Yeah - I routinely do 400-500 damage with a couple kills and a couple assists in my YLW (though sometimes you lose the arm in the first salvo and then it's just like "welp!"). Heavies / Assaults should be able to do that - with LRMs or otherwise. A heavy mech that, piloted well, only turns in a couple hundred due to LRMs not being reliable weapons points to a problem with the weapon system.
Yeah, I consider 400 damage and 2 kills to be "normal;" I try to shoot for more and get disappointed when I get less.
The rewards by performance thing sounds good at first, until you realize that it doesn't account for all the possible things that can happen in a game. For example, somebody could intentionally make a tactical sacrifice - say, distracting the enemy team in a suicidal run that causes them to turn their backs to your front line, which could result in your early death but your team's crushing victory. In this case, you wouldn't get much for your efforts, even if you were the cause of the victory.
As a team game, I think it would be best if the team was rewarded as a whole based on the team's kills, spots, etc., but people love their metrics to prove that they are better than the guy next to them.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited March 2014
The Wang Lance was fun. And that match was goddamn heartbreaking.
I've done some thinking, and I think our inaugural post-Launch-Module Oosik Event should be a relatively simple affair. At least until we can get our feet completely wet with the state of the game and it's available options.
So, I would like to organize a simple one-day tournament. I want to start planning now, to give everyone enough time to get word that it's going to happen, and to help get concensus on the rules we'll follow.
The salient points:
Double Round Robin (with the option for a Top 2/4/8 bracket, time permitting)
Lance vs. Lance (which will require each team to have Premium time up)
Restricted Lance Composition (either by weight classes, total tonnage, or both)
I'd like to aim for May-03 as the tournament date, as it's the first Saturday after the Launch Module patch is planned to drop.
Take a look at the sheet, let's hash this out, and then get this ball rolling!
Yeah - I routinely do 400-500 damage with a couple kills and a couple assists in my YLW (though sometimes you lose the arm in the first salvo and then it's just like "welp!"). Heavies / Assaults should be able to do that - with LRMs or otherwise. A heavy mech that, piloted well, only turns in a couple hundred due to LRMs not being reliable weapons points to a problem with the weapon system.
Yeah, I consider 400 damage and 2 kills to be "normal;" I try to shoot for more and get disappointed when I get less.
The rewards by performance thing sounds good at first, until you realize that it doesn't account for all the possible things that can happen in a game. For example, somebody could intentionally make a tactical sacrifice - say, distracting the enemy team in a suicidal run that causes them to turn their backs to your front line, which could result in your early death but your team's crushing victory. In this case, you wouldn't get much for your efforts, even if you were the cause of the victory.
As a team game, I think it would be best if the team was rewarded as a whole based on the team's kills, spots, etc., but people love their metrics to prove that they are better than the guy next to them.
They aren't your team though. They're 7 to 11 other random jackasses that may or may not do anything at all. People wanted performance based rewards so that the guy who spends the whole game shooting LRMs against a wall and dies with 0 damage, or the guy AFK the whole time aren't rewarded for being a waste of air. If they actually put in more rewards, like for: damage taken, capturing points (do you get CBills for capping a point? ), meters run? The game isn't aware enough at the moment to tell the difference between bad and unfortunate.
They're worried about people just hoarding CBills because there isn't anything to sink money into at the moment and they decided to use it as a kind of progression system, so they can't take it away from you. The consumables mostly pay themselves off instantly (which is a huge mistake) and you're going to eventually have a massive stash that will let you pay your way through any future content, trivializing months of dev time in a day.
That's why we needed CW a year ago. You need structured gameplay that generates an economy beyond Gotta Buy Them All. You want people involved in rewarding other players for being fun to be around. The friends list should be there because you are making friends in the game. COD:Robots just generates the same self-centered, short sighted nonsense every other FPS has fostered since game companies decided you should need to gain XP to unlock the whole game.
nonoffensive on
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
It'd be nice to know more than a week ahead of time for these sorts of things. I'd love to actually compete, but planning around real life with that much notice just isn't workable.
Yeah I wish that I knew about the sign-up deadline. Last tournament (medium versus the world) I finished at 48 on light mechs, I wish I would have thought about bringing artillery and air strikes lol...
Also, here's a really interesting post by Paul about the LRM changes:
•Lower Elo players adapted to the changes much faster than the higher Elo players.
•LRM use spiked hugely on the day of the change and has been dropping off slowly as time goes by.
About the reason why the slight nerf? Had nothing to do with the outcry... it was the monitoring of games and seeing the impact on the various types of gameplay that was observed.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Point 1 is interesting, but I'd love to know what he means by it. Did Low-ELO players run more LRMs earlier post-patch, and saw better success with them? Is that it?
Point 2 is pretty 'duh', and I think we all predicted the trend.
The other thing I've noticed is people forget you can dumbfire LRMs. I was actually jump sniping with them last night, as this Jaeger was sitting 900m out stationary, shooting Gauss at max range. Pop up, missiles away, repeat. Since I never got a lock, he got no missile warning..
I think you still get missile warning. I did pop an Atlas D-DC in the face with 30LRMs as he was walking towards us completely outside of cover. The arc of the LRMs just about caught him in the shoulders/head. He bitched about it in chat which made me laugh.
Funny: Spectating random pug teammate failing to kill a Raven with his Boar's Head because he is trying to hit it with six arm-locked MPL's and totally missing everytime.
The other thing I've noticed is people forget you can dumbfire LRMs. I was actually jump sniping with them last night, as this Jaeger was sitting 900m out stationary, shooting Gauss at max range. Pop up, missiles away, repeat. Since I never got a lock, he got no missile warning..
I think you still get missile warning. I did pop an Atlas D-DC in the face with 30LRMs as he was walking towards us completely outside of cover. The arc of the LRMs just about caught him in the shoulders/head. He bitched about it in chat which made me laugh.
How does this work, exactly? Do the missiles track on wherever you point your reticle?
The other thing I've noticed is people forget you can dumbfire LRMs. I was actually jump sniping with them last night, as this Jaeger was sitting 900m out stationary, shooting Gauss at max range. Pop up, missiles away, repeat. Since I never got a lock, he got no missile warning..
I think you still get missile warning. I did pop an Atlas D-DC in the face with 30LRMs as he was walking towards us completely outside of cover. The arc of the LRMs just about caught him in the shoulders/head. He bitched about it in chat which made me laugh.
How does this work, exactly? Do the missiles track on wherever you point your reticle?
Yeah, the missiles will dumbfire at wherever you had the cursor pointed. I'd guess that there won't be any warning with this, but not 100% sure. I definitely remember one Oosik relating an epic last mech kill using this exact technique.
The other thing I've noticed is people forget you can dumbfire LRMs. I was actually jump sniping with them last night, as this Jaeger was sitting 900m out stationary, shooting Gauss at max range. Pop up, missiles away, repeat. Since I never got a lock, he got no missile warning..
I think you still get missile warning. I did pop an Atlas D-DC in the face with 30LRMs as he was walking towards us completely outside of cover. The arc of the LRMs just about caught him in the shoulders/head. He bitched about it in chat which made me laugh.
How does this work, exactly? Do the missiles track on wherever you point your reticle?
Yep. I don't think they get a missile warning either, unless there is a lock. You can't usually hit lights and mediums, but at ~200m many assaults are too slow to get out of the way.
I think they just target wherever your crosshair is pointed, and you can't change their path once launched. At least that is how it seems to work whenever I launch missiles on a target that I lose lock on a split-second before I hit the button.
I'm not sure how many missiles actually hit like that, they don't tighten their spread like that at least - I wish we had a way to see hard stats on missiles, like how many hit, and where they hit exactly. I'm curious on things like if a LRM20 is better or worse than a ALRM15, and by how much (in terms of missile hits I mean, not tonnage).
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
This is all accurate from what I have experienced using LRMs.
You don't need Artemis to fire dumbfire LRMs, and I don't think it actually helps with dumbfired LRMs at all.
For dumbfire missiles, they'll fly in a ... reasonably flat arc, possibly depending on distance to target ... and impact more-or-less around your targeting reticle. So, if an opponent isn't moving very quickly, you can pop out of cover, launch a swarm of LRMs, and hop back into cover without waiting for the lock-on timer (180m minimum arming range still applies).
On Four-of-a-Kind Night, we saw a great example of this when a Boar's Head accidentally got himself caught in the open, and ... @Nips, maybe? ... kept hopping around a corner, launching all the LRMs at it, and hiding again - they pretty much all hit, and he was able to do some decent damage. The Atlas then overheated, making the shots even easier to make.
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
This is all accurate from what I have experienced using LRMs.
You don't need Artemis to fire dumbfire LRMs, and I don't think it actually helps with dumbfired LRMs at all.
For dumbfire missiles, they'll fly in a ... reasonably flat arc, possibly depending on distance to target ... and impact more-or-less around your targeting reticle. So, if an opponent isn't moving very quickly, you can pop out of cover, launch a swarm of LRMs, and hop back into cover without waiting for the lock-on timer (180m minimum arming range still applies).
On Four-of-a-Kind Night, we saw a great example of this when a Boar's Head accidentally got himself caught in the open, and ... @Nips, maybe? ... kept hopping around a corner, launching all the LRMs at it, and hiding again - they pretty much all hit, and he was able to do some decent damage. The Atlas then overheated, making the shots even easier to make.
That might have been me, but it wouldn't have been on purpose! Panic is an amazing motivator. In those situations, I tend to pop-tart with my missile salvos, hoping the extra lock time module lets my flights hit before I lose the lock.
No, in this case it was totally on-purpose, because the Boar's Head was just hanging out there as a juicy target, especially when he shut down. There was even some discussion on Vent about what a fantastic use of dumbfire it was.
(Happened on Crimson Straight, on the top level of the parking garage; missile-user was at the ramp-down side and was peeking around the hill, while the Boar's Head was on the ramp-up-to-the-hills side.)
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
This is all accurate from what I have experienced using LRMs.
You don't need Artemis to fire dumbfire LRMs, and I don't think it actually helps with dumbfired LRMs at all.
For dumbfire missiles, they'll fly in a ... reasonably flat arc, possibly depending on distance to target ... and impact more-or-less around your targeting reticle. So, if an opponent isn't moving very quickly, you can pop out of cover, launch a swarm of LRMs, and hop back into cover without waiting for the lock-on timer (180m minimum arming range still applies).
On Four-of-a-Kind Night, we saw a great example of this when a Boar's Head accidentally got himself caught in the open, and ... @Nips, maybe? ... kept hopping around a corner, launching all the LRMs at it, and hiding again - they pretty much all hit, and he was able to do some decent damage. The Atlas then overheated, making the shots even easier to make.
That might have been me, but it wouldn't have been on purpose! Panic is an amazing motivator. In those situations, I tend to pop-tart with my missile salvos, hoping the extra lock time module lets my flights hit before I lose the lock.
Yeah that was me, assuming you are referring to the match on Crimson Straits up on the top of the dock area. :-)
I think you might need to have artemis for firing unguided to work like that? I might be wrong though
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
This is all accurate from what I have experienced using LRMs.
You don't need Artemis to fire dumbfire LRMs, and I don't think it actually helps with dumbfired LRMs at all.
For dumbfire missiles, they'll fly in a ... reasonably flat arc, possibly depending on distance to target ... and impact more-or-less around your targeting reticle. So, if an opponent isn't moving very quickly, you can pop out of cover, launch a swarm of LRMs, and hop back into cover without waiting for the lock-on timer (180m minimum arming range still applies).
On Four-of-a-Kind Night, we saw a great example of this when a Boar's Head accidentally got himself caught in the open, and ... @Nips, maybe? ... kept hopping around a corner, launching all the LRMs at it, and hiding again - they pretty much all hit, and he was able to do some decent damage. The Atlas then overheated, making the shots even easier to make.
That might have been me, but it wouldn't have been on purpose! Panic is an amazing motivator. In those situations, I tend to pop-tart with my missile salvos, hoping the extra lock time module lets my flights hit before I lose the lock.
Yeah that was me, assuming you are referring to the match on Crimson Straits up on the top of the dock area. :-)
So I just had this happen 2x in a row in my Oxide, where I was targetting a mech with ECM (DDC and spider respectively) and I my SSRMs wouldn't even begin a lock on them even though they were within 20m of me. I have BAP but there was multiple ECM. Dropping and reacquiring didn't seem to work, though in both cases I had a strong lock before.
So correct me if I'm wrong, but ECM doesn't prevent me from targeting those protected by it within 180m of me. I just can't send that lock out if I'm within 200m of the ECM carrier myself.
飛べねぇ豚はただの豚だ。
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
So correct me if I'm wrong, but ECM doesn't prevent me from targeting those protected by it within 180m of me. I just can't send that lock out if I'm within 200m of the ECM carrier myself.
It will prevent locks if there are two instances of enemy ECM to your one instance of BAP. The first BAP and ECM cancel each other out, leaving the other enemy ECM to operate as normal.
Which means no locks for you, period. And to Pig's point, it is really annoying.
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
"Wah, I actually get hit back when I poptart now." "Wah, I can't be bothered changing my position so I get nailed now."
Protip: If you want to copy the "pro" meta-poptarters, watch how they actually play.
Wow thats some bullshit complaining. I actually feel that balance is getting to a pretty good place. Were SRMs more reliable and a little faster moving when fired I think brawling and meds would probably get the bump they need to be a valid tactics. I can't tell if there is still some adjustment going on with the lrm changes, but lately games have been pretty varied and interesting.
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
"Wah, I actually get hit back when I poptart now." "Wah, I can't be bothered changing my position so I get nailed now."
Protip: If you want to copy the "pro" meta-poptarters, watch how they actually play.
Best response so far: "You are the reason that these LRMs need to exist, and your tears shall cool our heatsinks. "
I'm not the best assault pilot, but I'm starting to get the hang of it. The best thing to me is having a protracted fight at a ridgeline, and when the enemy is softened up rounding that corner and getting four kills in a row with the AC20. Makes you feel like a walking death-machine.
I'm really digging the Banshee-3S with AC20, 2xLL and a ALRM20. The lasers give me weapon to complement either the LRM's or the AC, and it's a fairly effective mech at any range. I know I could get more ammo using ALRM15, but I kind of like the 20 because it gives me the biggest single punch with my one launcher through AMS. My basic strategy is to stay in cover and exhaust the LRM20 ammo, and then move in to pick apart weakened mechs. I'm really close to eliting it as well - so looking forward to that.
I like Raven's with 2xLL's, but if you put NARC on them it gets heavy. I haven't tried it with a ERPPC yet, but I only have one Raven - if I ever get the ECM Raven I might do that.
Need to play some spotter/lurmer parties. I can do either, I enjoy both - the tears from LRM rain are sweet.
I like Raven's with 2xLL's, but if you put NARC on them it gets heavy. I haven't tried it with a ERPPC yet, but I only have one Raven - if I ever get the ECM Raven I might do that.
Need to play some spotter/lurmer parties. I can do either, I enjoy both - the tears from LRM rain are sweet.
It is a thing of beauty when your team has a couple of lrm boats and that narc icon shows up. We had a match during 4 of a kind on alpine where we knocked out a non-los Atlas before the narc was used up. Just hundreds of bees doing their thing...
"Win 5 games before March 31st at 9pm PDT and receive a free Mech Bay to store those spare Mechs that haven't got a home. No opt-in required, win your matches with your friends or drop solo. After completing the 5 wins you'll receive your new Mech Bay automatically.
The InnerSphere needs all the defenders it can get! This offer is available to old and new players alike, so be sure to grab your friends and have them join us in the Mech-blasting mayhem for this rare chance at grabbing a Mech Bay for free!"
"Win 5 games before March 31st at 9pm PDT and receive a free Mech Bay to store those spare Mechs that haven't got a home. No opt-in required, win your matches with your friends or drop solo. After completing the 5 wins you'll receive your new Mech Bay automatically.
The InnerSphere needs all the defenders it can get! This offer is available to old and new players alike, so be sure to grab your friends and have them join us in the Mech-blasting mayhem for this rare chance at grabbing a Mech Bay for free!"
Free bays are always good! Not sure what I want to put in it yet...
About the dumbfire of LRMs. I have had some success with it. The first time was an Atlas with ECM who was shooting at us, but not moving. Someone on vent (can't remember who) suggested dumb firing LRMs. I did so, repeatedly. The Atlas still did not move. I fired more LRMs without lock. The Atlas died. I now dumb fire LRMs all over the place if the enemy mech isn't moving. If they're going to just stand there and let me dumb fire LRMs at their position and deal damage, that's fine by me.
Posts
Yeah, I consider 400 damage and 2 kills to be "normal;" I try to shoot for more and get disappointed when I get less.
The rewards by performance thing sounds good at first, until you realize that it doesn't account for all the possible things that can happen in a game. For example, somebody could intentionally make a tactical sacrifice - say, distracting the enemy team in a suicidal run that causes them to turn their backs to your front line, which could result in your early death but your team's crushing victory. In this case, you wouldn't get much for your efforts, even if you were the cause of the victory.
As a team game, I think it would be best if the team was rewarded as a whole based on the team's kills, spots, etc., but people love their metrics to prove that they are better than the guy next to them.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I've done some thinking, and I think our inaugural post-Launch-Module Oosik Event should be a relatively simple affair. At least until we can get our feet completely wet with the state of the game and it's available options.
So, I would like to organize a simple one-day tournament. I want to start planning now, to give everyone enough time to get word that it's going to happen, and to help get concensus on the rules we'll follow.
I've created a draft of the rules that you can help me edit here: Oosik Bash 1
The salient points:
Double Round Robin (with the option for a Top 2/4/8 bracket, time permitting)
Lance vs. Lance (which will require each team to have Premium time up)
Restricted Lance Composition (either by weight classes, total tonnage, or both)
I'd like to aim for May-03 as the tournament date, as it's the first Saturday after the Launch Module patch is planned to drop.
Take a look at the sheet, let's hash this out, and then get this ball rolling!
They aren't your team though. They're 7 to 11 other random jackasses that may or may not do anything at all. People wanted performance based rewards so that the guy who spends the whole game shooting LRMs against a wall and dies with 0 damage, or the guy AFK the whole time aren't rewarded for being a waste of air. If they actually put in more rewards, like for: damage taken, capturing points (do you get CBills for capping a point? ), meters run? The game isn't aware enough at the moment to tell the difference between bad and unfortunate.
They're worried about people just hoarding CBills because there isn't anything to sink money into at the moment and they decided to use it as a kind of progression system, so they can't take it away from you. The consumables mostly pay themselves off instantly (which is a huge mistake) and you're going to eventually have a massive stash that will let you pay your way through any future content, trivializing months of dev time in a day.
That's why we needed CW a year ago. You need structured gameplay that generates an economy beyond Gotta Buy Them All. You want people involved in rewarding other players for being fun to be around. The friends list should be there because you are making friends in the game. COD:Robots just generates the same self-centered, short sighted nonsense every other FPS has fostered since game companies decided you should need to gain XP to unlock the whole game.
I landed in a solid 790th place on the FRR board.
It'd be nice to know more than a week ahead of time for these sorts of things. I'd love to actually compete, but planning around real life with that much notice just isn't workable.
Also, here's a really interesting post by Paul about the LRM changes:
About the interesting find I was talking about:
•Lower Elo players adapted to the changes much faster than the higher Elo players.
•LRM use spiked hugely on the day of the change and has been dropping off slowly as time goes by.
About the reason why the slight nerf? Had nothing to do with the outcry... it was the monitoring of games and seeing the impact on the various types of gameplay that was observed.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Point 2 is pretty 'duh', and I think we all predicted the trend.
I went cheap for it, though. Mostly played a Murdermets.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
How does this work, exactly? Do the missiles track on wherever you point your reticle?
Yeah, the missiles will dumbfire at wherever you had the cursor pointed. I'd guess that there won't be any warning with this, but not 100% sure. I definitely remember one Oosik relating an epic last mech kill using this exact technique.
http://steamcommunity.com/id/pablocampy
Yep. I don't think they get a missile warning either, unless there is a lock. You can't usually hit lights and mediums, but at ~200m many assaults are too slow to get out of the way.
I'm not sure how many missiles actually hit like that, they don't tighten their spread like that at least - I wish we had a way to see hard stats on missiles, like how many hit, and where they hit exactly. I'm curious on things like if a LRM20 is better or worse than a ALRM15, and by how much (in terms of missile hits I mean, not tonnage).
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
the other thing you can do is fire before you have a lock, and let it finish while the missiles are in the air. Once the lock goes red they'll track toward the target
that's why we call it the struggle, you're supposed to sweat
I thought you had to lose a lock and regain it for this to work? Being unlocked, firing and then locking won't guide the missiles to your new target.
Likewise if you have a lock on an initial enemy mech, fire your missiles, lose the lock, then lock another different mech then the missiles will not track to the second target. Only if you relock onto the initial target will the missiles begin homing again.
Although it has been a long while since I've used LRMs, so the mechanics could well have changed since then with a trademarked PGI ninja patch.
http://steamcommunity.com/id/pablocampy
This is all accurate from what I have experienced using LRMs.
You don't need Artemis to fire dumbfire LRMs, and I don't think it actually helps with dumbfired LRMs at all.
For dumbfire missiles, they'll fly in a ... reasonably flat arc, possibly depending on distance to target ... and impact more-or-less around your targeting reticle. So, if an opponent isn't moving very quickly, you can pop out of cover, launch a swarm of LRMs, and hop back into cover without waiting for the lock-on timer (180m minimum arming range still applies).
On Four-of-a-Kind Night, we saw a great example of this when a Boar's Head accidentally got himself caught in the open, and ... @Nips, maybe? ... kept hopping around a corner, launching all the LRMs at it, and hiding again - they pretty much all hit, and he was able to do some decent damage. The Atlas then overheated, making the shots even easier to make.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
That might have been me, but it wouldn't have been on purpose! Panic is an amazing motivator. In those situations, I tend to pop-tart with my missile salvos, hoping the extra lock time module lets my flights hit before I lose the lock.
(Happened on Crimson Straight, on the top level of the parking garage; missile-user was at the ramp-down side and was peeking around the hill, while the Boar's Head was on the ramp-up-to-the-hills side.)
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Yeah that was me, assuming you are referring to the match on Crimson Straits up on the top of the dock area. :-)
That was definitely you, then!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
it's really annoying, especially since people like to drop in preform lances that have multiple ecm lights
that's why we call it the struggle, you're supposed to sweat
It will prevent locks if there are two instances of enemy ECM to your one instance of BAP. The first BAP and ECM cancel each other out, leaving the other enemy ECM to operate as normal.
Which means no locks for you, period. And to Pig's point, it is really annoying.
http://mwomercs.com/forums/topic/153861-lurm-lock-on-time-op/page__view__findpost__p__3243954
"Wah, I actually get hit back when I poptart now." "Wah, I can't be bothered changing my position so I get nailed now."
Protip: If you want to copy the "pro" meta-poptarters, watch how they actually play.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
http://steamcommunity.com/id/pablocampy
Best response so far: "You are the reason that these LRMs need to exist, and your tears shall cool our heatsinks. "
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I'm not the best assault pilot, but I'm starting to get the hang of it. The best thing to me is having a protracted fight at a ridgeline, and when the enemy is softened up rounding that corner and getting four kills in a row with the AC20. Makes you feel like a walking death-machine.
I'm really digging the Banshee-3S with AC20, 2xLL and a ALRM20. The lasers give me weapon to complement either the LRM's or the AC, and it's a fairly effective mech at any range. I know I could get more ammo using ALRM15, but I kind of like the 20 because it gives me the biggest single punch with my one launcher through AMS. My basic strategy is to stay in cover and exhaust the LRM20 ammo, and then move in to pick apart weakened mechs. I'm really close to eliting it as well - so looking forward to that.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Erll or erppc though..
Need to play some spotter/lurmer parties. I can do either, I enjoy both - the tears from LRM rain are sweet.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
It is a thing of beauty when your team has a couple of lrm boats and that narc icon shows up. We had a match during 4 of a kind on alpine where we knocked out a non-los Atlas before the narc was used up. Just hundreds of bees doing their thing...
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
The InnerSphere needs all the defenders it can get! This offer is available to old and new players alike, so be sure to grab your friends and have them join us in the Mech-blasting mayhem for this rare chance at grabbing a Mech Bay for free!"
Free bays are always good! Not sure what I want to put in it yet...
PSN : Bolthorn