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Lrm Advices


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#1 Tonosama

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Posted 18 November 2013 - 11:54 AM

LRM advices


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 (faster lock on,increase sensor range, decrease target gathering info time), use sensor range (increase range to lock on), use target decay (stay lock on longer), use Tag (lock on ecm mechs, lock on faster, more accurate), Artemis (Faster lock on in line of sight, more accurate in line of sight, tighter spread in line of sight)

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.


#2 Choppah

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Posted 18 November 2013 - 12:08 PM

View PostTonosama, on 18 November 2013 - 11:54 AM, said:

19) Modules and equipments - (BAP and Sensor range stack) Use Beagle active probe (faster lock on, increase sensor range), use sensor range (increase range to lock on), use target decay (stay lock on longer), use Tag (lock on ecm mechs, lock on faster, more accurate), Artemis (Faster lock on in line of sight, more accurate in line of sight, tighter spread in line of sight)

BAP does not decrease lock time, it decreases time for target info gathering.

Quote

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

You can also lock on a target, quickly look up and fire, look back to down to keep lock. Works wonders with hills or buildings which are really close.

#3 Tonosama

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Posted 18 November 2013 - 12:14 PM

View PostChoppah, on 18 November 2013 - 12:08 PM, said:

[/size]
BAP does not decrease lock time, it decreases time for target info gathering.

You can also lock on a target, quickly look up and fire, look back to down to keep lock. Works wonders with hills or buildings which are really close.


I stand corrected. ;)

Actually I did mention that too. :D

Edited by Tonosama, 18 November 2013 - 12:16 PM.


#4 BbadAK

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Posted 18 November 2013 - 03:11 PM

One thing to note, especially for very new players: LRMs are not fire and forget weapons, you must maintain a lock for the missiles to track their target. Every now and then I see people locking on, firing and then looking away to engage another target. At a basic level, keep your locks till you lose them or till you see your crosshair indicate a hit.

A somewhat more advanced tactic to consider is AMS scouting. What I mean by this is firing a volley of LRMs in a general direction to see if they are engaged by enemy AMS. This is not a surefire method as not everyone runs AMS, but usually at least one person out of 12 does. Do note that this can also give away your position so keep that in mind.

Lastly, I strongly recommend always running at least 2 medium lasers as a backup weapon (or equivalent weapons like streak SRMs). While it may be tempting to use all available weight for more missiles, there are plenty of times you will be forced into your minimum range or run into mass ECM. Nothing is worse than having a light or fast medium chew you up within your minimum range while you stare helplessly back.

These things being said, good points on LRMs in the OP, they certainly aren't the point and click win button weapon that many claimed them to be in the past.

#5 LauLiao

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Posted 18 November 2013 - 03:47 PM

View PostBbadAK, on 18 November 2013 - 03:11 PM, said:

Lastly, I strongly recommend always running at least 2 medium lasers as a backup weapon


2 is good but 3 or 4 (if you can fit them) actually give you enough punch to give the enemy pause or do some good damage if necessary.

#6 BbadAK

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Posted 18 November 2013 - 04:00 PM

View PostLauLiao, on 18 November 2013 - 03:47 PM, said:


2 is good but 3 or 4 (if you can fit them) actually give you enough punch to give the enemy pause or do some good damage if necessary.



I totally agree. It still irks me that I had to drop down to 3 mediums and a tag on my Catapult when ECM was introduced.

#7 Midnight Camel

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Posted 26 November 2013 - 12:55 PM

I'm pretty new to LRM boating and have a couple of questions:

Chain Fire vs Group Fire: you mention that chain fire causes more missiles to hit center mass. Why is this the case? Also, doesn't chain firing mean that a higher proportion of my missiles are shot down by AMS?

Artemis vs no Artemis:Is Artemis always worth the weight and crits for LRM's? Especially when running a standard engine in the catapult, weight is at a premium and equipping Artemis means one ton less of ammo per launcher. Also, Artemis only provides benefits when I am direct firing on the target, right? So if I were to find myself spending most of my time doing indirect fire, wouldn't Artemis be wasted on me?

In the bending the bullet technique, you mention breaking and then re-acquiring lock in order to get a steeper flight path. If I were to launch and then break lock, can I acquire a lock on a different target and thereby change the target of the missiles in mid-flight?

Thanks for the guide. It's very helpful.

#8 Dauphni

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Posted 26 November 2013 - 01:22 PM

View PostTonosama, on 18 November 2013 - 11:54 AM, said:

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)

This this this! Despite the name, Long Range Missiles are not long range weapons. At longer ranges, the flight time makes them useless against all but the slowest and most clueless Mechs. This also highlights why teamwork and/or backup weapons are essential. You should be moving just behind the main brawling line and the occasional enemy Mech will slip through, meaning you will need to be able to get them off of you.

#9 MnDragon

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Posted 26 November 2013 - 01:23 PM

View PostBrassyJack, on 26 November 2013 - 12:55 PM, said:

I'm pretty new to LRM boating and have a couple of questions:

Chain Fire vs Group Fire: you mention that chain fire causes more missiles to hit center mass. Why is this the case? Also, doesn't chain firing mean that a higher proportion of my missiles are shot down by AMS?

Artemis vs no Artemis:Is Artemis always worth the weight and crits for LRM's? Especially when running a standard engine in the catapult, weight is at a premium and equipping Artemis means one ton less of ammo per launcher. Also, Artemis only provides benefits when I am direct firing on the target, right? So if I were to find myself spending most of my time doing indirect fire, wouldn't Artemis be wasted on me?

In the bending the bullet technique, you mention breaking and then re-acquiring lock in order to get a steeper flight path. If I were to launch and then break lock, can I acquire a lock on a different target and thereby change the target of the missiles in mid-flight?

Thanks for the guide. It's very helpful.

Chain fire: yes AMS can eat up more of your missiles that way, but chain firing presents cockpit shake and conserves ammo. It also conserves heat if you are boating since every LRM launcher except the 5 is subject to ghost heat after 2 simultaneous launchers.

There are two schools of thought on the Artemis. And I subscribe to both. Artemis only helps if you have LOS (line of sight) which means that if you can see them, they can see you. So if you are using a soft and squishy LRM boat, odds are, you don't need artemis. I have a unit member that pilots a CPLT-A1 with 6 LRM15s. He is a glass cannon and therefore is NEVER in LOS and relies on us to provide locks for him, but woe to the unsuspecting recipient of this LRM90. On the other hand I pilot a CPLT-C4 with 4 LRM10s that I am constantly in LOS because I carry TAG as well. I am what we would call the forward LRMer and charged with getting targets. My LRMs hit first, causing cockpit shake and damage, and then the LRM90s missiles come in to destroy. I also use an XL engine in it because the way the hitboxes are on the catapult, you almost never get killed by a Side Torso destruction. I've actually calculated it to about 14% of the time. BLUF: if you are sacrificing weight for armor or mobility to squeeze in extra launchers or ammo, don't bother with Artemis. If you are trying to buff up the spread on a 200m-600m flanker, take Artemis.

Breaking lock on a target and then reaquireing it will put the missiles back on path for the ORIGINAL target only. If you break lock and then lock on a different target missiles already in flight will continue on their current flight path.

#10 Kjudoon

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Posted 26 November 2013 - 02:01 PM

View PostUite Dauphni, on 26 November 2013 - 01:22 PM, said:

This this this! Despite the name, Long Range Missiles are not long range weapons. At longer ranges, the flight time makes them useless against all but the slowest and most clueless Mechs. This also highlights why teamwork and/or backup weapons are essential. You should be moving just behind the main brawling line and the occasional enemy Mech will slip through, meaning you will need to be able to get them off of you.


Disagree. I prefer engaging at 750m, indirect, w artemis and no BAP. Can rack up 500+ dmg easily with 40lrms. Not just fatlai, Awesomes and Jagers either.400 and less I get lots of 'confetti time' when the flight trajectory is low... as usual.

#11 Sephlock

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Posted 26 November 2013 - 02:57 PM

Cockpit shake only affects bad pilots and the subset of the population that is genetically susceptible to certain motion perception disorders* to any useful to degree.

*And one could argue that that puts them into the "bad" category, albeit for reasons beyond their control... certainly the navy, marines, air force, etc, seem to think that way

#12 Tonosama

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Posted 26 November 2013 - 08:57 PM

View PostBrassyJack, on 26 November 2013 - 12:55 PM, said:

I'm pretty new to LRM boating and have a couple of questions:

Chain Fire vs Group Fire: you mention that chain fire causes more missiles to hit center mass. Why is this the case? Also, doesn't chain firing mean that a higher proportion of my missiles are shot down by AMS?

Artemis vs no Artemis:Is Artemis always worth the weight and crits for LRM's? Especially when running a standard engine in the catapult, weight is at a premium and equipping Artemis means one ton less of ammo per launcher. Also, Artemis only provides benefits when I am direct firing on the target, right? So if I were to find myself spending most of my time doing indirect fire, wouldn't Artemis be wasted on me?

In the bending the bullet technique, you mention breaking and then re-acquiring lock in order to get a steeper flight path. If I were to launch and then break lock, can I acquire a lock on a different target and thereby change the target of the missiles in mid-flight?

Thanks for the guide. It's very helpful.


Hi BrassyJack

You should have both chainfire and groupfire in separate grouping. Initially start with chainfire because as a new user to LRM boating you will be wasting a lot of fire against building and mountains. Another reason to use chainfire is to help control an area as you want to keep the enemy head down by firing once at each mech. When you see someone fighting a teammate, chainfire into the enemy to keep the cockpit shaking to help out your teammate so its harder for the enemy to hit your teammate. When you see someone in the open that can't get back into cover in time then groupfire, hold lock until impact and duck back into cover yourself.

Artemis or no artemis. Initially I would go without artemis and put in more ammo as you are a new user to LRM boating and will find that you will be wasting a lot of ammo until you get more experience. Once you get enough experience and find that you have too much ammo still by the end of the game, then you can drop ammo for artemis. You will get about 20% more damage with artemis and find that group tighter into fewer areas around your target. With Artemis you will get more kills as long as you have enough ammo.

Also as Mndragon said for a catapult, side torso are so small and rarely taken out that an XL engine would be better. Mobility is life.

In bending the bullet, it only works for the original target. Check out the video for LRM boat in teamspeak at the 55 second mark. As you can see the lock was broken and then reacquire on the original target.

A second part of bending the bullet is shoot around corners or teammates by locking on and having your torso facing a different side. That video is in Missile bending.

I hope I was able to answer your questions.

#13 Tonosama

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Posted 26 November 2013 - 09:13 PM

View PostUite Dauphni, on 26 November 2013 - 01:22 PM, said:

This this this! Despite the name, Long Range Missiles are not long range weapons. At longer ranges, the flight time makes them useless against all but the slowest and most clueless Mechs. This also highlights why teamwork and/or backup weapons are essential. You should be moving just behind the main brawling line and the occasional enemy Mech will slip through, meaning you will need to be able to get them off of you.

View PostKjudoon, on 26 November 2013 - 02:01 PM, said:

Disagree. I prefer engaging at 750m, indirect, w artemis and no BAP. Can rack up 500+ dmg easily with 40lrms. Not just fatlai, Awesomes and Jagers either.400 and less I get lots of 'confetti time' when the flight trajectory is low... as usual.


There is no wrong way of styles as long as it fit your personality and it works. By sweetspot I had meant that its harder for the enemy to duck back into cover at that range while still keeping your distance so you don't get focus on by the enemy.

#14 Fiona Marshe

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Posted 03 December 2013 - 05:29 AM

Don't pilot this monstrosity.
CPLT-C4

Saw this the other night. ZERO armour and overgunned launchers.

#15 Kjudoon

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Posted 03 December 2013 - 11:10 AM

View PostFiona Marshe, on 03 December 2013 - 05:29 AM, said:

Don't pilot this monstrosity.
CPLT-C4

Saw this the other night. ZERO armour and overgunned launchers.


symmetrical and DOA.

#16 Victor Morson

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Posted 04 December 2013 - 12:37 AM

LRM Commandments:
  • Always take TAG.
  • Always take BAP.
  • Always take Artemis.
  • Never chain into Ghost Heat load outs.
  • Always carry at least 25 missiles per salvo to crack AMS.
  • Pick a chassis that can move at least 85. Cent 9D, Shadow Hawk 2D2.
  • Never chain fire against AMS.
  • Always wait for the largest launcher to recycle to fire against AMS.






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