

Confessions Of An Lrm Pilot
#1
Posted 06 November 2012 - 07:00 PM
so now, without my former team, and flying solo i no longer rule. what you say?? when i drop with pugs, i am always slower and left behind. the minute i get a target lock and start shooting, i get rushed by small mechs who kill me. even if i stick with the big boys they run away from me and the oposesing team concentrates on me and i die quick. i am running a founders mech with 2 lrm 20 and a new artemis system. dont tell me that lrms rule this game. lrms rule this when used properly in conjunction with a well planned team assault PERIOD. and thats how it should be and always will..
#2
Posted 06 November 2012 - 07:22 PM
#3
Posted 06 November 2012 - 07:43 PM
Edited by Damien Matashy, 06 November 2012 - 07:44 PM.
#4
Posted 06 November 2012 - 07:52 PM
Edited by Mockeryangel, 06 November 2012 - 07:53 PM.
#5
Posted 06 November 2012 - 07:52 PM
#6
Posted 10 December 2012 - 01:13 PM
Liberty, on 06 November 2012 - 07:52 PM, said:
As an LRM boat (my two Ravens and Catapult all sport LRM-15's or better), I have to disagree. Yes the Caustic Valley is an LRM lover's wet dream, but the other maps, especially the River Valley, all have plenty of tall buildings to impede an LRM, but that's where SRM's come in handy

#7
Posted 10 December 2012 - 01:28 PM
I stopped playing my LRM boat while PUGging over a month ago, since it was like throwing money in the wind.
#8
Posted 10 December 2012 - 01:38 PM
If you want to keep the C1:
Add 2 ALRM15
Add 2-4 Medium lasers
Add XL300 so youre not slow (75kph) read: lunch for anything
Add DHS
Add LRM ammo to taste
Optional: Add TAG to increase the damage of your LRMs and counter ECM
Buy C4
Add 2 ALRM15
Add 2 SSRM2
Add Medium lasers
Add XL300 so youre not slow (75kph) read: lunch for anything
Add DHS
Add LRM ammo to taste
Add 1 or 2 ton of SSRM ammo to taste
Optional: Add TAG to increase the damage of your LRMs and counter ECM
Buy A1
Add 2 ALRM15
Add 4 SSRM2
Add XL300 so youre not slow (75kph) read: lunch for anything
Add DHS
Add LRM ammo to taste
Add 3-4 ton of SSRM ammo to taste
Hope you dont run into ECM mechs...
The moral of the story here is:
Stop going slow and keep moving
Dont sit back at 900m and expect help if you get a light on you
Shoot at around 500m
And never leave home without some form of light deterrent
#9
Posted 10 December 2012 - 01:40 PM
Kaldor, on 10 December 2012 - 01:38 PM, said:
Add 2 ALRM15
Add 2-4 Medium lasers
Add XL300 so youre not slow (75kph) read: lunch for anything
Add DHS
Add LRM ammo to taste
Optional: Add TAG to increase the damage of your LRMs and counter ECM
#11
Posted 10 December 2012 - 01:40 PM
#12
Posted 10 December 2012 - 01:43 PM
Taryys, on 10 December 2012 - 01:28 PM, said:
Somewhat of a fallacy....
If you can self TAG and keep on the move, you can do fine with either the C1 or C4 builds I posted above. Pugging with an A1, unless its an SRM boat can be a PITA though.
I spent some time last week pugging with an Awesome 8R with 4 ALRM15s, TAG, and 2 medium lasers and did just fine as long as I played it smart. When running 4 or 8 man, as long as I have a good spotter with TAG this build is scary OP in my opinion.
Taryys, on 10 December 2012 - 01:40 PM, said:
I havent given up my Cats or LRMs entirely, Ive just moved on to trying new and bigger things

#13
Posted 10 December 2012 - 01:45 PM
LRM Cats are my primary ride, but I am working on Ravens for now. I need to get them unlocked, so my EW Raven will rock it out.
Kaldor, on 10 December 2012 - 01:43 PM, said:

#14
Posted 10 December 2012 - 01:48 PM
This means you are the one getting LOS on the target you are firing on.
Intergrate a TAG and you will find that you can make LRMs work in PUG games.
I run a C1 catapult for this purpose.
300XL engine
2 LRM 15 artemis equiped
5 tons ammo
3 medium lasers
1 TAG
12 DHS
endo steel
1 jump jet
rest of the tonnage is standard armor
This technique does of course require the pilot to do more than sit still and lob ordnance you actually need to pay attention to target range and frequently resort to the lasers to finish a kill.
#15
Posted 10 December 2012 - 01:55 PM
EZK pages 25 and 17
The path of the righteous atlas is beset on all sides by the inequities of the streakcat and the tyranny of LRM boats. Blessed is he through charity and good well ECM's the weak through the incoming missiles, for he is truly his house's keeper and a finder of LostTech.
And I will strike thee down with great Alphas and Furious AC20's, THOSE WHO ATTEMPT TO LOCK ON AND DESTROY MY LANCE MATES!
AND YOU WILL KNOW MY NAME IS THE D-DC WHEN I LAY MY ALPHAS UPON THEE!
#16
Posted 10 December 2012 - 01:58 PM
Pre ECM playing an LRM carrier was fun and had advantages and disadvantages. You could sometimes reign dominance if allowed or other times be completely shutdown by competent enemies. I never felt cheated when I was killed or getting kills. I liked it anyway. It was very fun. I stuck by this role since the start, because it was always fun and you were never useless doing it. I didn't care what they did. Nerf my tracking? I don't care. I kept right on shooting missiles. Add the AMS? Run for cover kids, I'm still shooting missiles and I brought a whole lot of them. Nerf my damage? I don't care. I'm still shooting missiles. Bring the pain. Prevent target lock? I'm... oh... wait... no...
Finally, as the kids and victims are probably happy to see, I completely shelfed my Catapult, now named "The once great C1F". Why? You can't shoot missiles anymore. At all. It's as simple as that. The entire role of an LRM carrier and even long range combat itself is now obsolete. Tag isn't reliable enough even when used by others for you(And GL getting that to even occur), and if you use it yourself, then there's no point. If you have to get <=450 meters to use LRMs, then you may as well "not" use LRMs. I don't get why this is a hard concept. If you're going to get that close, you may as well slot Energies and Ballistics. Let's look at the list again. A Large Laser, which could have went into that Energy hardpoint instead of a Tag - full damage to 450m. AC 10, full damage to 450m. Also, if you're already at 450m, it'll take mere seconds for enemies to close 300m where every close range gun in the game unlocks for full damage. By the time you even get a lock your enemy will be 300m away. So I have to add these too; Medium Laser, full to 270. AC 20, full to 270. LBX, full and effective around 300-350. SRMs, 270. So there's no reason to bother with LRMs anymore. They're finally obsolete.
And that's apparently what a lot of people wanted. They didn't want balance. They just wanted the entire system butchered and driven to the trash. And that's what they got. And now they're happy. Now it's just zerg to 300m and pewpew and powpow. There's no long range combat anymore. You can queue 10 games straight without seeing a single LRM or a Gauss round fly across the sky. That's not a exaggeration. People that liked to brawl wanted long range combat scrapped entirely just so they could brawl more easily, and that's exactly what they got.
My favorite variant, "The once great C1F", is now obsolete and sadly I'm reporting that I'll never take it out of the hanger again until the game is changed.(assuming it is at all) Do they expect me to turn him into an SRM boat? I don't want to do that, and if I want SRMs, I'd just slot them on my 4SP or buy a 4J. In addition to 2 missile, they also have better Energy locations. Why would I SRM boat on a C1 vs any other Mech? Other Mechs have better Energy locations and no chest slot restriction. So "The once great C1F" is now defunct. It has no purpose anymore. Its tombstone reads, "Once king of the LRM racks - finally slain by talentless whiners. It's shooting missiles in a better place. R.I.P."
Edited by Bluten, 10 December 2012 - 03:11 PM.
#17
Posted 10 December 2012 - 02:01 PM
#18
Posted 10 December 2012 - 02:02 PM
Bluten, on 10 December 2012 - 01:58 PM, said:
Your sig makes me laugh,
8 dps compared to 3.07
Firing from cover
Firing from base
Mechs losing arms as they leave base
Splash that clips through arms for CT
yeah no, **** you and the cat you rode in on.
#19
Posted 10 December 2012 - 02:14 PM
ConnorSinclair, on 10 December 2012 - 02:02 PM, said:
Yup, and that is exactly what Piranha did. Hope you're happy, because the game is now watered down just for you and every build and match is the same. There's no differing roles anymore. There's no tactics required on the field anymore. Just stack Medium Lasers, rush to 300m, and go pewpew. You got what you wanted. Hope it was worth it.
Taryys, on 10 December 2012 - 02:01 PM, said:
How do you know that? Damn you if you're making that up because now I'll have dug for it.
Edited by Bluten, 10 December 2012 - 02:15 PM.
#20
Posted 10 December 2012 - 02:17 PM
http://mwomercs.com/...ser-experience/
Quote
1) AutoCannon projectile speeds increasing. AC/20 ~ 900m/s. AC/LBX10 ~ 1100m/s. AC/UAC/5 ~1300m/s.
2) PPC and ERPPC projectile speeds increasing to 2000m/s (AC/2 speed).
I've also looked into doing some tweaks with the NARC and TAG systems. So far I'm planning on increasing the time that a NARC beacon lasts from 15 seconds to 20 seconds. TAG range will be boosted from 450m to 750m.
These changes will go through testing and if it feels right, you'll see them next patch.
Edited by Taryys, 10 December 2012 - 02:17 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users