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Possible Lrms Suggestion


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#1 Variant1

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Posted 18 May 2014 - 06:32 AM

No, this isn't one of those threads again, I can assure you this one is different. Lrms are a problem, and have been since alpha. But current nerfs are nothing more than a Band-Aid on a large laceration. They need to remove the ghost heat for lrms and nerf the travel path (curve) so they can’t shoot over hills. It is the main reason so many people complain about lrms. With the ability to shoot over hills (and most cover) make this weapon very op. Nerfing the curve will make lrms more balanced since now lrm boats will need to expose themselves, just like everyone one else to do damage. In no way will this hinder lrms performance; they will still be a second line support that deals consistent damage. This nerf will make it easier to take actual cover instead of lrms going straight up and down.


What’s going to happen if this actually gets implemented? Well, obviously less people are going to use lrms. No worries, there will still be people using lrms just a lot less. They will still be viable as no other weapon can deal consistent dmg over long distances. More maps will be made open as to give the new lrms more effective, this in turn will also nerf those annoying ac 40 jagers as they will be fighting in open space. WOW nerfing ac 40 build without actually nerfing it, Crazy right? Of course there should still be some cover as to be able to protect against all fire. The new lrms should only be able to hit a target above a small hill, where the upper half of the mech is visible. In no way am I against lrms, I’m fine with them being great support fire weapons, but what I’m not fine is them firing over hills giving them a huge advantage. YES I know in order to get a lock you need someone to spot for you, that does not change the fact that it makes it balanced.


-If the travel path is nerfed the devs have more room to worked with in terms of making balanced maps

-ghost heat needs to be removed for lrms (heck maybe all weapons, I’ll discuss that later)

-Lrms need to shoot one at a time. This will give people more time to take cover as well as make ams effective against them.

-Some kind of buff to compensate for the nerf would be adding more ammo for lrms (perhaps 180 to 240) and maybe increasing their range.

If those compensating buffs don’t work then maybe removing the min range will help.








Ps: if you see any more of these “lrm complaint threads” please redirect them to this thread as this should be the final lrm thread.

Edited by Variant1, 18 May 2014 - 06:33 AM.


#2 ShinVector

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Posted 18 May 2014 - 09:42 PM

I am all up for a reduction of LRM boats. ! :)
Meanwhile... 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!' 'Missiles Incoming!'...... On and on...

#3 Koniving

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Posted 18 May 2014 - 10:09 PM



The sheer amount of times the missiles came for me, I had to significantly reduce the warning spam.

#4 Grimmrog

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Posted 18 May 2014 - 11:08 PM

LRM's are fine, the only times when I hate them is actually when I have done positioning wrong letting them rain on me.
And, when the MM gave ecm to the opps AND lots of LRM's while the own team has no ecm. In that case LRM's are kinda OP sicne its supereasy for the opps to get some long range unseen locks to rain down hell on you. But I rather more would blame ecm for this imbalance. And maybe als matchmaking

4 Atlas D-DC in our team? MM? why u?

but ther eis plenty of stuff to prevent LRM's from being usefull, use or stick with ecm/AMS. Any kind of terrain eatin the missiles too. never expose yourself long enough to let them lock and shoot serveral times.

I had only one experience with LRM's so far which made me think WTF?
I ate 3 Volley of LRM's with my catapharact, I guess they were like around 100 rockets at all, or maybe 120. anyways they totally ripped off my undamaged CT armor and my CT. While all other parts stayed on a yellow scratched armor. No idea how hitreg decided to push them all in my CT. Never ever even happened like that.

#5 HimseIf

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Posted 18 May 2014 - 11:43 PM

LRMs are fine and need to be 2.5 damage per missile so people will bet for this current situation again.
While everyone one else was hiding in caves i was out dancing in the rain. Because the player is overpowered, i was in a match today where the other team have 4 catapults and a missile DDC atlas and they lost, because the maps are designed for balance and because, in the other teams words, they had too much LRM on their team.

#6 Variant1

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Posted 19 May 2014 - 10:32 AM

View PostKoniving, on 18 May 2014 - 10:09 PM, said:



The sheer amount of times the missiles came for me, I had to significantly reduce the warning spam.


I'm assuming you are being sarcastic about that post. Did you notice how the lrms almost came straight down from the sky? Thats the real problem I'm trying to point out. Also notice how your ams barely stopped any lrms? If that scout had kept spotting you I'm pretty sure you would see plenty more missiles flying over that hill in you're face.

Edited by Variant1, 19 May 2014 - 10:36 AM.


#7 Koniving

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Posted 19 May 2014 - 10:38 AM

It was pre-buff, slower missiles. Just sheer spam. One AMS typically stops 3 from a single volley. But sequential volleys overwhelm the AMS because there's less and less time to shoot one missile. This is because it doesn't 'change' targets until a tenth of a second after its destroyed.

#8 Koniving

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Posted 19 May 2014 - 10:46 AM

Watch the LRM fire here.
Straight at target level with the ground. Doesn't do much.


Another older flight path. 1.7 damage.


The 'previous' flight path pre-buff. 1.8 damage.


Current flight path. 1.1 damage post buff (flight speed!)


The real problem with LRMs. 1.1 damage. (pre buff)

In other words, spam.


Quote

Notice something here? The more recent but weaker LRMs are much more center torso based and deadly. But they still took a while. I've had mechs survive more than 45 seconds of constant LRM fire from multiple mechs (with lots of damage spreading maneuvers).

After the LRM buffs... it's the same thing with more of them and they travel faster...but still takes 15 to 45 seconds to die and no one wants to move since it's spammed so much. Fires so frequently. Does so little damage but over time it's pretty effective and quite endless. However, because it's endless no one can see, aim, hit much of anything, and so systematically everyone dies.

Solution?
Double LRM damage + double LRM cooldown (reload) time.
LRM 5? Current: Reload time 3.25 seconds, 5.5 damage (Faster firing rate than a Streak fires + MOAR damage = Clan LRM-5 replaces Clan Streaks!!!!). New: reload time 6.5 seconds, 11 damage. (Ain't nothing replacing Clan Streaks now!)
LRM 10? Current: Reload time 3.75 seconds, 11 damage. New: reload time 7.5 seconds, 22 damage.
LRM 15? Current: Reload time 4.25 seconds, 16.5 damage. New: reload time 8.5 seconds, 33 damage.
LRM 20? Current: Reload time 4.75 seconds, 22 damage. New: reload time 9.5 seconds, 44 damage.

Pros:
  • Maintains DPS so that LRMs do not lose effectiveness.
  • Removes SPAM.
  • Makes LRMs into a more strategic weapon.
  • Makes LRMs feel powerful instead of pathetic.
  • Poptarts when hit by even partial LRM fire will be absolutely devastated, preventing them from camping in one spot for very obvious reasons. This will cause the flow of the game to continue flowing rather than come to a sudden halt.
  • Significantly improves the new player experience by quickly teaching them that LRMs are dangerous, rather than slowly making them feel helpless from the constant torrential rain that they can't escape from (one of the largest elements turning off new players and causing them to quit early).
  • Engages the LRM-user by making LRMs more interesting to use.
  • Increases the skill level from "drink coffee and hold button" to "Should I fire? Will they hit if I do? Okay now that I fired I need to relocate before they find me."
  • Is quick and deadly when it hits instead of 'endless pelting and dizzy spells'.
  • Players will find much more value in single or dual LRM-launchers which will significantly reduce LRM boats in the long run.
  • Players are more likely to back up LRMs with other weapons to effectively defend themselves.
  • LRM users will spend less time camping.
  • A dumbfired LRM salvo will be absolutely devastating when and if it hits.
  • When an LRM boat carrying multiple LRM-15s fires, there will be 8.5 seconds to rush from cover to cover to get closer or to kill it.
Cons:
  • Boating LRMs is about equal to suicide, sure you'll fry one target but it takes 3 seconds to most heavy/assault class LRM boats.
  • Unable to fire LRMs again for between 6.5 and 9.5 seconds, assuming you can hit at all when that time comes.
  • The inevitable reduction of LRM boats means fewer easy kills in the field, making pugstomps more difficult to achieve.
  • LRM users would have to think.
  • Fewer people would complain about everything wrong with MWO (c'mon this is a bad thing; its hilarious to read them).
  • Turrets, while more devastating when they attack, will be much easier to rush and destroy.

LRMs are in a great place now. Very useful. But unlike the days of old, the missiles travel fast, target decay maintains locks, and missiles hit very often with great detection now that everyone is chain firing.
However, because of all that, the rapid firing rates we've had to make up for the lack of all the above are no longer necessary and while the DPS of missiles is highly effective, the 'spam' is beyond annoying and makes players on the receiving end who are standing in cover and still being pelted feel completely helpless. So the idea is what if we doubled the cooldown (making it take twice as long to reload and shoot again) but also doubled the damage (to maintain the DPS and its effectiveness).

This engages players more. So instead of sitting in a corner reading celebrity gossip while holding down the "fire" button for LRMs until the match is over, missing is much more detrimental to them due to the increased time to reload and fire again. This increases the tactical element as instead of a "hold button" mechanic to grind for cbills, it is now about finding the perfect position to fire from and relocating after the fact before the enemies rush you. The combination of firepower and firing rarity also increases the value of missiles to the point that a player may actually make a request "LRM (Target) C?"

Better engagement means better player retainment. It also means more communication and reliance on others or themselves to fire at enemies, acquire escorts, make friends in matches, the list goes on. It also means that dedicating 100% to "boating" missiles is no longer a feasible option as that means being helpless when a rush starts. So they will bring other weapons to defend themselves and boat less.

In the long run, it'd also increase the value of spotter gear. Meanwhile, mixed builds that have 1 or 2 missile racks might use SRMs or Streaks for close range combat and long range energy weapons or they may go the other route and use close range energy/ballistic weapons and long range missiles as the individual launchers will have increased in value and battle significance.


#9 Variant1

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Posted 19 May 2014 - 10:49 AM

View PostGrimmrog, on 18 May 2014 - 11:08 PM, said:

LRM's are fine, the only times when I hate them is actually when I have done positioning wrong letting them rain on me.
And, when the MM gave ecm to the opps AND lots of LRM's while the own team has no ecm. In that case LRM's are kinda OP sicne its supereasy for the opps to get some long range unseen locks to rain down hell on you. But I rather more would blame ecm for this imbalance. And maybe als matchmaking

4 Atlas D-DC in our team? MM? why u?

but ther eis plenty of stuff to prevent LRM's from being usefull, use or stick with ecm/AMS. Any kind of terrain eatin the missiles too. never expose yourself long enough to let them lock and shoot serveral times.

I had only one experience with LRM's so far which made me think WTF?
I ate 3 Volley of LRM's with my catapharact, I guess they were like around 100 rockets at all, or maybe 120. anyways they totally ripped off my undamaged CT armor and my CT. While all other parts stayed on a yellow scratched armor. No idea how hitreg decided to push them all in my CT. Never ever even happened like that.


No LRMs are not fine, unless you're entire team is ams those lrms are going to shred you. As for cover , the nice big curve that lrms travel path has will be sure to give you a nice hug. Also there are not that many very tall structures on each map to block lrms meaning a team with no lrms will easily be picked off behind cover. Well if those lrms dont kill you, then a ac40 jager will give you a nice hug since most of the maps are very small. The idea is to tone down that zone control for lrms by reducing that travel curve by a lot, changing the way lrms are played( by making them expose themselves) making them less boring. This in term will give devs more space to create larger maps.

View PostHimseIf, on 18 May 2014 - 11:43 PM, said:

LRMs are fine and need to be 2.5 damage per missile so people will bet for this current situation again.
While everyone one else was hiding in caves i was out dancing in the rain. Because the player is overpowered, i was in a match today where the other team have 4 catapults and a missile DDC atlas and they lost, because the maps are designed for balance and because, in the other teams words, they had too much LRM on their team.


Well that must have been a very lucky game for you. I'm surprised they didn't attack you from all sides in that cave. That doesn't change the fact that lrms can shoot over hills. As for the maps since there is plenty of cover this makes brawlers very powerful as since you'll be hugging that cover from lrms, a nice ac40 jager will be glad to meet you. IF the curve is nerfed as i stated before the devs can make more open maps (of course with some cover) to compensate for that travel path nerf which will nerf ac40 builds without changing them.

Edited by Variant1, 19 May 2014 - 03:56 PM.


#10 Tombstoner

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Posted 19 May 2014 - 11:01 AM

LRM's are broken cause i dont carry LRM's.... seems to sum up this thread.

The lowest angel LRM's should fly at is 45 degrees otherwise the closer you get the LRM incoming angle should get higher and higher. unless you have direct LOS then they should move in a shallow arc.

LRM's should be doing 2 points of damage then scaled down with increasing rate of fire relative to TT. then the must have the SSRM hit system for groups of 5. just follow the TT rules and LRM's are balanced. every mech could take massed vollies and not be too worried since the damage is spread all over not just hitting the CT.

#11 Desintegrator

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Posted 19 May 2014 - 01:07 PM

If LRMs are useful or not depends on the MAP you get thrown in !

I never had problems with LRMs fired at me from the enemy LRM 60 Stalkers, when I play River City !
There is always a building to take cover within the next 10 meters.

They enemy team can have 12 missile boats on that map - I dont care.

But if you play Alpine Peaks or Caustic Valley, the situation can change maybe.

-> Nearly no cover at all !

You never have seen your own Mech died so fast - when the LRMs rain down from the sky...

#12 Variant1

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Posted 19 May 2014 - 04:00 PM

View PostTombstoner, on 19 May 2014 - 11:01 AM, said:

LRM's are broken cause i dont carry LRM's.... seems to sum up this thread.

The lowest angel LRM's should fly at is 45 degrees otherwise the closer you get the LRM incoming angle should get higher and higher. unless you have direct LOS then they should move in a shallow arc.

LRM's should be doing 2 points of damage then scaled down with increasing rate of fire relative to TT. then the must have the SSRM hit system for groups of 5. just follow the TT rules and LRM's are balanced. every mech could take massed vollies and not be too worried since the damage is spread all over not just hitting the CT.


It is a very bad idea to use table top rules for a game that plays in real time. You won't see people rolling dice to decide if they are going to move or shoot.....

I agree with you that perhaps lrms missiles should be a little spread as to prevent hitting a part of a mech too much.

#13 Variant1

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Posted 19 May 2014 - 04:23 PM

View PostDesintegrator, on 19 May 2014 - 01:07 PM, said:

If LRMs are useful or not depends on the MAP you get thrown in !

I never had problems with LRMs fired at me from the enemy LRM 60 Stalkers, when I play River City !
There is always a building to take cover within the next 10 meters.

They enemy team can have 12 missile boats on that map - I dont care.

But if you play Alpine Peaks or Caustic Valley, the situation can change maybe.

-> Nearly no cover at all !

You never have seen your own Mech died so fast - when the LRMs rain down from the sky...


Yeah crimson strait has good cover too. But thats the next problems is maps also factor in lrms, so now lrms are broken, which is why their curve should get nerfed, in turn create open maps for lrms. Of course there should still be cover in maps just not too much. Mechwarrior4 had a good balance for maps, urban maps (which were close) had some open spaces and open maps (with small hills to take cover against everything). Also Mechwarrrior4 lrms did not have the amazingly game breaking curve that is for these 'new' lrms.

#14 Variant1

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Posted 19 May 2014 - 04:35 PM

View PostKoniving, on 19 May 2014 - 10:46 AM, said:

Watch the LRM fire here.
Straight at target level with the ground. Doesn't do much.


Another older flight path. 1.7 damage.


The 'previous' flight path pre-buff. 1.8 damage.


Current flight path. 1.1 damage post buff (flight speed!)

The real problem with LRMs. 1.1 damage. (pre buff)

In other words, spam.



That spam can be easily fixed by adding more reload time. Spam is also added by the fact they can shoot over hills, which means he who spots first shall rain lrms. As for the quote that was used, making lrms do more dmg will not solve the problem, as now lrms become a long range derp. LRMs are support fire weapons, they aren't meant to do tremendous damage but soften an enemy up for their teammates. With that dmg buff they no longer become support fire weapons.

#15 Wrathful-Khan

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Posted 19 May 2014 - 05:23 PM

meh I think lurms killed me like, once in my last 30 matches

#16 Koniving

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Posted 19 May 2014 - 05:26 PM

View PostVariant1, on 19 May 2014 - 04:35 PM, said:

That spam can be easily fixed by adding more reload time. Spam is also added by the fact they can shoot over hills, which means he who spots first shall rain lrms. As for the quote that was used, making lrms do more dmg will not solve the problem, as now lrms become a long range derp. LRMs are support fire weapons, they aren't meant to do tremendous damage but soften an enemy up for their teammates. With that dmg buff they no longer become support fire weapons.


In the source material, whether 4 shots or 100 shots, an AC/20 does 20 damage in 10 seconds. Interestingly enough an LRM-20 also does 20 damage in 10 seconds. Yes, its a support weapon and yes, it's intended to fire over hills. In fact it wound up replacing Artillery Shells and mech-mounted Mortars for nearly 300 years in Battletech lore as an anti-mech weapon at long range. But while AC/20s of different variants and sizes could churn out 4 to 100 shots within 10 seconds (plus reloading times as many versions actually had magazine changes; the '5 uses' per ton from TT is actually 5 magazines/reloads/ratings. So a 100 shot AC/20 had 500 shots per ton; but since the Victor's Pontiac 100 was a magazine fed AC/20 that did 100 shots at 0.2 damage per shot, it was actually 5 magazines or as the lore calls them 'cassettes'.) Meanwhile an AC/2 in source material had about the same results as a machine gun and a flamer.

In TT it's 1 damage per missile. An Atlas have 304 points of armor.
An LRM 20 does 20 damage to the Atlas, bringing it down to 284 armor or 93.42% armor left.. That's 6.58% removed in a single firing.
In MWO, all mechs have double armor.
You fire a single LRM-20 at an Atlas with 608 armor and you bring it down to 588, which is 96.71% armor left. That's only 3.29% removed in a single firing.
Earlier, they had it at 1.8 damage. That LRM-20 would bring the Atlas from 608 to 572 which is 94.08%. That's 5.92.
Pretty close, but not close enough.
Now it does 1.1 damage. And mind you even after having fired and hit with more than 1,000 missiles out of 2,000 total, to only achieve 500 damage is quite disheartening.

In MWO, an AC/20 doesn't just do '20 damage' in 10 seconds as with source material but 20 damage per shot, and in 8 seconds does 60 damage. At 0 seconds, 20 damage, 4 seconds, 20 damage, and 8 seconds another 20 damage.
An LRM-20 currently does 44 damage in 9.5 seconds (just firing another volley to do another 22 damage at that time), so it's almost where it should be. (Assuming you can hit your target 'instantly', it would be 22 damage at 0 seconds, 22 damage at 4.75 seconds, and 22 damage at 9.5 seconds). But remember that this is spread damage, requires constant pelting, can be shot down, etc, and way too spammy. There's no intelligent thought put into it and you're literally reloading and firing LRMs faster than the machine gun fires bullets.

What you seem to fail to notice is that battlemechs are glorified walking tanks. LRMs are relatively similar to Javelins (Stingers are actually a bit closer in both size and power but nonetheless they are doing tremendous damage).

Double-double would reduce the spam. Definitely.
It'd do 44 per volley for an LRM-20. But take 9.5 seconds to fire again. So in 9.5 seconds (time between firing and reloading to fire again) you've done 44 damage. Shortly after you'll have done another 44 damage and wait for another 9.5 seconds to act again.

In 19 seconds you've done 88 damage with an LRM-20 with double-double (and just now firing your third volley).
In 16 seconds you've done 100 damage (having just fired the shot that goes from 80 to 100) with an AC/20. O.o;

In the long run it's identical DPS to current LRMs, but the weapon won't feel as worthless because it will hit just a smidgen harder than it should have in the first place and every 'trigger pull' will mean significantly more. That makes individual launchers more valuable. Especially since per ton of ammo its supposed to be 120 missiles not 180 anyway, which will make boating harder. There's also the fact that it fires too slow to be your only weapon, and LRM 60 to LRM 100 boats will become extinct.

It gives you time to move, rush the enemy, make their LRMs worthless. It lets you go from cover to cover. It gives you time to escape. Time to rally the team to help you. It gives you time. Time to think, to act, to do, to stop, to fight, etc.

Your LRM issue is thusly solved by double-double, nerfing the living heck out of LRM mechs and making LRM boats into one shot suicidal wonders that you can easily destroy all under the guise of a 'buff'. Beautiful if you actually think about it with a bit of foresight.

Just think, they used to do 2.2 damage per missile, and fired on a PURE VERTICAL arc like this one.
Its the first attack that comes toward me. Nothing like missiles coming straight down!

The funny thing was back then "LRMs were pathetic." "Too easy to dodge."

But if you're having trouble with a support weapon that, as akin to lore, FIRES OVER HILLS, then you're playing the wrong game. You should find one without artillery.

Edited by Koniving, 19 May 2014 - 05:44 PM.


#17 Koniving

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Posted 19 May 2014 - 05:52 PM

On a side note, there is something interesting to mention. The farther away your target is, the higher the missiles go up. At targets 200 meters away they fly almost directly at the enemy, and at distances of 300 to 400, can't go over some hills.

The obvious solution if your threat is LRMing over a hill is to close the distance so that they can't. They cannot control if they fire over hills or not, you as the target are in full control of that fact and can take it away from them by simply closing the distance between yourself and the enemy using LRMs.

#18 Variant1

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Posted 19 May 2014 - 06:40 PM

View PostKoniving, on 19 May 2014 - 05:26 PM, said:


In the source material, whether 4 shots or 100 shots, an AC/20 does 20 damage in 10 seconds. Interestingly enough an LRM-20 also does 20 damage in 10 seconds. Yes, its a support weapon and yes, it's intended to fire over hills. In fact it wound up replacing Artillery Shells and mech-mounted Mortars for nearly 300 years in Battletech lore as an anti-mech weapon at long range. But while AC/20s of different variants and sizes could churn out 4 to 100 shots within 10 seconds (plus reloading times as many versions actually had magazine changes; the '5 uses' per ton from TT is actually 5 magazines/reloads/ratings. So a 100 shot AC/20 had 500 shots per ton; but since the Victor's Pontiac 100 was a magazine fed AC/20 that did 100 shots at 0.2 damage per shot, it was actually 5 magazines or as the lore calls them 'cassettes'.) Meanwhile an AC/2 in source material had about the same results as a machine gun and a flamer.

In TT it's 1 damage per missile. An Atlas have 304 points of armor.
An LRM 20 does 20 damage to the Atlas, bringing it down to 284 armor or 93.42% armor left.. That's 6.58% removed in a single firing.
In MWO, all mechs have double armor.
You fire a single LRM-20 at an Atlas with 608 armor and you bring it down to 588, which is 96.71% armor left. That's only 3.29% removed in a single firing.
Earlier, they had it at 1.8 damage. That LRM-20 would bring the Atlas from 608 to 572 which is 94.08%. That's 5.92.
Pretty close, but not close enough.
Now it does 1.1 damage. And mind you even after having fired and hit with more than 1,000 missiles out of 2,000 total, to only achieve 500 damage is quite disheartening.

In MWO, an AC/20 doesn't just do '20 damage' in 10 seconds as with source material but 20 damage per shot, and in 8 seconds does 60 damage. At 0 seconds, 20 damage, 4 seconds, 20 damage, and 8 seconds another 20 damage.
An LRM-20 currently does 44 damage in 9.5 seconds (just firing another volley to do another 22 damage at that time), so it's almost where it should be. (Assuming you can hit your target 'instantly', it would be 22 damage at 0 seconds, 22 damage at 4.75 seconds, and 22 damage at 9.5 seconds). But remember that this is spread damage, requires constant pelting, can be shot down, etc, and way too spammy. There's no intelligent thought put into it and you're literally reloading and firing LRMs faster than the machine gun fires bullets.

What you seem to fail to notice is that battlemechs are glorified walking tanks. LRMs are relatively similar to Javelins (Stingers are actually a bit closer in both size and power but nonetheless they are doing tremendous damage).

Double-double would reduce the spam. Definitely.
It'd do 44 per volley for an LRM-20. But take 9.5 seconds to fire again. So in 9.5 seconds (time between firing and reloading to fire again) you've done 44 damage. Shortly after you'll have done another 44 damage and wait for another 9.5 seconds to act again.

In 19 seconds you've done 88 damage with an LRM-20 with double-double (and just now firing your third volley).
In 16 seconds you've done 100 damage (having just fired the shot that goes from 80 to 100) with an AC/20. O.o;

In the long run it's identical DPS to current LRMs, but the weapon won't feel as worthless because it will hit just a smidgen harder than it should have in the first place and every 'trigger pull' will mean significantly more. That makes individual launchers more valuable. Especially since per ton of ammo its supposed to be 120 missiles not 180 anyway, which will make boating harder. There's also the fact that it fires too slow to be your only weapon, and LRM 60 to LRM 100 boats will become extinct.

It gives you time to move, rush the enemy, make their LRMs worthless. It lets you go from cover to cover. It gives you time to escape. Time to rally the team to help you. It gives you time. Time to think, to act, to do, to stop, to fight, etc.

Your LRM issue is thusly solved by double-double, nerfing the living heck out of LRM mechs and making LRM boats into one shot suicidal wonders that you can easily destroy all under the guise of a 'buff'. Beautiful if you actually think about it with a bit of foresight.

Just think, they used to do 2.2 damage per missile, and fired on a PURE VERTICAL arc like this one.
Its the first attack that comes toward me. Nothing like missiles coming straight down!
The funny thing was back then "LRMs were pathetic." "Too easy to dodge."

But if you're having trouble with a support weapon that, as akin to lore, FIRES OVER HILLS, then you're playing the wrong game. You should find one without artillery.


Well its a good thing they don't a lot of dmg then because from what you told me that sounds ridiculous. This much dmg with the ability to shoot over hills is going to make everyone play lrm boats and lights. The idea idea of a support weapon that deals more dmg than an ac20 (which a close range balistitc) is insane, if we were to do this 'double-double'. As for the 'rush the lrm boats' is a very bad idea considering that those lrms boats can simply stay close to the team while lobing missiles over hills, meaning a suicide mission. This will make the game more passive because everyone will be hugging cover thanks to lrms being able to do ridiculous dmg, not to mention this will greatly buff brawlers since the meta will become cover hugging, this hurts lrms even more since everyone will be using brawlers. Just because its in the lore does not mean its going to be balanced, lore in many games doesn't get fully implemented because of balance issues. The idea of support is to assist not do insane amounts of dmg, the reason the ac20 does more dmg is because its not a support weapon.Lore does not equal to game balance.

View PostKoniving, on 19 May 2014 - 05:52 PM, said:

On a side note, there is something interesting to mention. The farther away your target is, the higher the missiles go up. At targets 200 meters away they fly almost directly at the enemy, and at distances of 300 to 400, can't go over some hills.

The obvious solution if your threat is LRMing over a hill is to close the distance so that they can't. They cannot control if they fire over hills or not, you as the target are in full control of that fact and can take it away from them by simply closing the distance between yourself and the enemy using LRMs.


Except that lrm boat that i'll be closing the distance will most likely be with his teammates, so that option automatically goes down the drain. Aight so that lrm boat cant shoot the one target that is closing the distance, all good simply switch to the next target and continue shooting over another hill while the teammates simply deal with the would-be assassin.

Edited by Variant1, 19 May 2014 - 06:46 PM.


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Posted 20 May 2014 - 06:12 AM

View PostVariant1, on 19 May 2014 - 04:00 PM, said:


It is a very bad idea to use table top rules for a game that plays in real time. You won't see people rolling dice to decide if they are going to move or shoot.....

I agree with you that perhaps lrms missiles should be a little spread as to prevent hitting a part of a mech too much.

Interesting response, you dont like the idea of using TT rules for MWO. I can agree with that in principal since many issues are created when porting a TT game to real time FPS. issues that PGI has glossed over or full on fell face first into and not recovered. Missile spread is strait from TT as is the mech design rules. but PGI lnever corrected for mech size, speed, distance interaction for mech durability. This shows up in a real time FPS and not an issue in TT.

That one point is affects just about every aspect of mech combat. PGI has cherry picked some rules from TT and ignored some of the most basic aspects of TT like the random missile hit location rules that the streak srm currently uses. as it is all LRM's got for center mass, your center torso. thay are the only center torso guided weapon left in the game. streaks used to be that way but light streak packs became an issue, but LRM's where left in the cold.

PGI fubared the weapon/heat stats when they adjusted rate of fire. LRM's need to have the streak hit mechanic and have damage readusted correctly for the change in fire rate and all that LRM QQ wont disappear but i think it will be muted from increased mech durability.





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