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#21 Abivard

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Posted 15 January 2013 - 09:48 AM

if you can not fire at least 20 lrms in a volley, don't take lrm's.
never use the Cat a1
Ask team mates the effect of your shots when firing indirect or long distance, ie am I hiting rocks?, target in open etc?
Tell your teammates you have LRM's
equip tag yourself
you can very much kill by yourself
you should get over 300 damage, 1000+ is not uncommon in wins.
Always have at least one energy weapon
speed is good
focus fire on your teams targets, call your target in chat. watch for others tagging mechs and fire on them.

#22 Void Angel

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Posted 15 January 2013 - 03:13 PM

"You can very much kill by yourself." Amen. I'd add to this point that you need to maneuver on your own. Certainly you can hit things you can't see, but your ability to effectively engage the enemy is better when you are positioned to deny the enemy cover and evaluate your own effects on target. I also strenuously endorse having significant laser armament - even if it's just a few mediums, or one large laser. You have to have something to do to people that close with you, otherwise, you're just meat once they see you're unarmed close in. (Two small lasers, which I really did see on a missile boat Catapult the other day, are not "significant laser armament.") ;)

#23 Joseph Mallan

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Posted 18 January 2013 - 07:48 AM

View PostMordin Ashe, on 03 January 2013 - 02:03 AM, said:

Nice advices, but not worth much. You don't need aim when firing LRMs (a huge fault in design IMHO), 180m range is a setback you can do nothing about and TAG is useless on fast moving targets, which are the biggest problem out there. I wish they employed MW4 aiming system of LRMs. Or get inspired by MWLL, which would probably be the best. So many great ways of making LRMs work! Instead we get pseudo-FnFs. Lame for many reasons, and the more this is emphasised, the better for everyone.
Here is the fail point. If you don't keep your cross hairs red on the enemy you will not get good damage numbers. Also ECM is probably lowering your hits also.

#24 Natasha Kerensky

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Posted 19 January 2013 - 01:45 PM

View PostThundersquall, on 03 January 2013 - 09:54 AM, said:

Nungunz to answer your question, yes i am always making sure to have red lock on a target before firing, then trying to maintain that lock.

I am running a catapult a1.

What is the range of the TAG lazer? And in what screen can i buy one the upgrades?

I have noticed that when i get a red lock target on someone i for some unseen reason loose it. Then moments later it is picked back up..?

Also, no i do not fire under the minimum range of LRM. If anything i try to remain between 500-900 meters away.


At far ranges it is usually not you that actually spots enemies. They are spotted (targeted) by other teammates that are closer to them. Now when they lose lock or are out of their visual, you lose lock or the target also. There is no way around that. That is why this is a team game. You need fast spotters that tag for you and you are fire support that rains missles on the heavier mechs. Remember a missle mech is a fire support mech not front line. They are designed to soften up targets for your teammates, not a one man killing machine.

Edited by Natasha Kerensky, 19 January 2013 - 02:04 PM.


#25 Void Angel

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Posted 21 January 2013 - 01:16 PM

A lot of a fire support 'mech's targeting does come from spotting by other 'mechs, but you also have to be willing to maneuver for a good shot, and you should be staying fairly close to the team. Too many LRM boats I see just sit back behind terrain and pound out missiles at random from max range. Not only do they waste most of their missiles on terrain at times, they're too far away to be protected when the enemy's lights come and swarm them - and even just one light with ECM can completely lock down an LRM boat.

#26 Kiiyor

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Posted 22 January 2013 - 02:29 AM

Try not to boat them exclusively. I like to keep at least some medium lasers on deck, and ideally a Large laser with TAG.

Nowadays, I do FAR better with LRM's if i'm in direct line of sight. I've noticed people are getting a lot smarter where LRM's are concerned, and will tend to stay close enough to cover that pouring on a continuous barrage is a thing of the past.

If you engage at large laser range, the missiles have far less flight time to their target, you are more likely to keep tag locked on, and you can use your azure beams of death to take advantage of any specific weaknesses the random impacts of your LRM's open up. Also, TAG can be very useful when used in conjunction with lasers, as it will light up when it hits a target, helping you to get more enemy burn time under your belt.

You are also far less of a punching bag for anything that manages to make it under your guns.

#27 Aameris

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Posted 22 January 2013 - 07:02 AM

I have play hunchbacks a lot, mainly SP, Pp and H. Lately I move to a CPLT-C1, 2xlrm15, 3Mlas and tag. I m not great but I m not bad. Average damage, average kills, and long lasting learning where I m usefull (hunting, been bate, etc.).
The LRM experience is far better than O thought. Starting with 300 damage, and up in every game. Almost 1 kill and 4-6 assist everytime.
And knowing the feeling of been watch by a lrm-boat in the battlefield, I know that I wont be doing much damage on light/fast mechs. But surely they will change their behavier enough to be able to take advantage of it.
So, for me, the thing is:
  • Damage it´s not the main aim. You can finish a highly damage light running out from direct fire, or destroy components of damage mechs.
  • Been aim and fire by LRM has always it´s effect. Or you try to hide from them, or you get hit and, al elast, loose aim.
  • General damage all over means you loose armor all over. Focus fire of direct fire can take advantage. Whether you are a sniper looking for headshots or a fanatic of crippling mechs (arms with weapons, legs of fast mechs, etc.)
So, support fire, as said before, is your real rol in the battlefield.





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