Does Everyone Hate Lrm's And Is That Hate Justified?
#1
Posted 17 March 2013 - 03:57 PM
#2
Posted 17 March 2013 - 04:00 PM
#3
Posted 17 March 2013 - 04:01 PM
Ranek Blackstone, on 17 March 2013 - 04:00 PM, said:
I'd argue that it takes just as much skill to not get hit by them.
I think that the problem with LRMs isn't how easy they are to use, it's the way they're implemented in the game. Stupid high damage balanced by stupid low accuracy was never going to fly.
Edited by The Cheese, 17 March 2013 - 04:03 PM.
#4
Posted 17 March 2013 - 04:01 PM
Stick to cover and you're usually fine.
#5
Posted 17 March 2013 - 04:01 PM
No QQ just griping about how I personally believe they should be toned down just a smidge for balance sake.
#6
Posted 17 March 2013 - 04:04 PM
#7
Posted 17 March 2013 - 04:05 PM
But yeah, the implementation is just wrong on them.
#8
Posted 17 March 2013 - 04:06 PM
The truth is that LRM boats sacrifice a lot to get that damage potential, usually speed and up close defense. They are very vulnerable to flanking maneuvers, but people who pilot slow assaults would rather complain than pilot more nimble mechs.
#9
Posted 17 March 2013 - 04:08 PM
#10
Posted 17 March 2013 - 04:08 PM
Davers, on 17 March 2013 - 04:06 PM, said:
The truth is that LRM boats sacrifice a lot to get that damage potential, usually speed and up close defense. They are very vulnerable to flanking maneuvers, but people who pilot slow assaults would rather complain than pilot more nimble mechs.
I do so love this arguement. Stop complaining about LRM's doing sick damage, just don't use half the mechs in the game and use a fast one so LRM's do abosolutely nothing.
Talk about an all or nothing approach. That's not balance, not even close.
#11
Posted 17 March 2013 - 04:11 PM
#12
Posted 17 March 2013 - 04:11 PM
Ranek Blackstone, on 17 March 2013 - 04:00 PM, said:
I think you're over simplifying it drastically. Granted LRM's require very little 'skill' to fire, but proper firing positions and reaction to incoming missiles/mechs becomes more important than with a direct fire mech. You have to maintain that lock for about 5 or 6 seconds on average, which means getting set up in a location where you can do so without getting a face full of fire. Proper team coordination is also vital to effectively use LRMS so saying that they require little skill to be effective in combat is just not true.
I will concede that if people want to wander out in the open then an LRM user will chew them up, but that's just because the enemy failed to utilise cover so close the gap.
Taking LRMS is also a sacrifice as once that gap is closed, they essentially have dead weight and must rely on their backup weapon systems alone.
Just because they use a lock on system does not make them easy mode, unless the people they're engaging are silly enough to stand out in the open and not use cover. Which really isn't that hard, from what I can remember I have not died a single time to LRM fire since closed beta.
#13
Posted 17 March 2013 - 04:11 PM
wolf74, on 17 March 2013 - 04:04 PM, said:
If you're shooting out an LRM 10, thats 18 damage. Thats the equivalent of 2 shots of ER Large Laser which means you'd be firing, waiting, firing, waiting for 3.25 seconds, firing again (takes 1 second) so 4,25 seconds to do that damage with ER Large Laser.
1/3rd as long... except you are exposed to return fire when using the ER Large Laser. More risk = more reward.
LRMs have very low risk and so have very low reward in most situations. The main issue is not so much how powerful they are but more that they force everyone to play a certain way as soon as there is a single LRM boater on the field. Of course its never a bad idea to be hugging cover at all times vs any sort of enemy fire... but the LRM boat completely prevents brawls period. As soon as you engage an enemy, you run the very real risk of getting LRM pounded in a situation where you can't head for cover.
I would say the best way to "fix" LRMs is to greatly cut down on their trajectory jinking on the last part of their descent when fired blind.
#14
Posted 17 March 2013 - 04:12 PM
#15
Posted 17 March 2013 - 04:14 PM
It is for that reason, however, that they need to be tweaked. Anything that accentuates the gulf between the good pilots and the bad pilots is bad for the game. We need lots of bad pilots to play and buy bobbleheads and paint for their Mechs. If we constantly destroy them with LRMs they'll stop playing and PGI won't be able to continue development.
#16
Posted 17 March 2013 - 04:14 PM
Since the change in missile flight path missile boating seems to be the flavour of the month, it will pass. I'm already seeing more balanced teams in my matches.
#17
Posted 17 March 2013 - 04:14 PM
An Single LRM Boat as well is not an real Problem if you just get close.
An LRM Boat, needs Tag, Artemis, Advanced Sensor Range Module, Target Decay Module to fully functions.
If an Enemie who is able to do serious Damge comes close, he is lost as he lacks enough Firepower to counter.
An Proble are several LRM Boats whith an forward Observer playing as an 4 Man Team, Able to spot an "good" Tagret and able to focus missle Fire blasts any Mech in Pieces.
So as usual its not the 1 Boat, its the Premade Group who meets an Horde of uncoordinated Pugs.
#18
Posted 17 March 2013 - 04:16 PM
#19
Posted 17 March 2013 - 04:19 PM
on my teammates. i love em on enemy mechs
#20
Posted 17 March 2013 - 04:22 PM
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