Was chatting on comms and someone mentioned they'd been running in a 12 man company that afternoon where almost every mech had narc or a single large launcher. They'd not lost a battle in the time as anyone that tried to confront them just melted and was unable to fire in the deluge if they tried to close. A lot of that was surprise as its not something you often see. Presuming you met them in the group queue so don't have time to prep a counter composition - how would you counter it (incl. tactics for different maps if you want)?
As always, charge them TOGETHER and take them close range. But this game is so full of cowards afraid of missiles that might just sit there and wait to be melted. My opinion is this group is just farming on mixed teams and would not brag so much if they faced other 12 man groups.
Like running into any 12 man, you grab your ankles and hope to get to your next match as quickly as possible. Always seems a waste of my time and theirs. As to actually answer the question, you really have to hope your team is paying attention and can dodge missiles quickly. If you survive the initial encounter by being careful, you should be able to regroup in a missile defensible position. Every map has them except for caustic and alpine.
And only Alpine seams absolutely unsolvable. Caustic is small enough to charge through the caldera and force a brawl. If the missile oriented team is smart enough they would spread, but that's a double edge move since it would really leave them helpless when picked one by one, only hoping their missiles are hitting faster than the enemy is charging.
There is another way to combat them. Take out the spotter with light mechs and snipers, and stick to a cliff to ensure LRMS hit it instead. Use your light mechs to drop arty and air on the enemy group, while your snipers harrass them from long range, while your Assaults flank them from cover, and get into a brawl to finish them off. It's complicated, but it's basically divide the enemy, and destroy them one at a time.
I would force them to come to me, fight them on my terms on the ground I picked. If it was Forest Colony? Make them come into the caves or areas where their launchers are neutered. If it was Tourmaline? Use the stalactites to block their rain. If it was the HPG? Go underground.
Yeah, basically, best way to beat a 12 with a PUG team is to camp somewhere advantageous and force them to come to you. Especially if/when they're all running LRMs . . . whether it be tunnel, behind a wall, under this or that platform, etc. Make them fight on your terms, rather than theirs.
Except an LRM team as no reason at all to come at you and fall into such a clumsy trap. First, by the time all the PUGs get the message one or two would probably be dead, forcing them to come outside because they're losing on points. Second, the chance that a PUG disobey and charge alone, out of boredom, rage or whatever, is kind of high - much higher than on a premade anyway.
@epikt --- Sadly, too true. PUGs sometimes . . . ok, often . . . ok, fine, USUALLY, have a problem listening. I'm "just another PUG" right? Why should they listen to me? But IF you can convince them that it's in their best interests to keep their heads down, and IF they manage to restrain their natural impulse to play peek-a-boo with the enemy team . . . then you might have a fair chance of actually keeping the odds even until you can engage the 12-man on your terms. Sadly, it's also true that a 12-man running LRMs would rarely be tricked/persuaded to close distance in an area that directly inhibits LRM-use; they'd be foolish to do so. You're best bet in that case (i.e. in most cases) is to just wait them out the 15 minutes, and at least not give them the satisfaction they're looking for.
Problem is you will likely realize how heavy they are in LRM's after their first kill. Best countertactics? Assess the team, loadout and cooperation level. Will they play ball or be PUG tools? Use them appropriately. Work the terrain, either hide or sneak up on them for close range CQB. Always preferred to get close to LRM boats. ECM pop&snipe, ie - use your ECM and your long range direct fire to pop out and get a shot in before they can tag you out of the cloak. Watch the skies, if you are the last man in the queue and longest away from the front you should look a cpl of times extra for that UAV. I killed six UAV's in one game last week and I believe the team got some more. Eyes open for NARC symbols, react fast, keep high obstacles close. If they got players carrying NARC, they will have LRM boats. Eyes open for lights that wants to work around your formation and not engage, lights that do a runby without engaging (UAV run) or lights that fires a odd bullet... Draw fire and step into cover, it can make undisciplined players fire off all their ammo and then they are easy pickings. Hiding and ambushing their spotters can work, it becomes easier to sneak up on the boats afterwards. ...may update...
The problem with some the suggested solutions is that some people have missed a key fact: narc or single large launcher. This means their mechs have other weaponry. Charging what you believe to be a pure LRM boat will be your doom. Especially if they're prepared with a firing line. Wait them out, and do your best to keep the pugs with you. It's a patience game.
As speculated by a few people their strategy did revolve around nailing one target quickly and then sitting back forcing the enemy to attack. Its an interesting tactic just because if you've got a set of mixed lance opponents they'll not communicate that well with NARC warnings etc before someone is lost. It was also run during the 360m BAP period so ECM was redundant and with some good light pilots whose entire job was to NARCand stay alive. There were plenty of support weapons for people that got close after taking LRM damage and the launchers were spread so that if you attacked an edge of the formations others could launch on you for full damage. Highly organised and forced the other side to play their game. Coincidentally they were all from 4-5 different units so didn't look like a 12 man. Its one reason I miss having a 12 man queue to reduce farming but realistically you could do the same with 9-10 as we found with the Lord/JadeFalcon/other tournie team yesterday we met 4 times (that wasn't the LRM team btw but was equally devestating).
It's a difficult task. There's no general tactic to counteract a strategy such as amssive LRM-Support, as it depends a lot on the terrain (map). If you realize that the enemy is heavy on LRM'S you have two choices. (considering you are in an average joe team without really effective longrange snipers who can take out the enemy launchers.) 1) CHARGE! Overwhelm the enemy by closing in with brute strenght. They might have other weapons than the LRM's for close range as you said. But their closerange effectivity suffers due to the fact that they have a (heavy) launcher and NARC mounted, space and tonnage not used for other weaponry which could be used for a brawl. So technically, your team should have the upper hand at close range. It's very important you manage to close in under cover w/o getting to exposed to the enemy launchers too much, or you will be nothing but open crit when you get there. And it's also crucial the charge is simultaneously... if only one, two Mechs crest a hill for the charge... well, guess you now the story. Most competitive and succesful teams will teamrush you, that's something I learned. Beeing aggressive with a good priming team with short to midrange weaponry and moving at high speed (as fast as an assault can go) is way better than being a sitting duck and giving away the initiative. 2) Stay put and wait for them to discharge some LRM's hoping they run dry on ammo.
Not really. First, the "large launcher" is mounted on their mechs at the cost of other weapons, and/or other convienient assets like speed or armor. Second, if you engage them close range and break their formation they won't be able to use their full weaponry: either they keep the lock on target for LRMs, either they use direct fire. That. In my opinion the good move is to charge, staying behind cover as much as possible during the manoeuvre but first to charge fearlessly, focus fire during the charge to hopefully take one or two down (they will probably take one or two of ours as well), and once in close quarters keep them all busy by forcing a blob brawl, so that the fewer possible are able to stay non-engaged at distance and able to use their full weaponry.
Charging may sound like a good idea, but remember, aside from the difficulty in coordinating such a thing with your pug group the odds are that your team is also going to be carrying a large amount of lrms. With the current meta I have a hard time believing that fighting in brawler range would give any sort of load out advantage.
If you charge, and they're smart, then 11 of the 12 will still be out of LRM deadzone. It seems like a very strong tactic.
@Remarius --- I have to ask: did your friend mention if this was the "T-is-for-12" group he was running with? Just curious, as they use that tactic.They're not a unit (they all belong to different units), but rather, they're a group of friends who get together to do this: in their drops, they make a point of bringing an LRM launcher on every 'Mech (including Lights), while keeping a fair amount of front-loaded damage (FLD) at the same time. I only dropped with them in two matches, but those two matches were enough. Basically, the idea looks good on paper: you can engage at long-range with a rain of LRMs, and then use your other weapons when it comes down to the brawl/skirmish. But in practice . . . the dropdeck requires everyone to split their build between two (or three or four) different weapon-types. As a result, unless they are able to dictate the match EXACTLY on their terms, they simply can't stand up against another 12-man running a dedicated dropdeck, of either brawlers or snipers (it doesn't matter which). In a real 12v12 match, I would bet against these half-LRM/half-FLD guys every time. It doesn't help that they had no coordination or piloting skills; at least when I dropped with them (assuming it was the same guys, which I'm willing to bet). Remember: a 12-man will always be more likely to win in a match where it's 12vPUGs: the extra coordination of having all players in your team on comms and working together simply outweighs whatever dropdeck advantages the enemy team might have. So it doesn't surprise me that this 12-man you speak of (whether or not they were the "T-is-for-12" guys) rolled every team they came up against. Because in the current Match-Maker situation, where there is no dedicated 12-man queue and 12-mans end up getting paired against PUGs regularly, it's easy for 12s to just roll through things: because they're rarely ever faced with real competition. Anyway, yeah: a 12-man like the one in question, paired against another 12-man with a dedicated brawley dropdeck . . . I'd put my money on the brawlers. It doesn't take long to spot an LRM team (the first indication is their positioning in the map); once the brawlers realize the enemy team wants to sit back and LRM stuff, Team-Brawl simply has to close distance under cover until they can engage the enemy on their terms. That's what it will always come down to in comp-drops, where each team is designed to play a different style: whichever one manages to dictate the terms of the match in their favor will come out on top.
I still stand by my old pipe dream going back to mw3 and how I run my teams in mechcommander. Every heavy - assault (and some mediums) that can fit it equip at least one LRM10. If you think about it 8 mechs with a lrm5 or lrm10 all firing while focusing people and enemy team is getting 'incoming missile' it's got to be effective. Yea you sacrifice like 3-7 tons but this isn't an idea for a competitive team but something I'm dying to try in group queue with 10-12 people. Bringing the mechcommander to MWO.