LRM range in MWO is too short.
#1
Posted 14 June 2012 - 11:14 AM
1) I'm not in the beta, so for all I know this is completely different currently because...
2) All information used to generate this post is purely based off of the released footage/screenshots available publically from Pirhana and from CBT (the tabletop rules) and...
3) I'm bored so I thought I'd play around with this.
Moving on... LRM range in MWO is too short.
Currently, based on Russ' commentary during the Heavy Mech Breakdown (), the maximum range of the LRM was 650m (equivalent to roughtly 20-21 hexes). This is clearly different than canon CBT in which extreme range for LRMs is 28 hexes or 840m. This is a potentially critical difference because range and mech speeds can have a dramatic impact on weapon balance.
If long range weapons don't have sufficient range, they need to be buffed to allow them to be equally effective compared to infighting weapons (ACs, MLs, etc). Otherwise, fast infighters (anything moving at 5/8-7/11 can close the distance between the LRM carrying 'Mechs (usually in under a minute, as anything going 60kph+ will move >1000m in that time) and overwhelm them with short range weapons.
Assuming that anything with a movement rate of >3/5 (hexes) can cover this distance (barring the LRM mech moving backwards) within 1 minute... that only leaves 3-4 LRM attacks before the opposing mech is in your face. To compensate for this, LRMs could have increased rate of fire... increased damage... or increased range. If you add rate of fire or damage, you will tend to make LRMs become more and more unbalanced when packed on in large numbers due to the high damage output. LRMs need to be effective, but not too effective...
Increasing the range on LRMs back to canon distance (840m) allows 'Mechs with LRMs to do damage over time from further out which limits the need to increase the 'alpha' potential of LRMs. It makes LRMs valuable because they are able to damage 'Mechs outside of the range of most other weapons (AC2, AC5, Gauss, PPC excepted). Targeted 'Mechs can still use cover to avoid LRMs and that range will be difficult to use properly without excellent scouts... so ... and it makes the game more interesting by balancing the # of times a 'Mech drop will end up in a furball/infight.
Make LRMs what they're supposed to be: Long Range Missiles.
*pulls pin on discussion hand-grenade and walks away*
Insanity
#2
Posted 14 June 2012 - 11:19 AM
#3
Posted 14 June 2012 - 11:19 AM
HRR Insanity, on 14 June 2012 - 11:14 AM, said:
Wrong
#4
Posted 14 June 2012 - 11:22 AM
#5
Posted 14 June 2012 - 11:24 AM
Kobold, on 14 June 2012 - 11:19 AM, said:
Wrong
Really? Could you maybe elucidate your statement a little? I find it VERY annoying when people say things like that w/o backing up the statement.
I'm not saying your are correct, or incorrect. Simply that your statement lacks evidence to cause me to believe you.
#6
Posted 14 June 2012 - 11:24 AM
HRR Insanity, on 14 June 2012 - 11:14 AM, said:
*pulls pin on discussion hand-grenade and walks away*
Insanity
First off, that made me laugh, so thanks for that.
Anyway, we done know anything about the other weapons ranges, maybe they all got shortened, or how much damage anything really does at this point. I haven't watches that video in a while does he say max range or effective range. He's also indirect firing, which could be a factor.
#7
Posted 14 June 2012 - 11:24 AM
#8
Posted 14 June 2012 - 11:25 AM
..wait wrong game.
#9
Posted 14 June 2012 - 11:25 AM
#11
Posted 14 June 2012 - 11:27 AM
And to be fair, weapons in MWO are effective beyond "max" range too.
#12
Posted 14 June 2012 - 11:27 AM
Tymanthius, on 14 June 2012 - 11:24 AM, said:
I'm not saying your are correct, or incorrect. Simply that your statement lacks evidence to cause me to believe you.
The OP's entire premise was based on an incorrect fact that he didn't cite. I feel no need to provide evidence of his wrongness.
#13
Posted 14 June 2012 - 11:27 AM
Tymanthius, on 14 June 2012 - 11:24 AM, said:
I'm not saying your are correct, or incorrect. Simply that your statement lacks evidence to cause me to believe you.
http://www.sarna.net/wiki/LRM-20
Note the range. 16-21 hexes.
As someone else said, I'm a little more concerned with damage then range, but we'll see. Frankly I'm not sure if the ammo problem from most MW games is solved yet to begin with, but the LRMs in the vid with the Catapult seemed kind of meh. We'll see.
#14
Posted 14 June 2012 - 11:28 AM
#15
Posted 14 June 2012 - 11:30 AM
Edited by Mercurial, 14 June 2012 - 11:30 AM.
#16
Posted 14 June 2012 - 11:31 AM
#17
Posted 14 June 2012 - 11:31 AM
#18
Posted 14 June 2012 - 11:35 AM
Mercurial, on 14 June 2012 - 11:30 AM, said:
#19
Posted 14 June 2012 - 11:36 AM
Edited by Torcip, 14 June 2012 - 11:37 AM.
#20
Posted 14 June 2012 - 11:43 AM
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