When the archer was added to battletech the idea was for it to be a mid range missile and laser support mech. It always surprised me t o see people abusing the hardpoints to make a middle boat. IT HAS SUCH GREAT POTENTIAL.
Thank you so much for making this video. This is the only way I play LRM's and in my opinion it is the best way to play with LRM's, but everyone just assumes I'm a boat because that is the meta. Thank you for raising awareness :)
Really awesome video! I've just started, I'm learning the ropes in my adder with 2x Lrm20s and 3x heavy small lasers, spent yesterday hanging back till I was out of ammo then diving in to pick off injured mechs and skirmish at the end. Might try a more active playstyle today and see how that works
Thank you for spreading the Good Word of Lurm. Too many hardcore brawlers get bad impressions from terribad LRM campers, and then become anti-LRM crusaders that take offence to any LRM user in sight. LRMs are very much a part of stapple Battletech combat, and Mechwarrior is not Unreal Tournament or Call of Duty; it's neither an arena shooter where everyone goes Leeroy Jenkins, nor a game where you can camp.
WolFaun I take offense to every use of locking missiles. They're an absurdity and beyond frustrating. I'd strike them from the game without hesitation if it were up to me. There is no good use for them
Actually there is a use for them its called fire support, its alot easier to help team mates that are in a close range fight when your able to attack indirectly. Also they also provide a way to guarantee some damage without babysitting a laser burn, they also soften up targets for team mates. And in the case of streaks they balance out the missuse of lights in mwo.
And thats your opinion mate just like my opinion is that lights mechs and ppc's are poorly implemented in the game to the point that as they are they dont belong in a battletech game.
I just started playing this game. The Archer was my favorite mech in Mechwarrior 5: Mercenaries so I got one in MWO as soon as I could. I really enjoy piloting it. I appreciate the tips. I have found that shooting missiles at maximum range causes so many more misses than using the LRMs at mid range. I also replaced the stock LRM 20s with LRM 15s and grabbed a few more tons of ammo so I can spam missiles like a madman.
I've spent a lot of time chucking Lurms myself. There are two really good ways to use them, this way, as a type of streak, which is how I use my Scorch (LRM 60) trying to position and use hill humping to maximum effect... since you cant really twist damage, you need to block return fire. And a little bit of a hill is perfect for that. Then there's the sneaky lil bastaad way. Since the Arctic Wolfs release, I've spent a lot of time in them. ECM lurm carriers, getting into flanks can lead to some real fun games. Firing from cover (and ecm cover) onto someone who thinks he's going to use a building for cover, but he just cant tell where the incoming missiles are coming from has been very rewarding. However, comma, if you get spotted you can die real fast too. Especially in a slow(ish) medium. So you will have some crappy games mixed in with some excellent games.
i drive an LRM Atlas about half the time and I can confirm. Lots of 1500 damage matches, lots of 300 damage matches what I like about the Atlas is if you can find a guy in a sniper build, like a Rifleman or whatever, they will stand out in the open 1000 meters from you thinking they can just plink you to death. By the time the 2nd salvo hits them and they start running, 2 more are on the way and they're half dead. You can't do that with an LRM Cat but the Atlas makes it possible and I get a ton of kills that way
@Baradul: I see absolutely your point... for me the sweet spot is between 200-500 meters for LRM... and some backup weapons are always good, one should never rely on only one weapon system. People are annoyed by LRMs because the match maker don't about weapon systems. There were a lot of matches with one side has one or two LRM mechs plus lights with TAG/Narc and sometimes even ECM mechs... and the other side only had brawler or midrange weapons and no ECM. I remember one match on Polar Lurmland... the enemy team opened up 3/4 of the team before we could even shoot. The good thing was, it was a very short match.
This is something that I have done on my Archer Tempest for a while now. ECM instead of tag. Barely enough ammo and heat sinks to handle the heat. Still working with the new tech to find a proper balance.
Someone that has the same philosophy as me for LRMing. Up front, at less than 300 m. The fun way to run LRMs getting Brawling rewards. Then at the end, under cut the ATM minimum distance is well pay back, ha.
My favorite LRM build is the SCR-D 2XLRM10, 3XLRM5, 1XTag, 4XERSL or 6XERMicro. Put the Tag in the head mount, and kite the bad guys around, works great at 200 to 350 meters
You guys are nuts, I boat lrms all day on my adder and arctic wolf, fire supporting and shredding armor for my assaults. lol also enjoy boating in my griffin because you can bring ams and ecm, pretty op imo.
Thank you for showing responsible LRMing. This single weapon system is so controversial and triggers so many meat heads that people are downright rude concerning them. To the extent that I have been team killed by jerks just for having them. Also showing that they belong on less heavy Mechs with mobility is good too.
My Archer 2R has 2 LRM20+A, 4 ERSL and a TAG. There is nothing as sweet as tagging that ECM light trying to run through the lines and watching it disintegrate as the LRMs eat it. Get in the mix, albeit on the second line, but still in LOS, TAG enemies, rain hell on them and use the ERSL to pinpoint weak spots.
the trick with using LRM's is one knowing your mech and two knowing the maps.. my main LRM mech is a Stalker.. the Stalker tends to be slower.. yes i can tank with it but its main fire is 4 LRM 15's with artimas.. also as i said it is a slower mech so enemies are usually at the 500 to 600 range.... as for backup i have 4 er meds.. and i do loose a small amount of dmg at 600 with them but i can still do dmg... and before someone says your in a friggan assault get in close and brawl.. well i do.. but im usually out of LRM's when my slow metal arse finally gets there.. assuming enemy lights havent flanked me already....
I prefer playing a fire support role in mechwarrior. So i do boat lrms with tags and no back up weapons. If you get close to me then that's my fault for not positioning correctly. You would be surprised at just how much of a psychological effect an endless stream of lrms has on suppressing the enemy team and making them feel paralyzed hiding behind a hill. 6 c-lrm 10's with 2600 ammo and 2 tag puts out the damage. 6 c-lrm 5's with 2600 amm and 2 c-ppcs for longer engagements. The key is you never stop firing. Ever. Lots of fun.
ATM/LRM boat is freaking amazng when you got team that wants to push not just stand on 1000m.People stay with lrm boats back because that is what most people do.
I disagree with this build. Having LRM in back line with a scout in behind enemy lines is so dam OP. you get more DPS not having armor and can bring down without exposing your self. I run a commando scout for my friend and oh man... watching mechs panic as I see the rain coming is fun.
just remember some mechs "including assaults".."cough .. Stalker.. cough".. are built to be missile boats.. also the SNV-A is a clan mech.. so its LRM's can fire and still do dmg under the min rng... at that point you have a potential 80 dmg to the face vs atms that still need a min rng to function... even if that rng is only 90 ive also found that having your team know your running LRM's helps sometimes too.. the smart ones know that indirect fire can win the game when used properly... using them like Baradul is more of a direct fire method.. but indirect fire can cause an enemy to split focus.. and a split team is often a dead team... this is why i want to see the Arrow IV missile system added to MWO.. that and i could then play the "classic Catapult-C3"
Good video, as always. But i think you should have given Brom96 more credit. Its the type of dropcaller like that that can turn a game into a win. I want one of those in every game i play!
I know this is a little late , but since joining the MWO community I'm surprised by how many players use LRMs as boats and don't understand that they're support weapons to apply pressure to entrenched enemies.
How to use LRM? Take any mech which has 6 missile slots and pump it full of LRM5 with Artemis. :) (Artemis is not required with LRM5 but a nice addition.)
It does often require that your team actually moves towards the enemy, though. I can't tell you how many times I've sat there watching all the assaults snipe and then the team splits, and I'm debating whether I want to go YOLO with all the mediums/lights and maybe do something, or sit back with the assaults, who will probably complain about their team making them lose and damage totals and whatever the heck else.
I generally appreciate someone that takes the initiative to call the match, but every match with this guy is the same where he talks the WHOLE match...
Nice video as usual, but I really disagree with this one. If you want to brawl with missiles, you're much better off with MRM or even SRM. As a counter to boating, I'd advocate taking a mixed loadout, spending any free tonnage on an LRM5 or 10. Then the entire team can unleash the lurms if the situation calls for it, with their honour intact :)
Isn't it weird- TTB ADAMANTLY suggests never jack-of-all-trades'ing. Focus one thing- your team shouldn't LET you get pushed for it to matter. But Baradul ADAMANTLY always takes back up weapons. So interesting watching the polarising opinions.
Look I don't like getting hit with LRMs either..But I'm sick of ppl just talking shit if your using them They are viable weapons and a huge part of the game. I put some LRms on my Scorch and ppl went insane. So dumb.
MoltenMetal, Please do how to play 4 ATM9 on assault(preferably MCII-2). Damage potential is high but I can't seem to capitalize on it,I'd like to see how position such build on battlefield. Currently I'm running 4ATM-9,2 UAC-5 and 2 med er lasers/light tag with more ammo.
If tag was toggled instead of hold button to use it'd definitely be better. I am glad you're doing this on an IS mech because a lot of people claim the IS lrms are even worse than the clan LRMS! at least it shows it works! Also, am i the only person who plays with locked arms?
Having locked arms effecitly gives you mouse eccelaration, resulting in your mech not pointing where you moved your mouse to. It's also bad for twisting as our arms can cover your torso, and makes it harder to track with weapons on your arms. Sometimes it's ok to use, but most times it will get in the way of you and make you less competitive.
Man, I can't play a lurm mech with locked arms. Being able to grab locks with your arms while your torso is pointing elsewhere...I feel like that's something you have to do in order to be effective. I do agree on TAG. I have large hands and all mice I've tried feel so small that trying to keep a side button depressed while playing is actually uncomfortable, bordering on painful. Not as bad as laptop mice, but still. I know there is macro software you can install that allows you to operate TAG as a toggle, but I haven't really wanted to install and use it just for that. It definitely should be toggle-able in the MWO client. Also not sure about Clan vs IS lurm balance. I do like IS lurms hitting in a solid clump, and not in a drawn-out stream of missiles. I prefer my missiles hitting up front, instead of giving people time to get into cover and blocking part of your lurm-stream. Also I think that AMS may be more effective against Clan lurms, but I'm not 100% on that.
I still think LRMs are for players who don't have the skill to aim... But they are viable if played in the 200-400m sweet spot. They make for a perfect secondline position where they arc over your buddies who are brawling. Although I prefer lighter mechs to carry the LRMs, since you're not front line you don't need the armor that will be wasted in back anyway. Plus some speed to reposition and to stay near the brawl is important. Assaults in back with LRMs are bad players. Do not do that.
But be carefull when you shoot LRMs on a target 200 m away, if the target is going toward you than do not shoot because there is a high chance that the enemy will get into the minimum range and you are just wasting ammo and heat.
Sorry, can't hear you over my boat engine. REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
i tried lrm boating. I just found it frustating and boring after a point. Its good for noobs to get used to the game but a mixed lrm build is SOOO much better.
PGI needs to re-balance quircks. I find it bullshit that this 70T mech has more armor than say a 90T MC-MKII or a Zeus ? Also, i would have seriously muted "that" guy - enthousiastic and communicating is nice but his mic is set so loud
The armour quirks are mostly a bandaid for the Archer's large, very obvious hitboxes, especially given that with how low the cockpit is you can get shot at before you're aware of being in the line of fire. The Zeus has both structure quirks (very heavy in the case of a few variants) and some extremely powerful offensive quirks, and the MCII has both great hitboxes, huge shield arms, high speed and the advantage of Clan XL/lighter weapons so that it doesn't need quirks to be strong.
For the longest time I was convinced that the bay door "ears" extended the torso hitboxes, because it's near impossible to gauge where your torsos are vertically in relation to the surrounding terrain when the cockpit is near the mech's waist. I just assumed that they were hitboxes, because you get punished with torso damage so frequently if you're peeking (like when your team wants to play static). And I could see a reduction in armor quirks, honestly, but only if other issues were addressed. It's never been an OP mech, even with the current quirks.
Quirks are really BS. Like the skill tree they're just one more thing to grieve balancing issues over. How about just no altogether. Scrap all the 'skills' because skill come from pilots not mechs, scrap quirks because clans are SUPPOSED to be overall better. Let's just make IS vs IS and Clan vs Clan matches even number, and when IS vs Clan unmixed (unlike the current pug version) type matches occur, just give the IS a slightly larger team. 12 v 10 , which is three lances vs two stars.
You do realize that saying "enemy mechs on the "right/left" is purely relative? If a team member is facing 180° from you, he is going to turn in the opposite direction of the enemy. Because, your "right" is his "left". So, he turns to his right, and now his back is the opposing mechs. Compass directions or even heading in degrees would be more accurate and helpful.
it generally means left/right of your team's formation. ie. You are all moving in the same direction, and an enemy appears off to one side. But this doesn't always work, so I see your point. I prefer to call out the Map Grid point
From my experience, it is a rare occurrence for everyone to be facing the same way. Are you watching the same videos I am? People are rarely in the same location. You can hear Baradul/Molten often bemoaning the fact that people are too spread out. I was simply suggesting that people shouldn't assume everyone is on the same page/facing the same way. But, you win, sir. o7
*sees title* *in-game name is EazionHatesLRMs* *am a brawler* REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE LRMS EW
Baradul doesn't know how to play LRMs. you can tell from every video of his where he drives an LRM boat. He ought to just stop doing them and stick to what he's good at
Bro... The last thing this game needs is more lurmspam. Lurms ruin a game that's already on shaky ground. If it were up to me they'd be removed entirely. I'd probably be tier 1 if I hadn't thrown in the towel on so many lurm-heavy rounds.
What is broken about LRMs? People tend to agree that boating them is annoying, but ultimately inconsistent, and ineffective on many maps. But, unlike all mid and long range weapons, they abet the other team to push and break stalls. And there are so many counters to missles! Not just lrms. It takes 1-1.5 tons to counter like 30% of lrms, and many other weapons. Why not just take AMS or use cover?
Sorry, friend, but if you're in T4-5 still, specifically because of LRMs, it's because you belong there. They are absurdly easy to shut down, and have two whole sets of equipment that can shut them down nearly totally (ECM and AMS), and that's not even counting the super easy and common use of cover. You get a full 2-5 seconds to break LoS once the missiles are fired, and there is PLENTY of cover on EVERY map, even Polar Highlands. LRMs have one actual useful function vs. people who have any idea of what they are doing, and that is shooting over the heads of your brawlers from ~200-400m. Everything else is only to abuse people who have not yet learned the multiple ways to make LRMs mostly useless.
I like looking back at your vids to tweak my own builds and I must slightly disagree with this one, even if you're playing it as a skirmisher, mobility must be sacrificed for overall firepower, in a fire support mech like this the only thing you need to outpace is your assaults, XL300 engine (risky I know, but if a primary LRM mech has to brawl then it's close to the wire anyway) and you can fit more ammo, as well as a pair of LRM20's+Artemis, while still keeping the 5 mediums and TAG and still sinking a huge ammount of heat, even compared to clan boats I still maintain that this is the best LRM build in the game, not as durable or quick as a light engine model, but does what its designed to do with much greater efficiency, and can still absorb a fair ammount of damage up close, give it a shot some time, same skills as this build, it may surprise you. ;)
So if you're going to use an LRM Archer, be the Legolas sort of Archer that runs around in the middle of the fight and does badass things. Got it.
Bingo!
“That still only counts as one!” Gimli son of Gloin.
Thank you for pointing LRM's work at 250 better than 800.
When the archer was added to battletech the idea was for it to be a mid range missile and laser support mech. It always surprised me t o see people abusing the hardpoints to make a middle boat. IT HAS SUCH GREAT POTENTIAL.
@4:30 "you can help out the team by exposing yourself sometimes". Remind me to ask PGI to offer a trenchcoat camo scheme....
Church Automotive Testing Dyno Tuning LOL!
Thank you so much for making this video. This is the only way I play LRM's and in my opinion it is the best way to play with LRM's, but everyone just assumes I'm a boat because that is the meta. Thank you for raising awareness :)
Really awesome video! I've just started, I'm learning the ropes in my adder with 2x Lrm20s and 3x heavy small lasers, spent yesterday hanging back till I was out of ammo then diving in to pick off injured mechs and skirmish at the end. Might try a more active playstyle today and see how that works
Whoever goes by the name Bubba Ho Tep: you have fine taste in cinema.
Fucking Love That Movie!
Elvis isn't Dead!
Great games! It's nice to see someone play LRMs effectively.
Thank you for spreading the Good Word of Lurm. Too many hardcore brawlers get bad impressions from terribad LRM campers, and then become anti-LRM crusaders that take offence to any LRM user in sight. LRMs are very much a part of stapple Battletech combat, and Mechwarrior is not Unreal Tournament or Call of Duty; it's neither an arena shooter where everyone goes Leeroy Jenkins, nor a game where you can camp.
WolFaun I take offense to every use of locking missiles. They're an absurdity and beyond frustrating. I'd strike them from the game without hesitation if it were up to me. There is no good use for them
Actually there is a use for them its called fire support, its alot easier to help team mates that are in a close range fight when your able to attack indirectly. Also they also provide a way to guarantee some damage without babysitting a laser burn, they also soften up targets for team mates.
And in the case of streaks they balance out the missuse of lights in mwo.
I never claimed they can't be used. I said there's no good use for them. Only bad uses. Bad because the ruin the game.
And thats your opinion mate just like my opinion is that lights mechs and ppc's are poorly implemented in the game to the point that as they are they dont belong in a battletech game.
No.
I just started playing this game. The Archer was my favorite mech in Mechwarrior 5: Mercenaries so I got one in MWO as soon as I could. I really enjoy piloting it.
I appreciate the tips. I have found that shooting missiles at maximum range causes so many more misses than using the LRMs at mid range. I also replaced the stock LRM 20s with LRM 15s and grabbed a few more tons of ammo so I can spam missiles like a madman.
I've spent a lot of time chucking Lurms myself.
There are two really good ways to use them, this way, as a type of streak, which is how I use my Scorch (LRM 60) trying to position and use hill humping to maximum effect... since you cant really twist damage, you need to block return fire. And a little bit of a hill is perfect for that.
Then there's the sneaky lil bastaad way. Since the Arctic Wolfs release, I've spent a lot of time in them. ECM lurm carriers, getting into flanks can lead to some real fun games. Firing from cover (and ecm cover) onto someone who thinks he's going to use a building for cover, but he just cant tell where the incoming missiles are coming from has been very rewarding. However, comma, if you get spotted you can die real fast too. Especially in a slow(ish) medium. So you will have some crappy games mixed in with some excellent games.
*internal screaming from lrm scorch*
That's more or less now I run my AWS-8R
i drive an LRM Atlas about half the time and I can confirm. Lots of 1500 damage matches, lots of 300 damage matches
what I like about the Atlas is if you can find a guy in a sniper build, like a Rifleman or whatever, they will stand out in the open 1000 meters from you thinking they can just plink you to death. By the time the 2nd salvo hits them and they start running, 2 more are on the way and they're half dead. You can't do that with an LRM Cat but the Atlas makes it possible and I get a ton of kills that way
This is how I play my Catapult C1. Maybe I'll have to pick up an archer because 3 MLs feels a little undergunned.
Sharing is caring. The armor with the friends, the missiles with the enemies.
@Baradul: I see absolutely your point... for me the sweet spot is between 200-500 meters for LRM... and some backup weapons are always good, one should never rely on only one weapon system.
People are annoyed by LRMs because the match maker don't about weapon systems. There were a lot of matches with one side has one or two LRM mechs plus lights with TAG/Narc and sometimes even ECM mechs... and the other side only had brawler or midrange weapons and no ECM. I remember one match on Polar Lurmland... the enemy team opened up 3/4 of the team before we could even shoot. The good thing was, it was a very short match.
This is something that I have done on my Archer Tempest for a while now. ECM instead of tag. Barely enough ammo and heat sinks to handle the heat. Still working with the new tech to find a proper balance.
This video solidified my decision to buy an Archer.
Someone that has the same philosophy as me for LRMing. Up front, at less than 300 m. The fun way to run LRMs getting Brawling rewards. Then at the end, under cut the ATM minimum distance is well pay back, ha.
Norsemen was a hilarious show. Loved it. 👍
My favorite LRM build is the SCR-D 2XLRM10, 3XLRM5, 1XTag, 4XERSL or 6XERMicro. Put the Tag in the head mount, and kite the bad guys around, works great at 200 to 350 meters
You guys are nuts, I boat lrms all day on my adder and arctic wolf, fire supporting and shredding armor for my assaults. lol also enjoy boating in my griffin because you can bring ams and ecm, pretty op imo.
Got a Warhawk with 2erLarge 3erMed 2xLrm20 Artemis and 9 tons of ammo, works very well. Great teamweapon
Having a TC-1 and BAP really helps with targeting as well* i use +- that on my Tempest
Neither Targeting computer nor BAP makes locks come any faster. They only speed up target information
Chuck Cottle BAP also prevents you from being jammed by a single ECM light in your general proximity
I saw Norsemen! It was like a Viking sitcom. :)
That's basically how i play my Tempest. 4 MedLasers and 2xLRM15, somewhere in 2nd line and if the LRM ammo is gone -> brawling time ;-)
ilove2playtoo Me too
The ecm helps the other heavies and assaults too!
Thank you for showing responsible LRMing. This single weapon system is so controversial and triggers so many meat heads that people are downright rude concerning them. To the extent that I have been team killed by jerks just for having them. Also showing that they belong on less heavy Mechs with mobility is good too.
My Archer 2R has 2 LRM20+A, 4 ERSL and a TAG. There is nothing as sweet as tagging that ECM light trying to run through the lines and watching it disintegrate as the LRMs eat it. Get in the mix, albeit on the second line, but still in LOS, TAG enemies, rain hell on them and use the ERSL to pinpoint weak spots.
the trick with using LRM's is one knowing your mech and two knowing the maps.. my main LRM mech is a Stalker.. the Stalker tends to be slower.. yes i can tank with it but its main fire is 4 LRM 15's with artimas.. also as i said it is a slower mech so enemies are usually at the 500 to 600 range.... as for backup i have 4 er meds.. and i do loose a small amount of dmg at 600 with them but i can still do dmg... and before someone says your in a friggan assault get in close and brawl.. well i do.. but im usually out of LRM's when my slow metal arse finally gets there.. assuming enemy lights havent flanked me already....
Baradul, can you do a MRM build on this Mech while using all the energy hard points? would love to see it
I prefer playing a fire support role in mechwarrior. So i do boat lrms with tags and no back up weapons. If you get close to me then that's my fault for not positioning correctly. You would be surprised at just how much of a psychological effect an endless stream of lrms has on suppressing the enemy team and making them feel paralyzed hiding behind a hill. 6 c-lrm 10's with 2600 ammo and 2 tag puts out the damage. 6 c-lrm 5's with 2600 amm and 2 c-ppcs for longer engagements. The key is you never stop firing. Ever. Lots of fun.
Yep, this is how you use LRMs for effect. I run my Catapults, Tempest and AWS-8R this way
Shorter range = less chance to miss due to the lock on failing mid-flight
ATM/LRM boat is freaking amazng when you got team that wants to push not just stand on 1000m.People stay with lrm boats back because that is what most people do.
I disagree with this build. Having LRM in back line with a scout in behind enemy lines is so dam OP. you get more DPS not having armor and can bring down without exposing your self. I run a commando scout for my friend and oh man... watching mechs panic as I see the rain coming is fun.
I dun mind ppl playing lrm but when assault goes full lrm build then that just wasted armor. (cough snv-a cough). Why not take atm or mix with srm.
just remember some mechs "including assaults".."cough .. Stalker.. cough".. are built to be missile boats.. also the SNV-A is a clan mech.. so its LRM's can fire and still do dmg under the min rng... at that point you have a potential 80 dmg to the face vs atms that still need a min rng to function... even if that rng is only 90
ive also found that having your team know your running LRM's helps sometimes too.. the smart ones know that indirect fire can win the game when used properly... using them like Baradul is more of a direct fire method.. but indirect fire can cause an enemy to split focus.. and a split team is often a dead team... this is why i want to see the Arrow IV missile system added to MWO.. that and i could then play the "classic Catapult-C3"
Good video, as always. But i think you should have given Brom96 more credit. Its the type of dropcaller like that that can turn a game into a win. I want one of those in every game i play!
People like Brom96 are automute for me.
I know this is a little late , but since joining the MWO community I'm surprised by how many players use LRMs as boats and don't understand that they're support weapons to apply pressure to entrenched enemies.
How to use LRM? Take any mech which has 6 missile slots and pump it full of LRM5 with Artemis. :) (Artemis is not required with LRM5 but a nice addition.)
I see so just be a badass archer that destroy armor, tank and help people
All you tier 5 scrubs pay attention...THIS is how you play LRM's :D
It does often require that your team actually moves towards the enemy, though. I can't tell you how many times I've sat there watching all the assaults snipe and then the team splits, and I'm debating whether I want to go YOLO with all the mediums/lights and maybe do something, or sit back with the assaults, who will probably complain about their team making them lose and damage totals and whatever the heck else.
Baradul running out of ammo = best proof for an intense fight!
It's a good build, I run an extra med laser. People thing you're a lrm boat and close on you, then you open up with your lasers - Surprise!
Geez, that premium time really makes a difference in cbills and xp.
Noise pollution is not cool. Say what you have to say but don't clog up the coms the whole game!
I generally appreciate someone that takes the initiative to call the match, but every match with this guy is the same where he talks the WHOLE match...
That's the same dude people thought was drunk like two videos ago.
I thought he had push to talk so was only talking to the video when he wasn't pushing the button, that would be the smart way to do it
if you don't see the the speaker at the bottom of the minimap, nobody is talking into the game.
i run an archer 5w that combines lrms and srms it has 9 missle hardpoints so i usually run 6 lrm 5s and 3 srm 4 for defense, it works well
Nice video as usual, but I really disagree with this one. If you want to brawl with missiles, you're much better off with MRM or even SRM. As a counter to boating, I'd advocate taking a mixed loadout, spending any free tonnage on an LRM5 or 10. Then the entire team can unleash the lurms if the situation calls for it, with their honour intact :)
Are there any mechs worth using an XL in? They seem obsolete.
Isn't it weird- TTB ADAMANTLY suggests never jack-of-all-trades'ing. Focus one thing- your team shouldn't LET you get pushed for it to matter.
But Baradul ADAMANTLY always takes back up weapons.
So interesting watching the polarising opinions.
Look I don't like getting hit with LRMs either..But I'm sick of ppl just talking shit if your using them
They are viable weapons and a huge part of the game. I put some LRms on my Scorch and ppl went insane. So dumb.
MoltenMetal, Please do how to play 4 ATM9 on assault(preferably MCII-2). Damage potential is high but I can't seem to capitalize on it,I'd like to see how position such build on battlefield.
Currently I'm running 4ATM-9,2 UAC-5 and 2 med er lasers/light tag with more ammo.
I've honestly found MRMs to be better on the Archer, there's simply too many counters against LRMs at higher levels of play.
If tag was toggled instead of hold button to use it'd definitely be better. I am glad you're doing this on an IS mech because a lot of people claim the IS lrms are even worse than the clan LRMS! at least it shows it works! Also, am i the only person who plays with locked arms?
Having locked arms effecitly gives you mouse eccelaration, resulting in your mech not pointing where you moved your mouse to.
It's also bad for twisting as our arms can cover your torso, and makes it harder to track with weapons on your arms.
Sometimes it's ok to use, but most times it will get in the way of you and make you less competitive.
Man, I can't play a lurm mech with locked arms. Being able to grab locks with your arms while your torso is pointing elsewhere...I feel like that's something you have to do in order to be effective. I do agree on TAG. I have large hands and all mice I've tried feel so small that trying to keep a side button depressed while playing is actually uncomfortable, bordering on painful. Not as bad as laptop mice, but still. I know there is macro software you can install that allows you to operate TAG as a toggle, but I haven't really wanted to install and use it just for that. It definitely should be toggle-able in the MWO client. Also not sure about Clan vs IS lurm balance. I do like IS lurms hitting in a solid clump, and not in a drawn-out stream of missiles. I prefer my missiles hitting up front, instead of giving people time to get into cover and blocking part of your lurm-stream. Also I think that AMS may be more effective against Clan lurms, but I'm not 100% on that.
You can lock targets wherever your arm reticle points. There is no point to having arms locked in an LRM mech
I still think LRMs are for players who don't have the skill to aim...
But they are viable if played in the 200-400m sweet spot. They make for a perfect secondline position where they arc over your buddies who are brawling. Although I prefer lighter mechs to carry the LRMs, since you're not front line you don't need the armor that will be wasted in back anyway. Plus some speed to reposition and to stay near the brawl is important.
Assaults in back with LRMs are bad players. Do not do that.
Dustin B Assaults in the back sniping in general.
Dustin B The Archer isn't an Assault mech, its a heavy
if you want to play like this it's better to get a ATM 12x2 timber wolf, way more effective
Novakaine here this how Lurms are supposed to be play!
Kuddo's
LRM support is always good.
Kintaro 18 with narc or tag and the rest LRM5 spam so much more fun.
Just got my first 1k damage game using this build.
Yay! Nice! Congratulations!
How do you toggle TAG to stay on like that?
U might just have made a 4 year veteran MWO pilot try out LRM's again.
I have a JM6-A with 4 LRM 10 with artemis, 2 lt. mg and 2 er med. I play the same way.
How do i join the molten metal clan? Im playing MWO. I wold like to play with a group
But be carefull when you shoot LRMs on a target 200 m away, if the target is going toward you than do not shoot because there is a high chance that the enemy will get into the minimum range and you are just wasting ammo and heat.
Sorry, can't hear you over my boat engine. REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
i tried lrm boating. I just found it frustating and boring after a point. Its good for noobs to get used to the game but a mixed lrm build is SOOO much better.
PGI needs to re-balance quircks. I find it bullshit that this 70T mech has more armor than say a 90T MC-MKII or a Zeus ?
Also, i would have seriously muted "that" guy - enthousiastic and communicating is nice but his mic is set so loud
The armour quirks are mostly a bandaid for the Archer's large, very obvious hitboxes, especially given that with how low the cockpit is you can get shot at before you're aware of being in the line of fire.
The Zeus has both structure quirks (very heavy in the case of a few variants) and some extremely powerful offensive quirks, and the MCII has both great hitboxes, huge shield arms, high speed and the advantage of Clan XL/lighter weapons so that it doesn't need quirks to be strong.
For the longest time I was convinced that the bay door "ears" extended the torso hitboxes, because it's near impossible to gauge where your torsos are vertically in relation to the surrounding terrain when the cockpit is near the mech's waist. I just assumed that they were hitboxes, because you get punished with torso damage so frequently if you're peeking (like when your team wants to play static). And I could see a reduction in armor quirks, honestly, but only if other issues were addressed. It's never been an OP mech, even with the current quirks.
Quirks are really BS. Like the skill tree they're just one more thing to grieve balancing issues over. How about just no altogether. Scrap all the 'skills' because skill come from pilots not mechs, scrap quirks because clans are SUPPOSED to be overall better. Let's just make IS vs IS and Clan vs Clan matches even number, and when IS vs Clan unmixed (unlike the current pug version) type matches occur, just give the IS a slightly larger team. 12 v 10 , which is three lances vs two stars.
This still applicable?!
Can you write down the name of that netflix show please i couldn't quite understand. Its sounds cool.
the show is called Norsemen. I have seen it on there, but didn't know if it was any good
It's kindof like a sitcom set in the 8th century.
Vikings is also comedy.
#Kaptorga #Schlammundleder
You do realize that saying "enemy mechs on the "right/left" is purely relative?
If a team member is facing 180° from you, he is going to turn in the opposite direction of the enemy.
Because, your "right" is his "left".
So, he turns to his right, and now his back is the opposing mechs.
Compass directions or even heading in degrees would be more accurate and helpful.
it generally means left/right of your team's formation. ie. You are all moving in the same direction, and an enemy appears off to one side.
But this doesn't always work, so I see your point.
I prefer to call out the Map Grid point
From my experience, it is a rare occurrence for everyone to be facing the same way.
Are you watching the same videos I am?
People are rarely in the same location.
You can hear Baradul/Molten often bemoaning the fact that people are too spread out.
I was simply suggesting that people shouldn't assume everyone is on the same page/facing the same way.
But, you win, sir. o7
Brom96 needs to stop muddying up coms. Useless info being spammed into my ear is not team communication.
Lrns made me almost quit playing this game
Crazy :o
*sees title*
*in-game name is EazionHatesLRMs*
*am a brawler*
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE LRMS EW
My name is "Dont LRM me please" and not even joking.
It so annoying when people just can't stop talking xD
Mouse with macros support is far more better than squeezing the mouse all the time...
Hey
LOVE FROM RUSSIA
o7
Baradul doesn't know how to play LRMs. you can tell from every video of his where he drives an LRM boat. He ought to just stop doing them and stick to what he's good at
Elaborate how is this not proper play with LRMs?
Bro... The last thing this game needs is more lurmspam. Lurms ruin a game that's already on shaky ground. If it were up to me they'd be removed entirely. I'd probably be tier 1 if I hadn't thrown in the towel on so many lurm-heavy rounds.
"Everyone should have to play how I want them to play, because mine is the only valid playstyle!"
The Rogue Wolf sorry you're too busy nuzzling Russ' knob to see when game elements are broken
What is broken about LRMs? People tend to agree that boating them is annoying, but ultimately inconsistent, and ineffective on many maps. But, unlike all mid and long range weapons, they abet the other team to push and break stalls. And there are so many counters to missles! Not just lrms. It takes 1-1.5 tons to counter like 30% of lrms, and many other weapons. Why not just take AMS or use cover?
It ain't the lurm it's the lumptard.
Sorry, friend, but if you're in T4-5 still, specifically because of LRMs, it's because you belong there. They are absurdly easy to shut down, and have two whole sets of equipment that can shut them down nearly totally (ECM and AMS), and that's not even counting the super easy and common use of cover. You get a full 2-5 seconds to break LoS once the missiles are fired, and there is PLENTY of cover on EVERY map, even Polar Highlands.
LRMs have one actual useful function vs. people who have any idea of what they are doing, and that is shooting over the heads of your brawlers from ~200-400m. Everything else is only to abuse people who have not yet learned the multiple ways to make LRMs mostly useless.
I like looking back at your vids to tweak my own builds and I must slightly disagree with this one, even if you're playing it as a skirmisher, mobility must be sacrificed for overall firepower, in a fire support mech like this the only thing you need to outpace is your assaults, XL300 engine (risky I know, but if a primary LRM mech has to brawl then it's close to the wire anyway) and you can fit more ammo, as well as a pair of LRM20's+Artemis, while still keeping the 5 mediums and TAG and still sinking a huge ammount of heat, even compared to clan boats I still maintain that this is the best LRM build in the game, not as durable or quick as a light engine model, but does what its designed to do with much greater efficiency, and can still absorb a fair ammount of damage up close, give it a shot some time, same skills as this build, it may surprise you. ;)