I've never met a 12 man that didn't stomp my team whatever weapons they were carrying. The problem is it's a team game and 12 mans are always quordinated and capable while small groups are not too much different than pugs. If they don't kill you with LRM's they'll kill you with something else. However, a well quordinated flank by 2-4 mechs with an all out assault by the rest of the team might do the trick. The nice thing about LRM groups is they tend to be more static and a static group is easy to flank.
I guess Falconium pointed it out like its a bad thing but its not stripping particular builds to add a Lrm 5 or 10 it's building up around it. Would be fun to try one day. No narc or any of that nonsense or LURM play style.
A good 8 man can beat some 12 mans. I only see it suffering at odd numbers of small groups. I do well with 1 other person, one lance is ok or it has to be about 8 and up of decent people or it can get ugly because match maker is trying to find groups of 3 people to fill up the 12. If you are running good mechs it's actually in your favor if other team is running heavy LURMs. I get emotional when I creep on a kintaro or stalker with my chainsaw mechs. Even caustic, you have to be careful trying to charge through or around coldarra with LURMs. If the skies are smoke trails and you don't have a quick path to them just find good cover and be patient. If 2-4 mechs can get an angle on high priority mechs and take them out then winning the match suddenly becomes ten-fold easier. I do that with my friend running mediums with ac20's we just dash around syncronized-assassinating targets of opportunity and we win 80% of time if we do our jobs.
To be fair LRM rain setup mostly happen in weekend events. The required goal of the events make such a tactic the easiest way to complete the goal. Remember, when you are in the event your ONE AND ONLY GOAL is to complete the damn thing and get the swag. No, it does not have to be anything fair, or fun, or nice. I am sure if shooting your own team can be part of the goal most would cap that mofo next to you the second you launch. The goal is a fast game to allow for event point collection in minimal time. You rush and die quickly if you know you are going to lose and your team will not be able to get a event point anyways. That is better for everyone (maybe PGI want the game to drag on, but the fuck do we care) You sprinkle damage to get assists and give others spot/narc bonus, thus lrm and tag and narc. You don't ECM since that hurts everybody as it drags on the game, and would cause slower damage. You rush if you notice that losing is inevitable, and you sweep and/or win quickly to save everyone's time. I like events, but I think the goals are sometimes quite debased, especially the recent one.
Well I have to admit that at times you just go with the flow. My DRG-1N setup has retained its ERLL on the very high left shoulder mount for a wealth of reasons, e.g. it peeps very well, gives me a left side weapon, counters the low arm weapon mount so I can fire in locations I can't even bring my right arm weaponry into play, gives me an opening weapon for longer range ...... which all allows me to hit targets for C-Bills effectively. Ammo is waaaay too precious on that mech even with 9 tons. Every time I hit you at 860m or so I'm still at optimal and earning money but saving ammo for when I can rip you to shreds. In fairness if I lose my right arm and have therefore taken a load of damage it also allows me to contribute steady firepower while lessening risk to my already struggling mech.
I saw this happen more than once, even on small groups of 3 or 4, and I always tell my pessimistic teammates not to consider themselves vanquished from the start. For example this weekend we were a group of 9 and encountered a 12-man (I don't know what they worth). True, we had a nasty DWF front-line , and the three we were teamed with are not rookies. But in 4 minutes it was over, 12-0 in our favor
My general strategy when drop commanding against a coordinated 12 man is to take the first 30s to scout your battlegrids and find a generally unused area with some defensible structure on the outside edge of the map. From there, you try and keep your pugs from peeking while making the most of your extreme range poke and duck mechs (ERLLs/ERPPCs). Comp teams like to roll, but they are impatient and try to do it quickly. By taking a position with limited access lanes that is also elevated and relatively unknown, you put the most strain on the organization of the enemy 12 man. They will likely not have a predetermined strategy for dealing with that specific position as opposed to the usual map hotzones, where the major plays/counterplays have been rehearsed hundreds of times. If you can get your PUGs onboard with your plan and hold position for 7-10 minutes first, you can also use the enemy team's impatience against them. I've used this successfully against everyone from 12 man LRM dropdecks to 10 mans of Lords. Best maps for this obviously are Tourmaline, Alpine, and Therma. Small maps like Caustic and FC don't really give you any time or place to plan, so sometimes setting up near your initial spawn is the best bet.
Yeah but I can't think how many times last night we had the 2-4 man on our side suicide after I typed the plan out so you're instantly down and fighting a 12 man. We even had a deliberate suicider in one game who ran into the enemy company spamming them all to get first contact bonus. Died and instantly logged.
Accidently done that a few times, got lag spiked when I am moving (it happens with my shit connection) and next you know you are in a garden of red arrows.