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For Those Who Complain That Missiles Are Broken....
#21
Posted 23 April 2013 - 05:25 AM
#23
Posted 23 April 2013 - 06:31 AM
ICEFANG13, on 23 April 2013 - 05:16 AM, said:
I don't use LRMs, and I never have, and never will, but only a fool would think they are balanced right now, they are just terrible. So many hoops, so little potential damage. You know what else has a 45 alpha? 3PPC+Gauss poptart highlander. It will even do its damage every time, and doesn't have to go through hoops. You tell me that that's a bad mech, and then I will know that you don't know how to play.
Yes, ppcs + gauss do the same. But can ppc and gauss shoot trough buildings or other kind of obstacles. Im sure you dont hit target every time for 100%. Ok im talking from my own... kinda greenhorn experience as im playing lrm boat for a week or so and yet i see veterans here, that cry about lrms being weak, and yet ME as a noob, not even close to a good player(still have to learn alot) but i manage to do good damage.
Theres rarely more than 700damage even with 6x ppcs, dakkatards and any other high alpha builds. On average ANY build does 300-400damage....am i not right?
I would agree with you, if lrm boat would do 2x less damage than any other builds, but its able to do same damage like its can be done with other builds. Its ******* balanced....its not WTFPWN, but its able to kill...and dies pretty easy if enemy gets close. And as im using 4x lmr15 with TAG/BAP on board i find lrms to be pretty equal to any other build, even more fun to be in pretty close combat as you need to watch, wich enemy would charge you, or wich teammate to save first.
And once more i do 42.5 alpha, even if some missiles get shot down its 30-35dmg, i can move and shoot for full damage, dont have to target some part, nor worry about not hitting some running away enemy on hill. LRMS have theyre pluss and minus, but theyre equal on battlefield and those are real foold who say that they dont take cower.... i would like to meet any of em in some terrain without cowerpoints at like 800meter range.... ok one alpha you can take and prolly think pff, second apha will tear down some parts of armor, with third alpha youll be almost dead and if i dont have range ill finish you with my 2x med lasers.
#24
Posted 23 April 2013 - 06:36 AM
LRMs mite still need some tweaking, but i dont think a big change is necessary. they certainly dont need to go back to how they were a month ago, which was way overpowered, IMO
#25
Posted 23 April 2013 - 08:03 AM
trrprrprr, on 23 April 2013 - 06:31 AM, said:
Theres rarely more than 700damage even with 6x ppcs, dakkatards and any other high alpha builds. On average ANY build does 300-400damage....am i not right?
I would agree with you, if lrm boat would do 2x less damage than any other builds, but its able to do same damage like its can be done with other builds. Its ******* balanced....its not WTFPWN, but its able to kill...and dies pretty easy if enemy gets close. And as im using 4x lmr15 with TAG/BAP on board i find lrms to be pretty equal to any other build, even more fun to be in pretty close combat as you need to watch, wich enemy would charge you, or wich teammate to save first.
And once more i do 42.5 alpha, even if some missiles get shot down its 30-35dmg, i can move and shoot for full damage, dont have to target some part, nor worry about not hitting some running away enemy on hill. LRMS have theyre pluss and minus, but theyre equal on battlefield and those are real foold who say that they dont take cower.... i would like to meet any of em in some terrain without cowerpoints at like 800meter range.... ok one alpha you can take and prolly think pff, second apha will tear down some parts of armor, with third alpha youll be almost dead and if i dont have range ill finish you with my 2x med lasers.
LRMs work on people who are terrible. Ideally if ELO is working, then you are fighting other "greenhorns". PPC+Gauss work better. LRMs don't really shoot through anything. If you are helping someone, you can help them better and faster with PPCs+Gauss, which fire faster, are significantly less likely to miss, and will hit near where you want to hit.
Sure you won some 2v1s, you could win them faster if you had better weapons.
Whoofe, on 23 April 2013 - 06:36 AM, said:
LRMs mite still need some tweaking, but i dont think a big change is necessary. they certainly dont need to go back to how they were a month ago, which was way overpowered, IMO
Why would PPC+Gauss be worse in a 4 man? A coordinated 4 man with snipers can kill a mech before it can react, LRMs will never ever ever do that.
4 man vs PUGs, anything goes, 4 man LRMs+mixed vs 4 man PPC+Gauss, I'm picking the snipers. Try an 8 man with some friends, if anyone still plays them, and you can see first hand. Even light mechs carry PPCs oftentimes.
#26
Posted 23 April 2013 - 08:07 AM
trrprrprr, on 23 April 2013 - 06:31 AM, said:
Theres rarely more than 700damage even with 6x ppcs, dakkatards and any other high alpha builds. On average ANY build does 300-400damage....am i not right?
I would agree with you, if lrm boat would do 2x less damage than any other builds, but its able to do same damage like its can be done with other builds. Its ******* balanced....its not WTFPWN, but its able to kill...and dies pretty easy if enemy gets close. And as im using 4x lmr15 with TAG/BAP on board i find lrms to be pretty equal to any other build, even more fun to be in pretty close combat as you need to watch, wich enemy would charge you, or wich teammate to save first.
And once more i do 42.5 alpha, even if some missiles get shot down its 30-35dmg, i can move and shoot for full damage, dont have to target some part, nor worry about not hitting some running away enemy on hill. LRMS have theyre pluss and minus, but theyre equal on battlefield and those are real foold who say that they dont take cower.... i would like to meet any of em in some terrain without cowerpoints at like 800meter range.... ok one alpha you can take and prolly think pff, second apha will tear down some parts of armor, with third alpha youll be almost dead and if i dont have range ill finish you with my 2x med lasers.
What game are you playing?
I love my founders cat and play it with 2x 15 LRM artemis and TAG. It sucks. I mean, i can get kills and do damage and stuff but it sucks badly compared to the K2, any AC-based hunchback build, the YLW, ERPPC or LLaser Atlai even my LLaser Flame.
Everything i pilot that does not rely on LRMs is just way more effective. Solo = forget it.
This said, there are some teams out there who are success full with spotter/LRM-boat combos, but this is heavily dependant wether the other team stops their sniper game and closes the distance or just continues sniping. When they close the distance quickly, the LRM-team loses. Every single time i have seen the matchup. Also this matchups always featured Stalkers as LRM-boats. So if you do not maxboat them, forget it.
#27
Posted 23 April 2013 - 10:37 AM
trrprrprr, on 23 April 2013 - 06:31 AM, said:
Theres rarely more than 700damage even with 6x ppcs, dakkatards and any other high alpha builds. On average ANY build does 300-400damage....am i not right?
I would agree with you, if lrm boat would do 2x less damage than any other builds, but its able to do same damage like its can be done with other builds. Its ******* balanced....its not WTFPWN, but its able to kill...and dies pretty easy if enemy gets close. And as im using 4x lmr15 with TAG/BAP on board i find lrms to be pretty equal to any other build, even more fun to be in pretty close combat as you need to watch, wich enemy would charge you, or wich teammate to save first.
And once more i do 42.5 alpha, even if some missiles get shot down its 30-35dmg, i can move and shoot for full damage, dont have to target some part, nor worry about not hitting some running away enemy on hill. LRMS have theyre pluss and minus, but theyre equal on battlefield and those are real foold who say that they dont take cower.... i would like to meet any of em in some terrain without cowerpoints at like 800meter range.... ok one alpha you can take and prolly think pff, second apha will tear down some parts of armor, with third alpha youll be almost dead and if i dont have range ill finish you with my 2x med lasers.
No, it's really not able to kill. That's what the complaints are about. When I pound 40 LRMs with Artemis into a highlander's exposed internals, watching the missiles hit home, and his internals don't even change color, something is wrong. That was an optimal-range shot and it didn't even phase him. Sure, he might have just barely lost his rear armor, so my 14-ish points of damage spread over his backside might not have pushed him into the next color range, but that's not right for 22 tons of weapon system plus ammo - and this is not my only data point.
I was playing sporadically until the weekend tournament, so I missed the LRM Emasculation Hotfix completely. I just thought I was having bad games, so when I found out, just before the weekend, what had occurred, I decided (after switching back to my brawling configuration and seeing a huge increase in effectiveness) to use the weekend to test LRMS; to give PGI the feedback they asked for when the nerf went in (a very reasonable request to test the system in practice and see how it feels, rather than screaming about theorycrafted numbers.) I'm planning a full post on these forums later this week on that subject, but since you seem to enjoy theorycrafted numbers, let me educate you:
Taking the LRM15 as my basis for comparison (because it is the highest-dps LRM with which one can generally be an effective boat,) I can easily crunch the following numbers:
- The LRM15 with Artemis has the
secondthird-lowest theoretical dps/tonnage of ANY (non-LRM) long-range weapon system, with a result of .309.414 (dps divided by tons.) The Gauss Rifle has lower dps/ton - since it trades in rate of fire for extreme heat efficiency and large pinpoint damage at all effective ranges, and the AC/5, the Redheaded Stepchild of Autocannons, also comes in lower. Other weapon systems include ER PPCs at .476, ER LLasers at .424, UAC/5 at .506 (without going to ultra mode,) and the AC/2 with a whopping .667.The closest comparison to the LRM15 is an AC/5, the Redheaded Stepchild of autocannons, who still outperforms the LRM15 at .368. Let me emphasize: the LRM15 does less DPS per ton than that forgotten autocannon no one ever uses. - Now, to be fair, LRMs have the ability to fire indirectly, which is a great asset - but this advantage is FAR stronger in theory than in practice. First, in order to get the most out of your LRM dps, you need to use Artemis, and Artemis is a line of sight system. Second, LRMs have a flight speed of only 100m/second. While this is almost 2.4 times the speed of a fast light, it's very slow for the ranges involved; at max range, your target has a full ten seconds to seek cover; even at middle range, you're looking at 4-6 seconds before the rounds land. At ranges low enough that reaction speed doesn't matter, your target is also close enough to run and hug you. In effect, all your enemy has to do is stand next to something taller than he is in order to avoid any indirect fire. It is actually more difficult to hit someone who is trying to avoid damage with LRMs than with direct-fire weapons.
- Certainly this is where flanking and teammates come in handy, and this is after all a team game. However, in most cases combat takes place near cover (because hillsides also block direct-fire weapons.) So in order to deal damage effectively, you have to flank the battle line or advance to almost knife-fighting range. In both cases you expose yourself to direct-fire weapons whose dps/ton is likely much, much higher than your own. Also note that with the exception of normal PPCs, all non-LRM long-range weapons function unimpaired at close range.
Edit: Upon further research, I realize that my numbers for the LRM15 did not account for splash damage. Splash damage per missile varies from 0.4 to 0.0 within the splash damage radius based on how much (2/4ths, etc.) of a secondary component (e.g. an arm) was in the blast, making it very difficult to model mathematically. Other people in this thread have calculated their damage per missile at around 0.939; however, it also appears that their data may have been collected both before and after the hotfix, and thus be unreliable. I have edited the number for the sake of discussion, but the number seems far, far too high. Even with this inflated number, the damage/second/ton of an LRM is outperformed by nearly all direct-fire weapons.
Edited by Void Angel, 25 April 2013 - 03:27 PM.
#28
Posted 23 April 2013 - 10:59 AM
If you do not think they are broken, let me recommend hawken to you.
#29
Posted 23 April 2013 - 11:35 AM
LHKE2012, on 20 April 2013 - 12:06 PM, said:
![Posted Image](http://i135.photobucket.com/albums/q134/LH2012/Missiles-1.jpg)
We were out classed by weight, 5 assaults to 2, and they had the advantage with lights, 3 to 2. But because I could keep a track on people, the team took down 2 assualts and 3 lights, while I took down the remainder. You will note that I had the high score for the match and for overall damage, so no “stolen” kills. Missiles are not broken, but they are not as effective as they were. So adjust tactics, and work closer with your team.
Looks to me like u played a bunch of scrubs and won good for u.
#30
Posted 23 April 2013 - 11:56 AM
hercules1981, on 23 April 2013 - 11:35 AM, said:
actually it looks to me like they faced a team that was down 2 players with their own full team and suffered 50% cassualties. by all rights that should have been an 8/0 match. from what i am seeing here i think this says far more about the skills of the losing team's players or the lack of skill for the winning team.
#31
Posted 23 April 2013 - 11:58 AM
blinkin, on 23 April 2013 - 11:56 AM, said:
Crap your right dude I didn't c the 2nd guy with 0 damage the whole split lance thing is totally screwing with me.
#32
Posted 23 April 2013 - 06:28 PM
Try this!
Go to your stats. Select weapon break down. Look at your most used LRM weapon (you can do this to more then one system and average it) now take damage done by that weapon and divide it by the number of hits from that weapon, Take the New number and divide it by the LRM number. So in effect what you should get is this:
Matches Fired Hit Acc Time Equip Dmg
LRM 20 155 36,910 9,748 26.41% 12:51:19
17,887
So what I did get from my LRM 20 is 17887/9748 = 1.834
That is 1.834 damage per LRM 20... Not per missile... but Per LRM20 salvo hit... ONE POINT 834 DAMAGE.
Thats 1.834 divided by 20... which is .0917 Damage per missile...
There are 180 missiles in a ton of ammo. That is 16.506 damage per ton of ammo...
Do you understand what that means? There is no way to argue this weapon, it is utterly useless, its so broken I'm confused on why people even argue about it being "ok".
Go ahead, try it out, I did just to confirm the craziness.. LRM's simply don't work as intended, they are a **** poor support weapon that requires line of sight... We have other hard hitting instant damage weapons that require line of sight.
Edited by MrVop, 23 April 2013 - 06:32 PM.
#33
Posted 23 April 2013 - 06:33 PM
#34
Posted 23 April 2013 - 07:01 PM
#35
Posted 24 April 2013 - 02:18 AM
Colonel Pada Vinson, on 23 April 2013 - 06:33 PM, said:
I'm going to do a full workup on this in its own thread, but basically I used the Assault weekend to test my LRM build on the 'mechs against which LRMs are most effective - slow assaults who can't dodge (Flanking poptarts works great if you time it right.) The results? A completely sub-par experience. I once had a game where I was able to constantly pound on the enemy team, getting three kills and a bunch of assists. ~534 damage. And that was the best game. PGI knew this might happen when they went with the hotfix - reading the official announcement, it's clear that there were interactions with the programming that made it difficult to model the effects of the fix. Well, that's what Beta is for, and this isn't a matter of "PGI dropped the ball because they're incompetent and hateful." It IS, however, a matter of having enough testing done for us to start telling PGI how the performance of the weapon system feels..
#36
Posted 24 April 2013 - 02:55 AM
Played 103
Win 59
Win/Loss Ratio: 1.34
Kills: 141
K/D Ratio: 3.00
Damage: 35,971
No idea how this compares to anyone.
I think I got it post nerf, it's certainly in my current rotation of stuff-I-play.
Edited by Panimu, 24 April 2013 - 02:57 AM.
#37
Posted 24 April 2013 - 04:55 AM
Reptilizer, on 23 April 2013 - 08:07 AM, said:
What game are you playing?
I love my founders cat and play it with 2x 15 LRM artemis and TAG. It sucks. I mean, i can get kills and do damage and stuff but it sucks badly compared to the K2, any AC-based hunchback build, the YLW, ERPPC or LLaser Atlai even my LLaser Flame.
Everything i pilot that does not rely on LRMs is just way more effective. Solo = forget it.
This said, there are some teams out there who are success full with spotter/LRM-boat combos, but this is heavily dependant wether the other team stops their sniper game and closes the distance or just continues sniping. When they close the distance quickly, the LRM-team loses. Every single time i have seen the matchup. Also this matchups always featured Stalkers as LRM-boats. So if you do not maxboat them, forget it.
Im talking about pure lrm boat with 4+ lrms in mech. For last days i kinda start to adapt and do better... ok theres games where you are screwd if first minutes(get jumped by few lights with ecm's)
And im aware, that my english is very poor and looks like noone gets my point, what i want to tell. Atm i play 5x ppc build / 2x er ppc 4x smr6's and lrm boat with 4x lrm15's + 2x med lasers... i dont want to brag or what, but most games, like 80% i end up being top damage dealer in any of those builds... even if our team is massacred with 0/8. I could call it a luck, but luck doesnt happen week in a row. i didnt have fraps at that time, but pretty much times ive faced a lone atlas in 1v1 combat and most of those times i did manage to kill him before he gets in to dead range. Highlanders have dunno why better armor and sometimes with second alpha you manage to get off his arm and takes like 5 alpha total to kill him, as most times when i get charged by slow assaults, they better decide to try to cower(theyre mistake)
Im sure, im pretty popular as i rage alot in game and im sure theres some who know that im not lieing about damage.
from my three builds i love them all, they do equal damage in the end. If you get jumped, you die pretty fast, if your team is better than enemy one, ill do most damage. I always die in lrm boat if i get jumped, cos my 2x med lasers cant do a crap to undamaged enemy... so i always stick with team and always do great.
Except those battles where in assault mode you get teamed with 4x lights(most time total noobs) and few meds. SO no matter what i say, that im slow lrms boat and so on, they spread out alot and leave my slow *** mech to die in a shamefull death.
Plus, theres rarely good enemy players who know that im very easy target, even tho someone else attacking him, most players ignore me and i just run in safe distance and pick em off one by one
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
And again, im not a good player, but i kinda fail to understand how bad players i get teamed with when im able to beat in damage most of the times.
If, lrms will get boosted, ill put on my stalker as much lrms i can, will sac any close range weapons or speed and will go out there and grape every mech that i see.
BUT for the first time when i was playing yeterday, i was attacking hunchback, he was at like 500-600 meter range(ignoring me.. maby didnt see) But i had to use like 6-7 alphas and anyways in the end other mech killed. He was running in pretty small circles and ALL my lrms was targeting his feet, so like 60% of lrms where a food for the terrain, they had a pretty damn wierd angle when they close in to that hunchback. Its common for light mechs as they run faster then lrms fly, but hunch was running max at 70km/h (did target him with TAG and aimed head/shoulder location)
#38
Posted 24 April 2013 - 05:47 AM
MrVop, on 23 April 2013 - 06:28 PM, said:
Try this!
Go to your stats. Select weapon break down. Look at your most used LRM weapon (you can do this to more then one system and average it) now take damage done by that weapon and divide it by the number of hits from that weapon, Take the New number and divide it by the LRM number. So in effect what you should get is this:
Matches Fired Hit Acc Time Equip Dmg
LRM 20 155 36,910 9,748 26.41% 12:51:19
17,887
So what I did get from my LRM 20 is 17887/9748 = 1.834
That is 1.834 damage per LRM 20... Not per missile... but Per LRM20 salvo hit... ONE POINT 834 DAMAGE.
Thats 1.834 divided by 20... which is .0917 Damage per missile...
There are 180 missiles in a ton of ammo. That is 16.506 damage per ton of ammo...
Do you understand what that means? There is no way to argue this weapon, it is utterly useless, its so broken I'm confused on why people even argue about it being "ok".
Go ahead, try it out, I did just to confirm the craziness.. LRM's simply don't work as intended, they are a **** poor support weapon that requires line of sight... We have other hard hitting instant damage weapons that require line of sight.
This is wrong. You can't fire 36,910 times in 155 matches. You need to divide 36,910 by 20 and then again by the number of racks (let's say 4). Don't denigrate people when you can't read the data yourself.
That said I don't use LRMs, because they're pretty bad. I don't think they're terrible though, and a flight time decrease (planned) would be a big step in the right direction. It would also be a huge pain for pop-tarts so the LRMs as a sniper suppressor might actually work. Although I reckon that you would need tag + artemis + target decay to suppress snipers.
Edited by tayhimself, 24 April 2013 - 05:51 AM.
#39
Posted 24 April 2013 - 06:03 AM
MrVop, on 23 April 2013 - 06:28 PM, said:
Try this!
Go to your stats. Select weapon break down. Look at your most used LRM weapon (you can do this to more then one system and average it) now take damage done by that weapon and divide it by the number of hits from that weapon, Take the New number and divide it by the LRM number. So in effect what you should get is this:
Matches Fired Hit Acc Time Equip Dmg
LRM 20 155 36,910 9,748 26.41% 12:51:19
17,887
So what I did get from my LRM 20 is 17887/9748 = 1.834
That is 1.834 damage per LRM 20... Not per missile... but Per LRM20 salvo hit... ONE POINT 834 DAMAGE.
Thats 1.834 divided by 20... which is .0917 Damage per missile...
There are 180 missiles in a ton of ammo. That is 16.506 damage per ton of ammo...
Do you understand what that means? There is no way to argue this weapon, it is utterly useless, its so broken I'm confused on why people even argue about it being "ok".
Go ahead, try it out, I did just to confirm the craziness.. LRM's simply don't work as intended, they are a **** poor support weapon that requires line of sight... We have other hard hitting instant damage weapons that require line of sight.
It's cute that in your 155 matches with LRM20 you believe you've fired it 36,910 times. Given 1 ton of ammo allows for 9 shots that would mean your build allows you to carry 26-27 tons of ammo. You must share!
36,910 is missiles fired, not salvos. So lets revisit your math 9748 missiles hit for 17887 damage. So each missile is doing 1.83 damage, or to put it another way LRM20 would do 36.6 damage if each missile hit. Using your reported accuracy of 26.41% it becomes 9.67 damage.
Hope this helps you!
#40
Posted 24 April 2013 - 06:08 AM
MrVop, on 23 April 2013 - 06:28 PM, said:
How the hell you did manage to get those numbers???? looool
You took MISSILES THAT HIT TARGET / DAMAGE DONE BY THOSE MISSILES... but how the hell you made this nummber in to an LMR20 alpha shot???? single missile does that damage, not whole lmr20 shot of TWENTY missiles.... btw lrm20s sux, they eat more heat, weight alot more compared to lrm15s.
So heres my whole time lrm15 numbers : LRM 15 120 90,132 30,561 33.91% 11:16:09 29,928
that 90k aint lrm15 alpha, but counted each missile.. so 30561/29928 = 1.021......... damage PER MISSILE!! Or im really so fkn dumb?
PS: I while i was typing few more replies where made and i have now a question, how there can be so big change in a single missile damage?
Edited by trrprrprr, 24 April 2013 - 06:15 AM.
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