Lurm Lock On Time Op
#1
Posted 23 March 2014 - 12:57 PM
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
#2
Posted 23 March 2014 - 01:16 PM
Inappropriate9958811, on 23 March 2014 - 12:57 PM, said:
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
Thanks for proving everything I've said about most of the "LRMs are OP" threads coming from those who can't just sit in one spot and poptart the entire match now.
#3
Posted 23 March 2014 - 01:17 PM
Take it from the guy gunning you down- if you pop up and fire, I think "poptart" and wait for the next time you go "sproing"!
If you do it in the same spot, I will already be locking-on before your CT clears the cover. If you do a pure vertical leap, my missiles are coming down on that spot anyway before you lose lock on me.
Do it right like the guys who do make a proper jump snipe. Face parallel to your cover, then go up and forwards, snap off your shots, and keep moving. I'll end up near-missing you instead of pasting you even if I get you bracketed. Then move a bit and repeat, so I have to actually sight in and cost myself that extra half-second to a second that makes all the difference.
Bounce up and down like a 5-year old on too much sugar and I will slap you silly. That's what changed.
#4
Posted 26 March 2014 - 10:22 PM
wanderer, on 23 March 2014 - 01:17 PM, said:
Do it right like the guys who do make a proper jump snipe. Face parallel to your cover, then go up and forwards, snap off your shots, and keep moving. I'll end up near-missing you instead of pasting you even if I get you bracketed. Then move a bit and repeat, so I have to actually sight in and cost myself that extra half-second to a second that makes all the difference.
Bounce up and down like a 5-year old on too much sugar and I will slap you silly. That's what changed.
Target Decay makes it so that parallel pop-tarting gets you hit no matter what by an LRM 60.
It takes no skill what-so-ever to wait for a 0.5 second lock while spamming a lurm launch button.
Pop-Tarts have to wait for their decent and make an accurate shot while moving.
So while pop-tarts do a 40 damage max poptart alpha, lurmurs get a 120 max damage alpha more guaranteed than direct fire.
Plus, bouncing up and down too often like a 5-year on sugar is not possible ever since they secretly nerf'd JJ Recharge Rates.
I like Target Decay, but that needs nerf'd or lock on times for Lurms needs nerf'd.
#5
Posted 26 March 2014 - 10:30 PM
Try standing next to something a bit taller. And jump-shooting from behind that.
Or, jump-shoot and power-down immediately after your shot, breaking his targeting before he can even get a lock. Hell even if he gets a lock, if you're jump-shooting laterally, if you power-down after your shot his missiles will go dumb and mostly miss you.
Or scoot behind your teammates' AMS coverage. Their AMS effectiveness is doubled since it shoots at the missiles in front of and behind themselves.
#6
Posted 26 March 2014 - 10:53 PM
Inappropriate9958811, on 26 March 2014 - 10:22 PM, said:
It takes no skill what-so-ever to wait for a 0.5 second lock while spamming a lurm launch button.
Pop-Tarts have to wait for their decent and make an accurate shot while moving.
This made me lol. I mean, seriously, talking about LRM=no skill is enough to show where you come from but telling us that poptarting is the opposite of it and that you need skill and aiming while moving... sorry but lol.
You press your jump key, you look for a target, you release your jump key and you press your mouse key. Hey, what skill, so leet, much pro...
#7
Posted 27 March 2014 - 12:43 AM
Inappropriate9958811, on 26 March 2014 - 10:22 PM, said:
Target Decay makes it so that parallel pop-tarting gets you hit no matter what by an LRM 60.
It takes no skill what-so-ever to wait for a 0.5 second lock while spamming a lurm launch button.
Pop-Tarts have to wait for their decent and make an accurate shot while moving.
So while pop-tarts do a 40 damage max poptart alpha, lurmurs get a 120 max damage alpha more guaranteed than direct fire.
Plus, bouncing up and down too often like a 5-year on sugar is not possible ever since they secretly nerf'd JJ Recharge Rates.
I like Target Decay, but that needs nerf'd or lock on times for Lurms needs nerf'd.
Inappropriate9958811, on 23 March 2014 - 12:57 PM, said:
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
You are the reason that these LRMs need to exist, and your tears shall cool our heatsinks.
#9
Posted 27 March 2014 - 03:52 AM
Nothing. He's already been told twice.
Still, it's players like this that finally prompted me to re-tool my Raven to actually do its job. ECM, BAP, TAG, a magazine full of Narc pods, and an endless stream of sweet, delicious tears from pilots unwilling or unable to adapt. I'm pretty sure my 3L runs on their hatred at this point.
So: thank you, OP. It is through your valiant efforts that my 'mechs have fuel. As a token of my appreciation I've sent you a small congratulatory gift; a marble bust of Athena to set above your desk.*
* - ...and nobody is going to get that joke, but that's okay.
Edited by Straylight, 27 March 2014 - 03:55 AM.
#11
Posted 27 March 2014 - 06:29 AM
Also, poptarts are not dead. Maybe for the wannabe pros, but the high-end meta is still about poptarting.
#13
Posted 27 March 2014 - 08:32 AM
Inappropriate9958811, on 23 March 2014 - 12:57 PM, said:
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
The reality of what you speak is more like this:
- Bad poptarter pops up. Because they're bad, they've either poptarted from the same spot too many times so the enemy is expecting it or they've poptarted too high.
- Enemy LRMers carrying both Artemis IV and TAG see and expect them. The combination of tier2 tech vs. the tier1 JJ means that the boat can get a target and acquire lock within 1s.
- Bad poptarter fires and drops down thinking that they're safe.
- LRM user has a combination of 25% shorter decay rate (thank you TAG) and Decay module (3.5s) to pound the poptarter into dirt
- Poptarter rages on the forums
#14
Posted 27 March 2014 - 08:39 AM
Inappropriate9958811, on 23 March 2014 - 12:57 PM, said:
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
Find a better jump location, the one that no one is pointing the gun or missile there waiting for you to pop up. If you just stay in that one spot, I don't even need to lock on to throw LRM at you
Edited by Sheraf, 27 March 2014 - 08:40 AM.
#15
Posted 27 March 2014 - 02:04 PM
#17
Posted 27 March 2014 - 02:36 PM
Inappropriate9958811, on 23 March 2014 - 12:57 PM, said:
I pop tart up, fire and back down behind cover. 1 second after, I'm informed by betchin betty that lurms are headed my way and before I can get out of their path, I'm hit with a lurm 20 volley.
Lurms + Target Decay = OP
Poking your head out for 1 second gets you lurm'd on.
Artemis for lurms needs to be less effective as artemis with SSRMs
Where the hell is the Jump Jet Recharge Rate module? I can't even poke my head out between lurm volleys!
Stop buffing noobs beyond believe while nerfing jump jets beyond comprehension.
Meta: duel ER large lasers with narc on RVN and any lurmer. Pop tarts are dead, go for light spotter or medium/heavy/assault lurmer and you should be fine. Just make sure you have a light clean up at the end.
Target decay is to LRMs what Adv. Zoom is to poptart snipers. Nerf one, and you have to nerf the other for "balance".
#18
Posted 27 March 2014 - 02:50 PM
#19
Posted 27 March 2014 - 03:04 PM
To the guys who are saying no more staying behind cover, then define me LRMs?, they sure rushing and go brawl with them, I mean you are calling poptarts *******, and. LRM stands a 700-800 behind terrain and because of LRM arc they are able to fire behind terrain when someone is spotting, and you are calling this good, tactic gameplay? And you are actually fpr LRMs, and I see less threads about SRMs, well you know what, probably you suck at everything else so you are defending LRMs, and you are calling teamwork is OP especially when I see this guy Sand... Yeah and other crew comment, im just watching and thinking, are the on Island with PGI?
Im gonna say this to ya: Teamwork cant beat skill no matter what you do, if there in team are 2,3 guys who has good skill, probably that team will win
Now go play with your LRMs while you can, im sure there will be quitting due to weight limits and SRM buff.
#20
Posted 27 March 2014 - 04:21 PM
If you are getting 1000+ damage, good for you!
I agree with you that LRM trajectory is too high, and that it should be lowered, allowing for less than buildings or tunnels to absorb damage when properly used.
LRM's are indirect fire weapons, however. Their advantage (being able to fire from behind cover) is lessened by the fact that they have inferior range to the weapons most poptart builds take, and their need for reliance on spotter 'Mechs. If you're pulling 1k damage matches, you could probably take out the spotters pretty quick and nullify that advantage. No spotter means the LRM boat needs to move out from cover to try for LoS, exposing himself to your longer range pinpoint damage. If you can't see the LRM boat targeting you, then he can't see you either, meaning someone else can. Information gathering for artillery (or LURMtillery in this case) is just as valid as if one of your 'Mechs was painting a target for you so you could aim before making your jump. Yet one is "good tactical gameplay" and the other is "no skill noobfest".
I am for LRMs. I am for SRMs, ACs, Lasers, and all other weapons. Because they're part of the BattleTech universe and the game wouldn't really be MechWarrior without them. It's finding a balance with the weapons in a PvP video game setting that becomes an issue.
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