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Lrm Guide: Lrms Require Skill To Properly Use

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#21 Tesunie

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Posted 01 February 2013 - 09:58 AM

Blind fired LRMs do cause damage. Keep an eye on your reticule. If it turns red in the middle, not the large circle but the small middle point, then you have caused at least some damage to something. This is also a good way to test if someone is getting hit or not with a lock you can't see. If you fire a volley and it doesn't go red, you didn't hit, stop shooting.

#22 Fut

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Posted 01 February 2013 - 01:00 PM

Great thread! Lots of good tips here.
I enjoy a good amount of LRM-Fun while in my HBK-4J, so it's rather annoying when people harp on LRMs so much.
It definitely takes skill to use this weapon system effectively.
Anyhow, people can "test" the dumbfire of LRMs out easily enough.

Get a Lock on an enemy (By this I mean an "R" Lock, not a Missile Lock. What's the correct term for the R-Lock anyhow?) but don't allow for a Missile Lock. Once their Paper Doll is up on your screen launch your missiles, then wait and see if any damage is registered.

Of course this test would have to be done on a non-ECM mech, and preferably on one that's "easy" to hit, otherwise you'll be dicking around dumb-firing LRMs all day.

Having said all this, I'm 99% sure that dumbfires cause damage, unless you happen to dumbfire at less than 180m - which I see happening all the time while in Spectator-Mode.

#23 MasterBLB

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Posted 01 February 2013 - 03:32 PM

Even a baboon can hit a button when a lock is archieved.In that case,LRMs are no-skill weapon.
However,the point is how to archieve something meaningful while using LRMs,they suddenly become high-demanding from the operator's skill.

#24 Stingz

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Posted 01 February 2013 - 03:40 PM

Take Artemis if you want to seriously use LRMs, faster lock and increased accuracy on direct LOS shots is important. (+1 ton/slot per launcher is better than "All the missiles!")

Giant clouds look impressive, but will it actually hit anything. More missiles in a cloud = worse accuracy per cloud.

[Info in this post is gathered from LRM-support players, and gameplay]

Edited by Stingz, 01 February 2013 - 03:43 PM.


#25 xxx WreckinBallRaj xxx

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Posted 01 February 2013 - 07:00 PM

If you're going to use LRMs, run with a Tag and mod the game directory to keep it on 24 7 in a match. This'll make your LRMs do what they should do by default, with the only downside being that you lose an Energy+1t for the stupid laser pointer. My Mech of choice here is the 4J, because the pewpew slot in the head is a great place for the Tag. Catapults don't make good LRM Carriers anymore because they don't have enough hardpoints for the Tag+6 guns. Stalkers are good too, I just don't have any of them nor 8m C-Bills laying around.

That required Tag trick is easy to do though. It's practically a copy/paste if you don't mind using group 6. But I edited mine for group 4, which isn't hard either if you've ever used codes before or just study and mimic/edit what is in the file.
http://mwomercs.com/...per-easy-to-do/
So until they wake up and properly balance the game and ECM/BAP, that Tag trick is what you have to do if you want to be worth anything at this role now.

#26 CECILOFS

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Posted 02 February 2013 - 01:46 AM

View PostBluten, on 01 February 2013 - 07:00 PM, said:

If you're going to use LRMs, run with a Tag and mod the game directory to keep it on 24 7 in a match. This'll make your LRMs do what they should do by default, with the only downside being that you lose an Energy+1t for the stupid laser pointer. My Mech of choice here is the 4J, because the pewpew slot in the head is a great place for the Tag. Catapults don't make good LRM Carriers anymore because they don't have enough hardpoints for the Tag+6 guns.


I use that mod too, very handy.

I also use a Tag on my 4J, though I put it in the shoulder with the missiles. I figure that if the shoulder dies I don't need Tag anymore, and it lets me zombie with a ML if I lose both torsos.

Catapult C1 still works fine with Tag + 3ML. Takes a hit to ML damage but IMO its worth it to be able to own ECM Atlases that think they are immune to LRMs ;)

Edited by CECILOFS, 02 February 2013 - 01:48 AM.


#27 Tesunie

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Posted 02 February 2013 - 08:53 AM

View PostMasterBLB, on 01 February 2013 - 03:32 PM, said:

Even a baboon can hit a button when a lock is archieved.In that case,LRMs are no-skill weapon.
However,the point is how to archieve something meaningful while using LRMs,they suddenly become high-demanding from the operator's skill.


To get target an enemy, wait for the lock on, and fire. Yes. Very little skill needed. To get that lock on, know if it's going to hit them if you shot and shoot or not shoot can take some skill. I've locked on to targets I thought I could hit, only to find them inside the tunnel instead of behind the ridge like I thought. I've gotten better since then...

At the same time, to shoot at targets you can't get lock on and hit, well... if you think LRMs are "easy" weapons, play an LRM heavy mech in ECM land and tell me what you think. SSRMs are far easier, especially when placed on an ECM mech in return. (Basically, I'm agreeing with you for the most part here.) :)

View PostStingz, on 01 February 2013 - 03:40 PM, said:

Take Artemis if you want to seriously use LRMs, faster lock and increased accuracy on direct LOS shots is important. (+1 ton/slot per launcher is better than "All the missiles!")

Giant clouds look impressive, but will it actually hit anything. More missiles in a cloud = worse accuracy per cloud.

[Info in this post is gathered from LRM-support players, and gameplay]


Funny thing is, I actually don't put Artemis on my mechs, nor TAG. Instead, I concentrate at defensive weapons. On my Stalker, I have 6 med lasers. My LRMs are just to harass as I approach, or to sit back and let the brawlers do their thing while I try to cover them and force enemies back into hiding. Also, I'm kinda there to protect other LRM boats. Love it when people charge me being an "LRM boat" only to have them find I'm not the "LRM boat" they thought I was. I've had TAG on a spider before, and was to help cut through the ECM as a spotter with ECM and jump to get into odd places behind enemy lines. It kinda worked, but would have been better in a real team setting instead of as a PUG set up. Still, it was fun for a while. :rolleyes:

View PostCECILOFS, on 02 February 2013 - 01:46 AM, said:


I use that mod too, very handy.

I also use a Tag on my 4J, though I put it in the shoulder with the missiles. I figure that if the shoulder dies I don't need Tag anymore, and it lets me zombie with a ML if I lose both torsos.

Catapult C1 still works fine with Tag + 3ML. Takes a hit to ML damage but IMO its worth it to be able to own ECM Atlases that think they are immune to LRMs ;)


TAG I find on a missile boat (I've seen it with all missile and only TAG, no other weapons) to be a waste. By the time you can TAG them, they are probably going to be charging you soon. Not to mention, even with TAG in effect, it still takes forever to target and lock on to an ECM mech... Don't get me wrong, TAG can be very useful in the right situation, and if you like TAG on your LRM designs, feel free to use it. I'm sure it works well. :D

As for those Atlases, I just blind fire into them. I love surprising them with no warning bells and getting them anyway. Always seems to take them a while to realize "Oh! Those are LRMs hitting me! How is that happening!?" Your way I'm sure is as satisfying and can be more accurate, but I like to be sneaky... :ph34r:

#28 CECILOFS

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Posted 03 February 2013 - 03:42 AM

I agree with you about the Tag, however I have just been completely shut down too many times without it that it gets annoying. Its still clumsy even on an Atlas to maintain missile lock through ECM and lights are impossible. I like it atm because it gives me a better chance against ECM.

You can lock on to ECM units 750m away with Tag, which means you can burn them down if you can hold your laser on them. Admittedly this can be difficult but I find it better than trying to hit with dumbfired LRMs at that distance.

I have started using dumbfire LRMs recently with some success. Its decent when they are close, but it won't do as much damage as having a lock on with Artemis.

Re: getting a lock on ECM units - as soon as you Tag them you can press R and start to get a lock. Not sure if its a bug but I've found the square won't pop up, nor will the triangle turn red, until after the missiles have a lock.

#29 Elkarlo

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Posted 03 February 2013 - 05:40 AM

View PostBluten, on 01 February 2013 - 07:00 PM, said:

Catapults don't make good LRM Carriers anymore because they don't have enough hardpoints for the Tag+6 guns. Stalkers are good too, I just don't have any of them nor 8m C-Bills laying around.


I have played several LRM boats and have to say: the best is still the CPLT-C1
But it requires lot of Skill, i use it as high mobility Medium Range LRM support Weapon.
It got all the nice Toys:
75 kph Speed + 4JJ's for High mobility.
2x ARLRM15 Launcher with 1440 Missles for long battle
1x Tag for Tagging
3x M-Laser for the dirty work
11 DHS for coolness
384 Armor Plates for roughness
BaP for the fast lock + longer range
Adv Sensors for the 1200 Meters lock on (scoop in fire scoop out of range )
360 Degree for the Jumpjet Brawling
Adv Target Decay for the Jumpjet Tactics.

You need only to see or tag an enemy every 3 Seconds to keep him in lock, together with high Mobility you will gain this.
My Favourit is Bunny Jumping: Short bevor the Missles Hit is Jump in the Air, tag my Enemy, have a LOS and then all Missles hit CT. Only the Cat-C1 can do this tactics, making it the best LRM carrier out there, I do 20% more damage with my Cat then with my LRM stalker. But i requires lot of skill to use it in full extend. You need to be good at Brawling, running,
dodging and sometimes LRM shooting. A Stalker is easier to use, yes. The Cat is more demanding but gives you more, especially fun. Don't know how many times i had been rushed because i was staying open and make it just back to the friendly Lines, yelling via chat for help and my pursuer hat a realy warm greeting. In a Stalker you are helpless when two Lights attack you, in a Cat with JJ you can outmaneuver them and make it back to the Friendly lines. In the Stalker you back up to a wall, use your M-Lasers and yell for help in the hope that your team comes.

#30 Tesunie

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Posted 14 February 2013 - 04:36 PM

Just a bump. Feel this is still important. Might update the first post to add in more info that has been discussed since.

#31 FerrolupisXIII

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Posted 14 February 2013 - 06:18 PM

A lot of very good advice here, tactics wise. im in the middle of the gang it seems, i love 2x LRM-20 w/Artemis.

for the gent using 4x LRM-5, if you're using Artemis you're actually wasting space and tonnage. 2 LRM 10 would be less tonnage/crits.

i also was under the impression BAP did not increase your missile lock speed. could be wrong.

To the people asking about missile warning, its only if someone locked and fired at you. if they lost the lock with the missiles in the air you still get the missile warning, but they will most likely miss you. what they hit is all up to whats where you were standing when the lock broke.

Dumb fire LRMs definitely do damage to enemy mechs, i use it all the time on mechs i cant lock for whatever reason.

I'm a very big fan of a few builds.

my C1(f) with 2x Artemis LRM-15, 3 Medium Lasers, and a tag. xl315, double heat sinks, endo. goes 86 with speed tweek. jumpjets let me hop around, speed lets me get to good spots to fire. good stuff.

Catapult C4 with 2x Artemis LRM-20, 2x Streak SRM-2, 1 Medium Laser, and a tag. xl255. this is my mid size/speed build. jumpjet again for positioning, but only does 70. still fast enough to move but you wont be outrunning much either. streaks are for giggles, really. helps with the lights sometimes.

Stalker 3F with 4x Artemis LRM-15, 4 Medium Lasers, and a tag. xl255. this is the big boy. lots of firepower but it doesn't like being near pretty much anything. 4 mediums will sort of help but isn't really scaring anyone either.


i used to run a C4 with 4x LRM-5 and two large lasers. was a really fun build. fast as hell and the large was great for surgical removal of components. not as useful as it used to be unfortunately. was OMGWTF OP when LRM-5's had a 2s refire rate back in closed beta. fired faster than 2x LRM-20's could alternating launchers

#32 Skribs

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Posted 14 February 2013 - 11:07 PM

I've been trying to LRM boat with the trial atlas and doing about 10 damage a game. These tips will really help. My biggest issue, I think, is that I'm not staying locked on target, did not know they were F&F.

#33 echof0xtrot

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Posted 15 February 2013 - 12:08 PM

yesterday, I fired a swarm at a target that I immediately lost lock on. fine, whatever, next target. hey, there's one. lock on, and I'm about to fire, when I notice my previously fired swarm, still in the air, CHANGING DIRECTION to home in on the new target.

am I crazy, or will dumb-flying LRMs re-acquire on new targets? anyone else experience this?

#34 FerrolupisXIII

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Posted 15 February 2013 - 04:58 PM

they don't reacquire on new targets. they WILL however reacquire on the same target if you regain lock. must have been the same mech.

#35 echof0xtrot

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Posted 16 February 2013 - 06:03 AM

ah, gotcha. thanks

#36 Tesunie

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Posted 20 February 2013 - 12:49 PM

With Alpine map now in, I think it is time to bump this thread. Hint, think a balanced mech design. Most stock mechs have a weapon for every range for a reason...


Really should get to writing that How to Spot guide I've been wanting to write. Would go well with this one...

#37 Lynx7725

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Posted 24 February 2013 - 07:34 PM

I'll like to contribute to this thread in two ways. I'm not a great pilot, so if anyone got things to add feel free.

The first is to reiterate some of the points raised here.
  • It's important for you to communicate. It's difficult to type while under fire. So tell you team you are LRM boat at the start of the game. Usually I say "LRM Boat, Pls Target" at the start of a game and often I'll get a positive response (and occasionally a rude one). But if I don't say anything, likely nothing would be targeted and I'm stuck with a full load of ammo.
  • Do note that with the recent Feb 19 patch, Betty will ***** when you get actively targeted. This means scouts actively targeting for you will advertise their presence -- which is bad if they are stealth scouts, as the enemy would start counter-searching for them. So in a sense, Ms. Betty is making life more difficult for us. But once the brawl starts, targets should pop up galore.. especially if you ask nicely.
  • Do note the ranges. No point firing over 1000m -- just a hair over is fine, 1300m is guaranteed wasting time and ammo. Lock it up to keep them honest, but don't waste ammo. No point firing under 200m, because if they are advancing they likely cross 20m by the time you lockup and fire. Unarmed rockets bounce prettily. Always keep an eye on the Battlegrid (or a mental map) to know where the enemy is positioned.
  • It's awfully important for a LRM support specialist to know the maps he is fighting on well. This is because he doesn't just need to know whether there's cover at the target location, but also whether there's any intervening cover in the flight path to the target location. Sometimes, like in Alpine, there's a frigging mountain in between… For this reason, River is often a waste of time for LRM boats as Lower City and parts of the dock areas is full of intervening buildings that would soak LRM without harming anything below -- the angle needed is more of mortar fire rather than LRM salvo.
  • Do take opportunistic shots, but always keep an eye on the ammo load. LRM depletes very quickly when you are responding to targets popping up. A good specialist will use his map knowledge to know which enemy is likely to eat a full flight and which is likely to duck behind cover to prioritise.
  • Always check the paper doll when you think the LRM has arrived at the destination. If you are not doing damage, there might be intervening terrain. No point wasting ammo.
  • A lot of people would advise hiding behind cover while doing indirect fire. That's good advice but do note that if you are too close to the cover, your unarmed LRM would bounce off the cover and you can lose quite a bit of effective strength of your salvo. Always maintain sufficient clearance, and since you normally would be trying to lock, your crosshairs would usually be too low to "lob" over targets. Be aware at high angle slopes your LRMs tend to blast the slope in front of you. Particularly noteworthy on Caustic, and Alpine has this problem too.
  • Know what TAG And NARC indicators look like and try to take advantage. Learn what being jammed looked like as an indicator and haul backside when jammed -- something's within 180m and likely to be looking for you. It pays to be close enough to teammates at this point so try to keep up.
  • Friendly ECM might slow your lock so you might need to stay out of ECM umbrella. I'm not 100% positive though. But to be honest, people can roughly back plot my LRMs anyway, so hiding beneath ECM only goes so far...
  • Remember that as good as Artemis and TAG and NARC are, at the end of the day you should still know how to work without them. Also, in a Catapult or Centurion, the weapon doors add a 0.5sec delay on firing if you didn't open them early. 0.5sec is usually enough for a fast moving target to break lock. I've found few reason not to open them early and keep them open throughout a match.
  • Lastly, LRM boats are great for picking up cash if your team can deal with the enemy. You can spread the LRM love around to get kill assists, and that packs a lot of C-bills. But bear in mind the kill assist works only if there is actually a kill. So while it's nice to spread the LRM love around, you need to help the team kill things. No harm advancing your own bank account, but the team win is still needed -- keep an eye on that at all times.


#38 Lynx7725

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Posted 24 February 2013 - 07:41 PM

The second part of this is to work on how to defend against LRM boats. This is twofold -- one, it highlights common defensive practices that you have to be aware of, and two, it helps you when you are not boating.
  • First line of defense is usually speed. The faster you are moving, the harder it is for a LRM Boat to keep that lock, especially if you combine with cover. Once the lock is lost the LRM tends to go stupid, and cruise on. Learn the flight characteristics of incoming LRM clouds. If it's tracking you even as you move, you need to seek cover. If it's meandering along and would miss you, go on with your happy jog.
  • The second line of defense is cover. General principle is that solid cover is better than armour at absorbing hits from any weapon, so you should be looking to function as oversized infantrymen hopping from cover to cover. in addition, LRMs don't travel fast. Their flight time is appreciable. However, 1000m or less don't give you much time, so the minute the missile warning sounds you should be looking to see where the flight is coming from. If you can't, and you're not badly damaged, just jog for the nearest cover from the likeliest source of LRM fire. With luck the guy on the other end is just testing the waters and the LRM went dumb and won't track you.
  • Be aware when to keep IN cover. There was this match on Caustic where I was targeted by multiple LRM boats, so I ducked behind a hill and let it absorb the LRMs. Since the jokers didn't visual check or look at their paper dolls, they didn't realise I was not taking damage. Considering the weight of the LRM swarm thrown at me, I was happy to stay in cover, keep their attention, and waste their ammo while the rest of the team worked its way forward to smack them. I couldn't do damage, but since I'm occupying at least three mech's firepower, I'm happy to not do damage.
  • The third line of defense is ECM. You can't hit what you don't know is there. If by the first 30 seconds of any game not on Alpine you don't have any idea where the main strength of the enemy is, you should suspect ECM. By the first minute, you should assume ECM and actively keep up with the group to prevent getting ambushed. ECM also slows your targeting, stops your personal TAG, neutralises Artemis, so it's in your interest to not be caught in an ECM umbrella.
  • The fourth line of defense is an aggressive but tactically minded offensive, LRMs are easily back plotted. Maps usually have good LRM sites that are well known. A ECM-capable scout can easily punch through your team's front line to harass you. He doesn't need to kill you, just to disrupt you enough to make you slacken your fire. Or to target you for retaliation. And the current lights are very hard to defend against in current LRM boats. And a back area strike tends to draw disproportionate response from the enemy team, since there's always the fear of a Splatcat loose behind you. (Which do be fair, I've done so in a SplatCat before, and the results can be… atrocious.)
  • The fifth line of defense is active defense. Which means AMS. A single AMS is not very spectacular but note that GROUP AMS is impressive. This is as AMS is always active, and will trigger for nearby flights of missiles even if it's not aimed at them. A combined AMS fire from a Lance can effectively reduce or neuter a LRM barrage from "OMGWTFBBQ!!?!?!" to "Meh".

    However the flip side to this is that AMS is always active. So it would respond to an LRM flight close enough to it whether the owner wants to or not. This can be a great way to track enemy mechs, since those equipped with AMS would accidentally give away their position when their AMS start shooting into the sky...
  • Lastly (that I can think of), the six line of defense is counter-battery fire. Which basically means "if you are in range to fire LRMs at me I can fire LRMs back at you too". Usually. But it's really an ineffective defense, as a proper counter-battery requires locks that pretty much means both sides are aware of each other. That becomes a long range exchange that both specialists know how to take or avoid. The best thing that can be said about it is that it occupies the opposite's attention which can lead to a kill by a friendly, but the reverse is also true in that you are occupied and someone might sneak up on you.

That's all I can think of at this point. If I remember more I'll add on.

Edited by Lynx7725, 24 February 2013 - 07:45 PM.


#39 Reported for Inappropriate Name

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Posted 24 February 2013 - 07:46 PM

if by skill you mean the aid of tag and smart positioning in relation to your enemies competence, yes.

defending against lrm's in a nutshell- actually this goes for dealing with snipers as well;

always move through cover. pick your fighting locations in places where their support cannot support. never be more than 2 seconds from usable cover. pay attention to your surroundings and pre empt enemy maneuvers with your own while remaining in their support deadzones.

and as always, hope for the best, but expect the worst. you will rarely if ever be caught off guard and you can never be disappointed.

Edited by Battlecruiser, 24 February 2013 - 07:50 PM.


#40 Ranulf Magnusson

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Posted 24 February 2013 - 11:53 PM

Well, thx 4 the info so far.
Lets see if ( and when) I strap into a Boat...

But even with a scout the LRM is not to be ignored.

Just now my Raven 4x is customized to support other scouts or med mechs by providing LRM cover.
A LRM10 gives me quite an edge as long as I ceep clear, and 2 med pulse Lasers and the good old MG help me survive if other scouts pin me. Of cours I dont build up the punch a 30 or 40 missile volley has, but speed, jump jets and range help a lot.

EMC ? Jes, I would love to hide. But rather jump & run than EMC... and reading the thread here confirmed me :-)





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