Update: New ALRM 4x15 & 4x20 + Artemis Data Set 3 - 20 Matches 6/7/2013
Purpose of LRM 15 Test: To show what a common LRM build is accomplishing in damage and utility over the course of several PUG games (20). In a normal scenario you would have other weapons used (more damage) the information in the test is to show only what the LRM portion of your damage would be
Purpose of LRM 20 Test: To show what a maxed out LRM boat (with maximum tubes and launchers) can do in terms of damage and utility across several games (20). In some circumstances you might be able to equip support weapons alongside this many missiles though it is unlikely.
There is testing for both pre-lrm patch and post-lrm patch intended to show the overall increase in effectiveness between the two for LRM's. This test is subjective since PUG games are random, but this case was intended to represent what an average player might experience if queuing the same matches. This is intended to represent the average performance of LRMS across random PUG games
Ningyo has provided some more in depth information regarding accuracy, damage per missile etc. Below you will find information from Ningyo and my last four sets of testing. As I like to say let the data speak for itself, I wanted to see the current state of LRMS before and after patch,
6/6/2013-6/7/2013
Set 4 Results: Total Damage: 8183 Average Damage: 409.15 Kills: 22 Assists: 69 Deaths: 10 W/L: 14/20
*121.65 more average damage increase over Pre-Patch Results*
6/5/2013
Set 3 Results: Total Damage: 7143 Average Damage: 357.14 Kills: 33 Assists: 51 Deaths: 11 W/L: 12/20
*95 Damage average increase over Pre-Patch Results*
6/2/2013
Set 1 Results: 287.5 Average Damage // 16 Kills // 9/20 W/L
6/3/2013
Set 2 results: 262.25 Average Damage // Kills: 18 // 11/20 W/L
5/27/2013
Old Results - 397.5 Average damage - 9/10 Matches Won - 13 Kills
Current / Old Data Sets
New 6/6/2013 / 6/7/2013
20 matches queued - 4 x LRM 20 Stalker 3F - Artemis - Sensor Decay - Sensor Range - 1440 Ammo
6/5/2013 (Set 3)
20 matches queued - 4 x LRM 15 Stalker 3F - Artemis - BAP - Sensor Decay - Sensor Range - 1440 Ammo
OLD 6/2/2013-6/3/2013 (Set 2)
20 matches queued - 4 x LRM 20 Stalker 3F- Artemis - TAG - Sensor Decay - Sensor Range - 1440 Ammo
20 matches queued - 4 x LRM 15 Stalker 3F- Artemis - TAG - Sensor Decay - Sensor Range - 1440 Ammo
(0 matches omitted)
*Data related notes 6/2/2013* (click spoiler for set 1-2 notes)*
Spoiler
The 80 LRM stalker with Artemis had to give up A LOT in order to pull off the build. It ran at 44 kph stripped armor and not enough DHS. Other than for the purpose of the test this mech would not function effectively in most situations.
Matches where I scored 0 damage were due to big effective early pushes by the enemy or getting mobbed by mediums and lights. Couple of them were 3-4 man preforms. (check the rest of the scores and the match length both are generally short/low for those matches)
Match 10 in the 4xLRM20 set of data was originally a client crash - replaced it with a new match with the same build (but after the original set was sampled) I figured this was more fair than 0ing it out
Note from the pilot:
These matches were very taxing and I certainly don't feel warm and fuzzy about this one. Things were much harder this go around and I am starting to think that that whole 9/10 W/L ratio was a bit of a fluke in the last sample. Anyways like last time let the numbers speak for themselves and enjoy:
PS: Theres a PGI employee in the sample! And a wonky match with 80 dmg and 2 kills =/
NEW
Set 4 - 20 Matches 6/6/2013-6/7/2013 Build: 3F 4 x LRM 20 - Artemis - sensor decay - sensor range
Spoiler
Match 1: Damage: 376 Kills: 0 Assists: 3 Death: No Win: No
Spoiler
Match 2: Damage: 315 Kills: 2 Assists: 3 Death: No Win: Yes
Match 20: Damage: 313 Kills: 0 Assists: 1 Death: Yes Win: No
Spoiler
6/6/2013-6/7/2013 Set 4 Results: Total Damage: 8183 Average Damage: 409.15 Kills: 22 Assists: 69 Deaths: 10 W/L: 14/20 *121.65 more average damage increase over Pre-Patch Results*
NEW
Set 3 - 20 Matches 6/5/2013 Build: Stalker 3F 4 x LRM 15 - Artemis - BAP - sensor decay - sensor range
Ningyo has done some testing as well - wanted to include this on the main post (hes better with math than I am and has provided some nice stats on accuracy and dmg per shot - Enjoy (click spoiler)
Spoiler
Going to move all my data from other thread to this one to consolidate, I will also update this post with data after next patch to compare (I have done enough matches so far and probably wait till then to try more)
Ok did significant testing on LRMs, and still finding fishy results and some interesting things you should know if you are using them.
Going to spoiler detailed match info to make post shorter if you wish to skip it.
First some things I noticed:
---Spread is larger with the more missiles launched per volley. (so using smaller volleys is more effective barring AMS) LRM 15 in 10, 5 missile volleys did 87.5-104% damage of LRM 20 in 20 missile volleys.
---ECM is for all practical purposes uncounterable in pugs, and would require a dedicated light to counter for a group. ({*this might be wrong need to test further* beagle counters for SSRM, but useless for LRM}, TAG you can't hold target for 7-10 secs on anything small/fast, and breaks instantly with cover of course for all enemy mechs)
---No one uses AMS anymore (maybe saw 10 people using in 32 matches), though if people were using a lot my numbers might drop dramatically. (in 50 matches since June 4th patch only 7 enemy mechs had AMS)
From what I saw a AMS will shoot down about 7-8 missiles fired at the mech it is on, and 3-15 missiles fired at mechs within 120 meters (more if they are on other side of mech with AMS for obvious reasons)
---LRM Damage is NOT 0.9, it might be based on that but is modified by unknown factors ending with damage between 0.5 and 1.1 per hit averaging 0.7-0.8 (after patch June 4th: damage is not 1.1 it averages to about 0.95 look at data below for details)
--- LRMs arc makes them go at about a 70% angle down at end of flight if you are being spotted for. This tends to make almost all missiles impact the ground behind any mech moving over 70-90 kph (more hit if mech is moving toward or away from you though another 20-30 kph can still make near all miss)
---There presently seems to be a hit detection issue that sometimes causes multiple volleys to do little to no damage to the mech they hit. (300-500 missiles at 300-600 range on a standing still enemy might not get any armor past yellow) This is common enough to be very annoying, but uncommon enough you can still play very effectively. If you think this might be happening change targets for a bit.
---LRMs appear to do more damage per hit to the center torso than other parts of a mech (though this could be do to more CT hits on large mechs : refer to next point lol)
---LRMs appear to do more damage per hit to large targets, and less to small targets (though this could be due to more missiles hitting CT)
==============================================================================
This section is from between May 24 hotfix and June 4th patch
==============================================================================
***ALL my matches are pugs***
Used Highlander HGN-733 with 2x LRM 20 (20 tube), and 2x LRM 15 (10 tube)
First 16 matches without Artemis, did have TAG, carried 8 tons of ammo
Fired/Hit/Damage(damage per hit)
LRM 20: 7660/2140/1512(0.707) Accuracy 27.9%, Dmg per fire 0.1974
LRM 15: 6490/2071/1578(0.762) Accuracy 31.9%, Dmg per fire 0.2431
Spoiler
Fired/Hit/Damage(damage per hit) from each individual match
LRM 20___________LRM 15
360/167/107(0.64)__270/137/100(0.73)
630/124/96(0.77)___470/113/81(0.72)
320/53/55(1.04)____240/51/55(1.08)
120/2/2(1)_________750/164/112(0.68)
240/29/15(0.52)____180/35/17(0.49)
720/286/232(0.81)__540/241/246(1.02)
560/156/102(0.65)__420/149/104(.70)
280/44/26(0.59)____210/49/31(0.63)
840/241/173(0.72)__630/214/159(0.74)
640/156/95(0.61)___480/130/77(0.59)
810/227/174(0.77)__630/207/167(0.81)
340/127/111(0.87)__260/126/123(0.98)
400/127/49(0.39)___300/111/42(0.38)
820/246/144(0.59)__630/205/133(0.65)
220/97/87(0.9)_____180/108/106(0.98)
360/58/44(0.76)____300/31/25(0.81)
Used Highlander HGN-733 with 2x LRM 20 (20 tube), and 2x LRM 15 (10 tube)
Next 16 matches with Artemis, had TAG, carried 7 tons of ammo
Fired/Hit/Damage(damage per hit)
LRM 20: 9610/2745/2114(0.770), Accuracy 28.6%, Dmg per fire 0.2200
LRM 15: 7205/2343/1845(0.787), Accuracy 32.5%, Dmg per fire 0.2561
Spoiler
Fired/Hit/Damage(damage per hit) from each individual match
LRM 20___________LRM 15
360/108/93(0.86)___285/82/80(0.98)
720/373/275(0.74)__540/299/234(0.78)
560/114/95(0.83)___420/99/79(0.8)
720/146/99(0.68)___540/131/90(0.69)
720/274/198(0.72)__540/232/159(0.69)
680/163/146(0.9)___510/158/151(0.96)
730/233/150(0.64)__530/217/145(0.67)
440/141/100(0.71)__330/130/97(0.75)
480/183/172(0.94)__360/156/158(1.01)
680/194/144(0.74)__510/159/116(0.73)
720/189/141(0.75)__540/174/123(0.71)
720/151/128(0.85)__540/139/115(0.83)
360/44/27(0.61)____270/21/13(0.62)
720/205/163(0.8)___540/153/117(0.76)
720/171/150(0.88)__540/153/136(0.89)
280/56/43(0.77)____210/40/30(0.75)
Did not track these seperately, but my W / L over the 32 matches was 17 / 15
And my K / D was 31 / 17
So I would say right now LRMs are a viable choice, but if more people used them most people would get AMS and more ECM so they are only decent because they are rare right now.
If damage was actually 0.9 per missile that would raise damage dealt by at least 10-15% which might make them good now, and viable with AMS in use.
Also I found it very interesting that smaller volleys have far better accuracy so it might be alot better to use 4-6 launchers with 6-10 tubes than 2-3 with 15-20 tubes if you can manage it also adds some usefulness to mechs with only a couple LRM 5 maybe.
Further Data only giving consolidated over groups of matches here.
All of these were done with my Artemis equipped version, ah I will link build. HGN-733 This is also same build as I used in the second set of data above.
Another 17 Matches (1 over 500 damage, 3 under 200 damage)
10 Win, 7 Loss
16 Kills, 9 Death, 50 Assist
4759 damage, 280 average damage
LRM 20x2: 10000 fired, 3265 Hit (32.65% lol), 2471 damage (0.757 per hit)(0.247 per fire)
LRM 15x2: 7635 fired, 2811 Hit (36.82%), 2160 damage (0.768 per hit)(0.283 per fire)
Another 15 Matches (3 over 500 damage, 4 under 200 damage)
5 Win, 10 Loss
19 Kills, 10 Death, 43 Assist
4867 damage, 324.5 average damage
LRM 20x2: 9670 fired, 3251 Hit (33.62%), 2560 damage (0.787 per hit)(0.265 per fire)
LRM 15x2: 7070 fired, 2603 hit (36.82%), 2063 damage (0.793 per hit)(0.292 per fire)
Another 15 Matches (1 over 500, 1 at 498, 5 under 200)
6 Win, 9 Loss
8 Kills, 11 Death, 43 Assist
3879 damage, 258.6 average damage
LRM 20x2: 8670 fired, 2723 hit (31.4%), 1979 damage (0.727 per hit)(0.228 per fire)
LRM 15x2: 6420 fired, 2233 hit (34.78%), 1740 damage (0.779 per hit)(0.271 per fire)
Sorry for the odd sample sizes, but I stopped and grabbed data when I got a disconnect or stopped for the night.
==================================================================================
Data after this point was from after patch on June 4
==================================================================================
***ALL my matches are still pugs***
Am recording more details, you can avoid them and just get a summary by not clicking on spoiler your choice lol.
LRM info is in format: Fired/Hit(%hit)/Damage(damage per hit)(damage per fire)
Totals for first 50 matches (not sure if I will do more)
LRM 20: 32785/10363(31.61%)/9593(0.93)(0.29)
LRM 15: 25000/9009(36.04%)/8597(0.95)(0.34)
Kills: 74 Assists: 159 Wins: 36 Deaths: 19 Placed: 2.3 Damage: 18432 Teams Kill Ratio: 326 : 173
Average per match:
Matches 21-30 summary: (omg these last 30 matches the win rate was sooo lucky I am not this good)
LRM 20: 7515/2168(28.85%)/2056(0.95)(0.27)
LRM 15: 5625/1891(33.62%)/1751(0.93)(0.31)
Kills: 20 Assists: 41 Wins: 10 Deaths: 0 Placed: 2.6 Damage: 3829 Teams Kill Ratio: 79:24
K= Kills, A= Assists, w = win (win/loss), D = deaths (yes/no),
P = how I placed damage wise compared to rest of team, Damage= total damage dealt in match
K:R = Teams Kill ratio (our kills: enemy kills)
Fired/Hit(%hit)/Damage(damage per hit)(damage per fire)
Match #2: 1 enemy had AMS I only fired near them twice shot down maybe 16 missiles
Match #7,8: enemy had ECM atlas, they all sat in open standing perfectly still and I cored them with TAG omg dumb
Match #9: enemy Light with ECM ran circles around me preventing all use of missiles till I died
Match# 12: took a phone call missed first 2 mins of match, still did fine, but might have done better
Match #15: one Mech had AMS I had 1 volley go near it but it only shot don 8-10 missiles
Match #17: complete blowout, entire rest of my team had damage add to under 500
Match #19: 2 enemies in a tight 4 man group had AMS fired on mechs in that group maybe 4 times since no better targets then. My Mech fires a 60 volley followed by a 10 volley due to tubes. AMS turned that into a 45 volley and wiped out the small volley.
Match #23: almost no one on team locked targets ever
Match #26: it as actually a 3-way tie for highest damage so I wrote second for my place
Match #30: enemy team had 5 mechs BJ or smaller
Match #31: enemy had group with 3 AMS I fired over them at another target and destroyed almost every missile (maybe 15 got past out of the 60 volley) group also had a DDC, I switched to other targets. I got serious lag spikes near end of this match, 2 other people complained about lag on chat so think it might have been everyone.
Match #36: PGI Jaggermech on other team (he was smart enough to break lock by moving behind cover, but didn't move after I lost lock so hit him anyway)
Match #39: 6 light mechs 3 with ECM on enemy team. I got a few volleys of at times, but bad match up.
Match #42: enemy had 3 ECM, raven and 2 ddc, they were seldom near other mechs or me though so had only minor effect on fight (and the DDCs just stood there while I tagged them)
Match #46: I was more effective than it looks in this I as damage sponge for 4 enemy mechs right near me for about 3 mins, right after I died they all did from my team.
Match #47: Tagged another DDC just standing there. Raven was running around and lost locks a couple times, but it was brawling with others nearby is all so usually had clear shots.
Match #49: Partway through match a ECM light stayed near me, I was useless till I died.
But remember, so long as someone can repeatedly insist that the damage is "fine", all facts and objective reality can be discounted, and any attempt to make LRMs decent will be met with a combination of blunt ignorance and pure whine.
On a side note TAG is extremely hard to use effectively. Some maps like Alpine or Forest Colony it works okay, but on maps with lots of cover its almost impossible to keep it on a target. Open ground is sought after but rare so the benefit is limited.
Sounds selfish but in my own builds ill be leaving it out and hoping some enterprising light is spotting, otherwise that extra ton can be better used as armor HS or ne thing else really.
On a side note TAG is extremely hard to use effectively. Some maps like Alpine or Forest Colony it works okay, but on maps with lots of cover its almost impossible to keep it on a target. Open ground is sought after but rare so the benefit is limited.
Sounds selfish but in my own builds ill be leaving it out and hoping some enterprising light is spotting, otherwise that extra ton can be better used as armor HS or ne thing else really.
well that is sort of how it is meant to be used.
http://www.sarna.net...cquisition_Gear : Target Acquisition Gear is an advanced targeting device for use by artillery spotters. The TAG unit works by firing an infrared laser beam to designate the target and transmits that data via a tight-beam laser communication system to the guidance systems of friendly "smart" bombs and missiles.
the range for tag seems to be about right, but without arrow IV missiles or other artillery to make use of it TAG doesn't really have enough to do. it is really meant for spotter mechs, but out of context, like it is, people think LRM mechs are supposed to mount it directly. while not entirely wrong, it does defeat the purpose of having an indirect fire support weapon.
Going to move all my data from other thread to this one to consolidate, I will also update this post with data after next patch to compare (I have done enough matches so far and probably wait till then to try more)
Ok did significant testing on LRMs, and still finding fishy results and some interesting things you should know if you are using them.
Going to spoiler detailed match info to make post shorter if you wish to skip it.
First some things I noticed:
---Spread is larger with the more missiles launched per volley. (so using smaller volleys is more effective barring AMS) LRM 15 in 10, 5 missile volleys did 87.5-104% damage of LRM 20 in 20 missile volleys.
---ECM is for all practical purposes uncounterable in pugs, and would require a dedicated light to counter for a group. ({*this might be wrong need to test further* beagle counters for SSRM, but useless for LRM}, TAG you can't hold target for 7-10 secs on anything small/fast, and breaks instantly with cover of course for all enemy mechs)
---No one uses AMS anymore (maybe saw 10 people using in 32 matches), though if people were using a lot my numbers might drop dramatically. (in 50 matches since June 4th patch only 7 enemy mechs had AMS)
From what I saw a AMS will shoot down about 7-8 missiles fired at the mech it is on, and 3-15 missiles fired at mechs within 120 meters (more if they are on other side of mech with AMS for obvious reasons)
---LRM Damage is NOT 0.9, it might be based on that but is modified by unknown factors ending with damage between 0.5 and 1.1 per hit averaging 0.7-0.8 (after patch June 4th: damage is not 1.1 it averages to about 0.95 look at data below for details)
--- LRMs arc makes them go at about a 70% angle down at end of flight if you are being spotted for. This tends to make almost all missiles impact the ground behind any mech moving over 70-90 kph (more hit if mech is moving toward or away from you though another 20-30 kph can still make near all miss)
---There presently seems to be a hit detection issue that sometimes causes multiple volleys to do little to no damage to the mech they hit. (300-500 missiles at 300-600 range on a standing still enemy might not get any armor past yellow) This is common enough to be very annoying, but uncommon enough you can still play very effectively. If you think this might be happening change targets for a bit.
---LRMs appear to do more damage per hit to the center torso than other parts of a mech (though this could be do to more CT hits on large mechs : refer to next point lol)
---LRMs appear to do more damage per hit to large targets, and less to small targets (though this could be due to more missiles hitting CT)
==============================================================================
This section is from between May 24 hotfix and June 4th patch
==============================================================================
***ALL my matches are pugs***
Used Highlander HGN-733 with 2x LRM 20 (20 tube), and 2x LRM 15 (10 tube)
First 16 matches without Artemis, did have TAG, carried 8 tons of ammo
Fired/Hit/Damage(damage per hit)
LRM 20: 7660/2140/1512(0.707) Accuracy 27.9%, Dmg per fire 0.1974
LRM 15: 6490/2071/1578(0.762) Accuracy 31.9%, Dmg per fire 0.2431
Spoiler
Fired/Hit/Damage(damage per hit) from each individual match
LRM 20___________LRM 15
360/167/107(0.64)__270/137/100(0.73)
630/124/96(0.77)___470/113/81(0.72)
320/53/55(1.04)____240/51/55(1.08)
120/2/2(1)_________750/164/112(0.68)
240/29/15(0.52)____180/35/17(0.49)
720/286/232(0.81)__540/241/246(1.02)
560/156/102(0.65)__420/149/104(.70)
280/44/26(0.59)____210/49/31(0.63)
840/241/173(0.72)__630/214/159(0.74)
640/156/95(0.61)___480/130/77(0.59)
810/227/174(0.77)__630/207/167(0.81)
340/127/111(0.87)__260/126/123(0.98)
400/127/49(0.39)___300/111/42(0.38)
820/246/144(0.59)__630/205/133(0.65)
220/97/87(0.9)_____180/108/106(0.98)
360/58/44(0.76)____300/31/25(0.81)
Used Highlander HGN-733 with 2x LRM 20 (20 tube), and 2x LRM 15 (10 tube)
Next 16 matches with Artemis, had TAG, carried 7 tons of ammo
Fired/Hit/Damage(damage per hit)
LRM 20: 9610/2745/2114(0.770), Accuracy 28.6%, Dmg per fire 0.2200
LRM 15: 7205/2343/1845(0.787), Accuracy 32.5%, Dmg per fire 0.2561
Spoiler
Fired/Hit/Damage(damage per hit) from each individual match
LRM 20___________LRM 15
360/108/93(0.86)___285/82/80(0.98)
720/373/275(0.74)__540/299/234(0.78)
560/114/95(0.83)___420/99/79(0.8)
720/146/99(0.68)___540/131/90(0.69)
720/274/198(0.72)__540/232/159(0.69)
680/163/146(0.9)___510/158/151(0.96)
730/233/150(0.64)__530/217/145(0.67)
440/141/100(0.71)__330/130/97(0.75)
480/183/172(0.94)__360/156/158(1.01)
680/194/144(0.74)__510/159/116(0.73)
720/189/141(0.75)__540/174/123(0.71)
720/151/128(0.85)__540/139/115(0.83)
360/44/27(0.61)____270/21/13(0.62)
720/205/163(0.8)___540/153/117(0.76)
720/171/150(0.88)__540/153/136(0.89)
280/56/43(0.77)____210/40/30(0.75)
Did not track these seperately, but my W / L over the 32 matches was 17 / 15
And my K / D was 31 / 17
So I would say right now LRMs are a viable choice, but if more people used them most people would get AMS and more ECM so they are only decent because they are rare right now.
If damage was actually 0.9 per missile that would raise damage dealt by at least 10-15% which might make them good now, and viable with AMS in use.
Also I found it very interesting that smaller volleys have far better accuracy so it might be alot better to use 4-6 launchers with 6-10 tubes than 2-3 with 15-20 tubes if you can manage it also adds some usefulness to mechs with only a couple LRM 5 maybe.
Further Data only giving consolidated over groups of matches here.
All of these were done with my Artemis equipped version, ah I will link build. HGN-733 This is also same build as I used in the second set of data above.
Another 17 Matches (1 over 500 damage, 3 under 200 damage)
10 Win, 7 Loss
16 Kills, 9 Death, 50 Assist
4759 damage, 280 average damage
LRM 20x2: 10000 fired, 3265 Hit (32.65% lol), 2471 damage (0.757 per hit)(0.247 per fire)
LRM 15x2: 7635 fired, 2811 Hit (36.82%), 2160 damage (0.768 per hit)(0.283 per fire)
Another 15 Matches (3 over 500 damage, 4 under 200 damage)
5 Win, 10 Loss
19 Kills, 10 Death, 43 Assist
4867 damage, 324.5 average damage
LRM 20x2: 9670 fired, 3251 Hit (33.62%), 2560 damage (0.787 per hit)(0.265 per fire)
LRM 15x2: 7070 fired, 2603 hit (36.82%), 2063 damage (0.793 per hit)(0.292 per fire)
Another 15 Matches (1 over 500, 1 at 498, 5 under 200)
6 Win, 9 Loss
8 Kills, 11 Death, 43 Assist
3879 damage, 258.6 average damage
LRM 20x2: 8670 fired, 2723 hit (31.4%), 1979 damage (0.727 per hit)(0.228 per fire)
LRM 15x2: 6420 fired, 2233 hit (34.78%), 1740 damage (0.779 per hit)(0.271 per fire)
Sorry for the odd sample sizes, but I stopped and grabbed data when I got a disconnect or stopped for the night.
==================================================================================
Data after this point was from after patch on June 4
==================================================================================
***ALL my matches are still pugs***
Am recording more details, you can avoid them and just get a summary by not clicking on spoiler your choice lol.
LRM info is in format: Fired/Hit(%hit)/Damage(damage per hit)(damage per fire)
Totals for first 50 matches (not sure if I will do more)
LRM 20: 32785/10363(31.61%)/9593(0.93)(0.29)
LRM 15: 25000/9009(36.04%)/8597(0.95)(0.34)
Kills: 74 Assists: 159 Wins: 36 Deaths: 19 Placed: 2.3 Damage: 18432 Teams Kill Ratio: 326 : 173
Average per match:
Matches 21-30 summary: (omg these last 30 matches the win rate was sooo lucky I am not this good)
LRM 20: 7515/2168(28.85%)/2056(0.95)(0.27)
LRM 15: 5625/1891(33.62%)/1751(0.93)(0.31)
Kills: 20 Assists: 41 Wins: 10 Deaths: 0 Placed: 2.6 Damage: 3829 Teams Kill Ratio: 79:24
K= Kills, A= Assists, w = win (win/loss), D = deaths (yes/no),
P = how I placed damage wise compared to rest of team, Damage= total damage dealt in match
K:R = Teams Kill ratio (our kills: enemy kills)
Fired/Hit(%hit)/Damage(damage per hit)(damage per fire)
Match #2: 1 enemy had AMS I only fired near them twice shot down maybe 16 missiles
Match #7,8: enemy had ECM atlas, they all sat in open standing perfectly still and I cored them with TAG omg dumb
Match #9: enemy Light with ECM ran circles around me preventing all use of missiles till I died
Match# 12: took a phone call missed first 2 mins of match, still did fine, but might have done better
Match #15: one Mech had AMS I had 1 volley go near it but it only shot don 8-10 missiles
Match #17: complete blowout, entire rest of my team had damage add to under 500
Match #19: 2 enemies in a tight 4 man group had AMS fired on mechs in that group maybe 4 times since no better targets then. My Mech fires a 60 volley followed by a 10 volley due to tubes. AMS turned that into a 45 volley and wiped out the small volley.
Match #23: almost no one on team locked targets ever
Match #26: it as actually a 3-way tie for highest damage so I wrote second for my place
Match #30: enemy team had 5 mechs BJ or smaller
Match #31: enemy had group with 3 AMS I fired over them at another target and destroyed almost every missile (maybe 15 got past out of the 60 volley) group also had a DDC, I switched to other targets. I got serious lag spikes near end of this match, 2 other people complained about lag on chat so think it might have been everyone.
Match #36: PGI Jaggermech on other team (he was smart enough to break lock by moving behind cover, but didn't move after I lost lock so hit him anyway)
Match #39: 6 light mechs 3 with ECM on enemy team. I got a few volleys of at times, but bad match up.
Match #42: enemy had 3 ECM, raven and 2 ddc, they were seldom near other mechs or me though so had only minor effect on fight (and the DDCs just stood there while I tagged them)
Match #46: I was more effective than it looks in this I as damage sponge for 4 enemy mechs right near me for about 3 mins, right after I died they all did from my team.
Match #47: Tagged another DDC just standing there. Raven was running around and lost locks a couple times, but it was brawling with others nearby is all so usually had clear shots.
Match #49: Partway through match a ECM light stayed near me, I was useless till I died.
it's hard to draw any conclusions from this data though. It's going to come down to team composition, enemy team composition, etc.
What i'd love to see is an 8-man PPC/Gauss poptart preform vs. an 8-man combined-arms (some LRMs, some brawlers, some direct). Wait, i have at multiple times. The PPC/Gauss team usually walks away 8-0
Theres also a question of the pilot using the missiles. 300 damage with 4 LRM20 or 15's is very low considering the amount of ammo fired...with artemis and tag.
You dont waste missiles on targets farther than 600m.
You dont waste missiles on light mechs or very fast mediums.
You don't waste missiles on targets that are a step away from cover/line of sight blockage.
Think of the LRM as SRMS with 3 times the range.
The only result I saw in the OP's list where the damage was just about right was when he hit 600'ish damage. Thats average for a missile boat that knows what he's doing and yes, when one's team doesn't just ignore the lights that run behind them.
Also, a stalker can carry 4 LRM15s with artemis, tag and some med lasers for self defense. Having lots of ammo is good.. spooking lights away is better.
Except people run away when I punch into their armor with 12 SRMs and laugh when I massage them with 40 marshmalLRMs. Please tell me more about these mystical "SRMs with x3 the range". I would love to know exactly what you're smoking too (that must be some seriously good **** if it makes you think LRMs are good/useable in any way, shape, or form).
@Ningyo your data is tainted if there was anything on your Highlanders EXCEPT those two racks of LRM-20s (which is highly doubtful, because that's a massive waste of tonnage).
Skyfaller, much of what you say is true, however right now to deal 600 damage with LRMs using 1440 ammo you cannot fire at anything other than heavies and assaults (this does sometimes happen with the assault heavy meta right now). Firing at even perfectly still small mechs with no AMS will still deal far less damage than that. And even against heavies like cataphract and jagger if they are totally ignoring cover, with no AMS but moving you probably will only hit 450-500 since many missiles miss, and damage is only about 0.75 per missile (667 hits for 500 damage)
Getting a 50% hit rate right now is nearly impossible except against Assaults, and even then there is sometimes a Hit registration or damage dealt bug where you could fire 500 missiles against a stationary assault and do under 100 damage (happens maybe 20% of the time)
In a game against 6-8 assaults without having any bugs occur and the enemy using no AMS or cover, yes you should break 600 damage though.
Ah to reply to that last post, I did have 1 medium laser, for the LRM 20/15 specific damage and hit this was not included since I took that off stats (stats may or may not be accurate, but the damage in it IS the same as is shown at end of match) for the overall match damage yes it was included, but I found 1 MED laser to be near useless the damage is just too low to bother for the most part. you can get exact damage it + ramming + ammo explosions did from subtracting the missile damage from total damage.
17 matches: Lrms 4631, Other sources 128
15 matches: LRM 4623, other sources 244
second 15: LRMs 3719 dmg, Other sources 160
I am leaving my build after patch with the 1 medium laser to compare more accurately with data here. However I played a few other matches with an extra ton of ammo instead and prefer it. I prefer over both though a build with 2 LL or ER LL lasers and I think it was 55 LRMs. the 2 LL can deal enough damage to actually hurt something and you still have a very large missile volley.
LRM bump from 0.9 to 1.1 damage. This is exactly the sweet spot I was hoping for after the splash reduction. I have a feeling LRM's will be good now (not great). If they are still a bit weak after testing maybe up to 1.2. No higher than that IMO.
2xLRM15 goes from 27 dmg to 33 dmg. That is a 6 dmg bump.
LRM bump from 0.9 to 1.1 damage. This is exactly the sweet spot I was hoping for after the splash reduction. I have a feeling LRM's will be good now (not great). If they are still a bit weak after testing maybe up to 1.2. No higher than that IMO.
2xLRM15 goes from 27 dmg to 33 dmg. That is a 6 dmg bump.
22% damage bump is good for everyone IMO.
yes, although some of us suspect the dmg isn't registering correctly. I was shooting a hunchback in the "side" and only saw the back torso take damage. Seems fishy.
Ill be doing another round today or tomorrow (might wait for the hype to die down first so we have more realistic matches)
As to the the low damage, its very difficult to find even one mech that will go out in the open and sit there long enough for you to rain missiles down and get significant damage. Most of your volleys will have a pathetic <20% accuracy at 0.2ish damage per missile due to spread. If you factor it that way its easy to see how in matches with smart people who use cover / ECM etc your damage potential can be quite low.
That being said the teams I fought in these samples played much better than in the first sample. Most matches had at least 1 ECM if not 2-3 and they knew what to do to stop me from firing. Many lights as well to come harass the assaults, the matches where I have damage around 600 I had teams with lights that would chase off aggressors or people who wandered out into the open and stayed there long enough for me to empty half my ammo into them.
Also in this sample I was rarely able to use all my ammo, wasnt able to get screens for all of them (ammo readouts) but the shorter matches with low damage would finish with me still having 50-80% of my ammo unspent.
Part of the issue is that you need other weapons to be effective or a team to protect you, and when you have neither be prepared to suffer (some of the matches are a testament to this)
My friend was having an issue where he was watching at least 2 dozen LRM 20 volleys hit, and his damage only register 97, or something less. Support says there is definitely an issue with damage not registering even though you are seeing the connection.
My friend was having an issue where he was watching at least 2 dozen LRM 20 volleys hit, and his damage only register 97, or something less. Support says there is definitely an issue with damage not registering even though you are seeing the connection.
My first impression was similar, sank three volleys into a cent and watched the health go from 100 to 96. Ill get some videos this time and mebe it will shed some light (worried about FPS and video capture but we shall see)
I updated my post (about 7 on first page) with 10 matches from after patch, I will update it again later tonight with another 10 once I have finished them. Bobdolemite (OP) said in another thread he will update this thread as well once he has enough matches done so if you are interested in this it will be updated regularly. (I will probably update my post twice daily with 10 matches each till I reach 100 or so) I will not bump thread every update though.
Here is a fast summary the main past has far more details
LRM info is in format: Fired/Hit(%hit)/Damage(damage per hit)(damage per fire)
In reply to last couple posts, I have noticed the hits not registering bug maybe 20-25% of the time missiles go for a target. It appears if they do that once they will continue to do that no matter how many times you fire at that mech, not sure if switching targets then returning to it fixes this yet, I tend not to notice its happening till the third volley, and it rare to have enough time to switch to other targets and back before it dies or is no longer targetable.