13 PM
Mostly, TAG takes up one of my scarce energy hardpoints. If it were just a tonnage issue I would definitely bring it.
#10
Posted 12 December 2012 - 08:20 PM
GalaxyBluestar, on 12 December 2012 - 08:00 PM, said:
bet it's a cat with the speed to keep moving and locking on at LOS, i'm talking about the awesome 8r something that can't keep up with brawlers and get's swamped by them if it tries, basically it's srms or nothing for that varient.
Running a Cataphract w/ 2LRM 15's and 2 Large Lasers going at 74.6KPH, drop the LL's for an ER PPC and 1 ML and you can go 81KPH, it helps you to tag and the LL or ERPPC allows you to get focused damage while hitting with LRM's. Its a killer.
#11
Posted 12 December 2012 - 08:23 PM
but won't it be silly that the mech needs case, artimus, tag/narc, bap just to be viable if your mech is too slow?
Rhent, on 12 December 2012 - 08:20 PM, said:
Running a Cataphract w/ 2LRM 15's and 2 Large Lasers going at 74.6KPH, drop the LL's for an ER PPC and 1 ML and you can go 81KPH, it helps you to tag and the LL or ERPPC allows you to get focused damage while hitting with LRM's. Its a killer.
proven point so now give me figures for how fast you can make a 2-3 lrm pod assault mech can go and if it can get over 70 without being an xl bomb then i'll be impressed.
#12
Posted 12 December 2012 - 08:27 PM
GalaxyBluestar, on 12 December 2012 - 08:23 PM, said:
but won't it be silly that the mech needs case, artimus, tag/narc, bap just to be viable if your mech is too slow?
proven point so now give me figures for how fast you can make a 2-3 lrm pod assault mech can go and if it can get over 70 without being an xl bomb then i'll be impressed.
Assault mechs make extremely **** poor LRM boats. They are too slow to get to TAG range. They are too easilly attacked by lights and they have problems getting to the main melee group that can protect them. Assaults have issues with climbing.
For mine, I'm running Artemis, Tag, 1080 rounds. Its a hella lot more fun than an Awesome. I've seen some decent Awesome LL/LRM builds but again, they are too slow for PUGs to be a factor a lot of times once ECM gets involved and they have to tag a target through terrain to get rounds in.
#13
Posted 12 December 2012 - 08:37 PM
Rhent, on 12 December 2012 - 08:27 PM, said:
Assault mechs make extremely **** poor LRM boats. They are too slow to get to TAG range. They are too easilly attacked by lights and they have problems getting to the main melee group that can protect them. Assaults have issues with climbing.
For mine, I'm running Artemis, Tag, 1080 rounds. Its a hella lot more fun than an Awesome. I've seen some decent Awesome LL/LRM builds but again, they are too slow for PUGs to be a factor a lot of times once ECM gets involved and they have to tag a target through terrain to get rounds in.
so essentially the 8r awesome can only have srms to be effective, just what is the point of customization if there's only 1 recomendation. i thought i said it on here but it must be another post sounds like a broken game to me.
#14
Posted 12 December 2012 - 08:38 PM
GalaxyBluestar, on 12 December 2012 - 07:40 PM, said:
there was a time when pugging was good??
Damn I missed it!
#16
Posted 12 December 2012 - 09:16 PM
Quote
Yes but that's misleading because at least half of that damage is non-lethal damage done to arms and legs and other locations that dont contribute towards killing the mech. 750-1000 damage with LRMs is equal to like 250-333 damage done by direct fire weapons which are mostly hitting torso locations.
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