Good example for C3, bad analogy for LRM boats. I've used LRM indirect fire to my advantage against foes who thought I'd be too busy trying to shoot what is in front of me and forget about what is actually available for me to shoot at.
IDF still will have less accuracy, and requires a spotter unless you NARCed someone. And there is no friendly ECM to deal with that problem. Just because you can get some use out of them does not mean you are getting full value for your BV.
Even at 2x2 I've had too many times where I got nothing better than Medium Range shots without a single ECM in the way of anything for me to really feel like C3 was worth the price I paid for it.
Which is why I note 2x2 as a no go for C3. If you buy C3, you are comitting to a long range fight. And that requires you actually have the room to deploy and make your opponent fight through such an engagement to close on you.
C3 or not this tends to be good advice if ECM is on the field.
I'll grant this could be part of my problem, I'm just not using the right combination of C3 mechs when I use it. That can go a long way to making C3 less useful.
My problem as previously mentioned is that C3 seems too expensive for what it reliably delivers even when ECM is not on the board.
Dealing with ECM goes from 'a nice idea' to rather vital if you deploy C3.
Generally there are three roles in a C3 net
Firesupport. These are your long range beat sticks. Heavy long range firepower, and generally a good place to stash a C3M. Two reasons, one they tend to be your larger units, and thus can spare the room for the 5 ton master unit, and two they will be the units standing off and thus better protected from return fire. Concentrate on guns that have a short range of at least seven. Not only does that give you more range to stand off, but lets you (initiative permitting) park your pointman just outside the ECM bubble but still have short range TNs. The Combine's Naginata and FedSun's Ajax Beta are good examples of firesupport done right. Generally you will come down on the firepower and armor ends of the 'firepower/armor/maneuverability' triangle.
Linesman. These are the swing role players. Generally giving up some range for extra firepower, they play between the firesupport and pointmen. LB-10X, UAC/10s, MRMs, standard large lasers, and/or banks of short range guns. They have two missions besides 'kill the enemy'. One keep the anyone from rushing the firesupport/master units. Two, if you run out of pointmen, one of them can move forward to take up that mission. These designs tend to be a balance of speed, protection, and firepower. The Avatar-Delta, Crusader 5K, Grasshopper 7K, or Crab-C.
Spotter/Pointmen. Speed ueber alles. To both string out to get the low TNs quickly, to avoid being pinned and jammed by enemy ECM, and to survive the attention once you get there. After that, protection, then finally firepower, if you have room. Spotters tend to be lightly armed, if at all. Certain C3S equipped VTOLs have no offensive weapons at all. Pointmen have firepower to be regular combatants in their own right, but their C3 Slave is the primary 'weapon package'. The Jenner -C, Wolverine 8C (though a bit slow for the role), and Grand Dragon are pointmen, while the Owens, Hitman-2M, Sprint and Crow are spotters.
In a full company, maybe a 5-4-3 distribution, or a 6-4-2 if you are confident that a linesman would be pretty good as a backup pointman.