Jump to content

Lrm Flooding, The New Fotm

Balance Gameplay Metagame

401 replies to this topic

#1 ColonelMetus

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 430 posts

Posted 22 April 2014 - 11:05 AM

Now that AC has been nerfed to the point of dead wait at long range and LRM has been double buffed. The game has turned into and LRM vs cover slugfest. And ams can no longer cope. I've begun to take twin ams mechs with 3 tons of ammo and advanced ams module which it turns out is not worth the 3 million.

My idea to fix LRM spam is increase the amount of AMS ammo per ton to 1500.


Remember when AC and Lrm got a 50% ammo boost?
Well why wasn't ams and srm ammo boosted?

Edited by Egomane, 22 April 2014 - 11:19 AM.


#2 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 22 April 2014 - 11:07 AM

I do what I've always done. Advance under cover and kill the LRM boats. Works pretty well.

#3 Fut

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • 1,969 posts
  • LocationToronto, ON

Posted 22 April 2014 - 11:10 AM

ACs have been nurf'd to death?

Did I miss something important here?

#4 Jin Ma

    Member

  • PipPipPipPipPipPipPipPip
  • 1,323 posts

Posted 22 April 2014 - 11:12 AM

View PostBilbo, on 22 April 2014 - 11:07 AM, said:

I do what I've always done. Advance under cover and kill the LRM boats. Works pretty well.


lol its not like its an entire team of LRMs they have teammates that have weapons usable under 180m

#5 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 22 April 2014 - 11:14 AM

LRMs are fine. They aren't OP, they aren't weak, they are pretty much just right. They're in the "goldilocks zone" of weapon balance.

This past weekend a few of my friends and I were dropping in 4s. I ran an ECM Cicada with TAG and some guns, and they ran a mix of LRM carriers and escorts. Against people who knew what they were doing, our little combo merely carried our weight, just like any other decent 4-man. Against teams that didn't know what they were doing, our little combo outscored not only the enemy team, but the whole rest of our team combined as well, just like any other decent 4-man would have.

LRMs are very easy to counter, and have several entire weapon systems designed specifically to render them harmless. The speed boost was necessary and proper.

I expect they won't be in their final state, though, until the CryEngine explosion cap is removed on the 29th. Once that change goes live maybe AMS will need another buff, but I expect LRMs will still be essentially balanced.

#6 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 22 April 2014 - 11:15 AM

LRM vs cover fest, or projectile vs cover fest.
At least with LRMs you have hard counters, soft counters, spread damage, min range and ample warning.

#7 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 22 April 2014 - 11:21 AM

View PostJin Ma, on 22 April 2014 - 11:12 AM, said:



lol its not like its an entire team of LRMs they have teammates that have weapons usable under 180m

That can be taken care of by the rest of my team since they won't have to cower behind a rock for fear of getting hit by all those LRMs.

#8 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 22 April 2014 - 11:21 AM

I'd be ok with a slight buff to AMS but remember it is damage mitigation not immunity to LRMs.

[redacted]

Edited by Egomane, 23 April 2014 - 08:19 AM.
responding to removed content


#9 Graugger

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • 765 posts

Posted 22 April 2014 - 11:38 AM

Wow I can't believe someones arguing about LRMs, its not LRMs that are the problem its ACs they really need to be nerfed more. A propellant launched bullet shouldn't out range a long range missile, none of the ACs should have a range over 950 meters.

#10 Trauglodyte

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,373 posts

Posted 22 April 2014 - 12:05 PM

View PostColonelMetus, on 22 April 2014 - 11:05 AM, said:

Now that AC has been nerfed to the point of dead wait at long range and LRM has been double buffed. The game has turned into and LRM vs cover slugfest. And ams can no longer cope. I've begun to take twin ams mechs with 3 tons of ammo and advanced ams module which it turns out is not worth the 3 million.

My idea to fix LRM spam is increase the amount of AMS ammo per ton to 1500.


Remember when AC and Lrm got a 50% ammo boost?
Well why wasn't ams and srm ammo boosted?


Are you playing the same game that I'm playing? Since when have ACs been "nerfed to the point of dead"? By the way, that was horrid grammar and you should be ashamed. As for LRMs, they weren't double buffed. They were buffed and then had that buff dialed back. LRMs are still horribly used by bads and only really kill bads.

How about you learn to be better so this doesn't impact you?

#11 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 22 April 2014 - 12:13 PM

Repeat title or not I think he has an interesting point. Since AMS continues to fire through walls, buildings, caves, etc. Maybe a toggle switch or ammo boost would be nice. Ammo being easier and therefore more likely solution but maybe not the best.

#12 Hawks

    Member

  • PipPipPipPipPipPipPip
  • 548 posts
  • LocationFalling Outside The Normal Moral Constraints

Posted 22 April 2014 - 12:21 PM

View PostRouken, on 22 April 2014 - 12:13 PM, said:

Repeat title or not I think he has an interesting point. Since AMS continues to fire through walls, buildings, caves, etc.


I can't believe this STILL hasn't been resolved. Is it going to be resolved? Is it even technically possible for it to be resolved? Aside from the issue of it wasting ammo, AMS shooting through cavern roofs and so on just looks ridiculous, it makes the game look like a cheap piece of tat someone cobbled together in their lunch break.

#13 Pygar

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,070 posts

Posted 22 April 2014 - 12:37 PM

AMS is OP, plz make it so mah mech can haz moar LRM tubez, k thx bai.

Posted Image

#14 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 22 April 2014 - 12:39 PM

View PostPygar, on 22 April 2014 - 12:37 PM, said:

AMS is OP, plz make it so mah mech can haz moar LRM tubez, k thx bai.

Posted Image

I want one!!!!

#15 AlmightyAeng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,905 posts

Posted 22 April 2014 - 12:42 PM

View PostPygar, on 22 April 2014 - 12:37 PM, said:

AMS is OP, plz make it so mah mech can haz moar LRM tubez, k thx bai.

Posted Image


You found a Bane/Kraken! :angry:

#16 Alexandrix

    Member

  • PipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 910 posts

Posted 22 April 2014 - 12:44 PM

View PostHawks, on 22 April 2014 - 12:21 PM, said:


I can't believe this STILL hasn't been resolved. Is it going to be resolved? Is it even technically possible for it to be resolved? Aside from the issue of it wasting ammo, AMS shooting through cavern roofs and so on just looks ridiculous, it makes the game look like a cheap piece of tat someone cobbled together in their lunch break.



Ummmm.....most of MWO gives that impression....
Well,everything except the mech artwork anyways lol (for the most part)

Edited by Alexandrix, 22 April 2014 - 12:44 PM.


#17 GreyGriffin

    Member

  • PipPipPipPipPipPipPip
  • 792 posts
  • LocationQuatre Belle (originally from Lum)

Posted 22 April 2014 - 01:17 PM

If you've managed to set up a proper firing line with spotters, spaced LRM mechs for overlapping fields of fire, and throw enough missiles downrange to score kills despite your inferior damage dispersion, and the enemy doesn't find an avenue of approach to overcome your 200m bubble of helplessness....

...shouldn't you win?

#18 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 22 April 2014 - 02:30 PM

I don't know why checking LOS for AMS is so damn hard. It's frustrating to take theta in HPG, only to run out of AMS ammo. A toggle would be some relief, but checking LOS shouldn't be beyond possible either and would be the proper fix.

But who am I kidding. This is a multiplayer game that still pits 10 players against 12 and leaves the two mechs of the disconnected players on the map for the others to kill. You know, because everyone loves to walk two minutes to the enemy spawn after having won a fight, just to make sure the game acknowledges the win.

#19 Dazzer

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 216 posts
  • LocationSpain next to Gibraltar

Posted 22 April 2014 - 11:30 PM

the problem is that the current 'play' is hiding the 100 ton assault mech behind a building. That is not Mechwarrior.

#20 Lynx7725

    Member

  • PipPipPipPipPipPipPipPip
  • 1,710 posts

Posted 22 April 2014 - 11:40 PM

View PostDazzer, on 22 April 2014 - 11:30 PM, said:

the problem is that the current 'play' is hiding the 100 ton assault mech behind a building. That is not Mechwarrior.

Why is that not Mechwarrior?

A lot of people seem to have this idea that Mechwarrior should be one-on-one, direct fire dueling. That's Solaris.

The Battletech I grew up with, in the 3050 timeline, is about massed military usage of Battlemechs in high-intensity warfare. That meant feints, indirect fire, concealment, deception, general skullduggery. Which current MWO doesn't exactly do a bad job at.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users