Here's somethings that I pick up over time while playing with LRMs (Just my opinions based on my personal experience, so take it with a grain of salt)
Strength, tips and fun for LRMs
1) Sweet spot - around 400 meter (enemy usually don't have time to duck into cover while being far enough away that you don't become a priority target if there are friendly brawlers near the enemy)
2) Being mobile - not speed but to keep moving around and not standing still
3) Shotgun - don't lock on but shoot like a shotgun with LRMs at 180-300 meter into a cluster enemy group or one that is standing still so they get no missile warning. Works really well when you are in a fast LRM mech and get behind them without them noticing and chain firing into their backs at over 180 meters, but under 300 meters.
4) Area control - controlling an area with LRMs (use it to keep their head down)
5) Teamwork - if in a teamspeak group call out your targets or if in a pug group target the same enemy as your team
6) Priority targeting early on - take out lights as soon as possible (they are the only mechs that can ruin a LRM boat day). When a enemy light is engage with a friendly, target it. However LRMs are not as effective against fast mechs, but if you can take out a fast mech its better for you.
7) Keep to cover or near cover at all times - LRM boats needs cover from other LRM boats as well as Alpha mechs that can one shot them and keep hidden from lights.
8) Always stay near your group but in the 2nd line and not in a brawl - One to support the group in your sweet spot, two get support from them (a enemy wolf pack always peels away the weak isolated LRM mech)
9) Chain fire LRMs - to get more center target hits, to keep the enemy cockpit shaking, to force the enemy mech back into cover, to conserve ammo if you lose lock or they go under cover
10) Positioning - find good cover like in river city under the pier or on a high rooftop so enemy LRM boats can't fire at you, but you can fire at them or from high ground just behind the top hill so you can shoot over it but they can't shoot back
11) skee t shooting - thats when you get a lock on a spider that leaps into the air and you shotgun it with lrms (fun times).
12) Always keep an eye on your radar and range - to track enemy general movements and to keep that 180 minimum distance
13) Ammo builds - a beginner should start with a lot of ammos, but as you get used to the LRM builds you can start to cut back on ammos to add the weight into other areas. A teamspeak group uses less ammo, while pugging uses a lot more.
14) Fast LRM builds vs Big LRM builds mindset - Think of fast lrm build like the mongols on horseback shooting arrows (you can get into position fast, hit and fade away before the enemy can get to you). Big LRM builds are like the mass english longbows (hard to get into position and hard to reposition but once you start firing pity the poor fool who are in your sights)
15) Wolfpack mentality - stick with other LRM boats to focus down on a isolated enemy target but stay 180 meter apart to scratch off fleas
16) Find the open areas on all maps - The enemy that walk into it are your meal
17) Endgame - conserve your ammo in the beginning as the enemy in early game always stay near cover, but in late game everyone lose discipline and lose cover
18) Play with your LRM builds to fit your play style, not someone elses
19) Modules and equipments - (BAP and Sensor range stack) Use Beagle active probe (
20) Never lead with a LRM boat
21) Do stay under a ecm mech cover
22) Most efficient LRM launcher - LRM 15 is the most efficient between weight, slot and heat output (LRM 10 are worse in weight and heat, LRM 20 are worse in weight and slot)
23) LRM 5 are bad against ams - as they can knock out 5 each volley
24) Ammo location - place in head, arms and legs, do not put in center or side torso if possible.
25) Bend the bullet shooting tip - lock on and fire at moving mech at long range, break lock, relock on to bend the bullet (aka missile bend at sharp angle instead of coming down at target so it will hit mostly upper torso).
Can also lock on, aim high or sideways and fire before target lock is broken and then back on target to shot over hills and/or around friendly mechs
26) Do open the LRM door cover - for faster firing
27) Always bring backup weapons - for fighting under 180 meters
28) LRM pilot need good teamwork - to be very effective instead of just okay
29) Different LRM launchers has different cycle time - so try to match launchers when possible (LRM 5, 10, 15, 20)
30) Do check the heat penalties and cycle rate - of each type of LRM launchers. Its usually better to have lower heat penalties and to be able to fire longer before over heating to give a greater overall damage
31) Group LRM Alpha and chainfire - into 2 different group
32) PPC as a backup weapon can disrupt ECM
33) You are a support mech - that is meant to soften up the enemy mechs, so spread the love
34) LRM mechs with jump jets - should use it to get into favorable positions that other mechs can't get to easily.
35) Priority - Always target the solid red color triangle first and not the hollow red triangle, but if you see a enemy is tag or narc or uav by your team always hit that enemy first.
36) Blessed are the LRM pilots - that have a great scout on their team that lock up targets for them, so always thank them
Video Links (Some helpful and fun videos)
Setting up group firing and chain firing
LRM boat in teamspeak group
LRM boat pugging
LRM boat song
Wolfpack of LRM boats
Fast LRM boat
Missile bending
Weakness of LRM boat
1) Cover
2) ECM
3) Light mechs
4) Light mechs with ECM that use cover
5) LRM as the only weapon without any back up weapons for close up action
6) Holding locks until target is hit
7) Ammo requirement (Out of LRM ammo and you just became a paperweight)
8) Friendly fire (if a enemy mech runs behind a friendly mech while LRM are flying toward it or worse running through a crowd of friendly mechs)
9) Isolated LRM mech (if you are caught alone, expect to die as a screaming mess)
10) Firing a LRM 20 through a single tube (funny but not very effective against ams)
11) A smart enemy pilot (so many ways to die when you run into one)
12) A smart group of enemy (you won't even know what hit you)
13) A alpha build or a dakka build that stay under 180 while targeting you
14) A poptart that pops up to fire and lands behind cover before you can lock on (Can still hit a poptart at over 180 without lock on if you can time it right by chainfiring)
15) A mech that jumps and power down to break lock if you don't have bap
Spotter
1) If you want to spot for LRM boats - get 360 target retention (so you can keep target lock even while running away), target decay, Sensor range, UAV, TAG, ECM (run counter next to enemy ecm mechs), PPC (to disrupt ECM), BAP
2) If you want to spot for LRM boats - don't get ams (gives away your position if you are near enemy LRM boats), don't bother with narcs
3) Do be patience and wait until the enemy is engage somewhat before spotting or the first target will be yourself (a spotter that survives is better then a early dead spotter anyday)
4) Priority is staying alive, countering or tagging and locking on enemy ecm mechs, tagging and locking on enemy LRM mechs
5) If possible do pull enemy mech away from their group or away from cover or away from enemy ecm cover
6) And never forget to lock on target
7) Stay hidden if possible while spotting
Once again these are just my personal opinions and are hopefully helpful to
new players.
Most of all have fun people.
Edited by Tonosama, 18 November 2013 - 04:35 PM.