Lrms Need A Buff Now
#1
Posted 18 June 2014 - 07:59 PM
#2
Posted 18 June 2014 - 08:10 PM
#3
Posted 18 June 2014 - 08:12 PM
LRMS = TOTAL SUCCESS! They are perfectly balanced right now.
#4
Posted 18 June 2014 - 08:13 PM
Lightfoot, on 18 June 2014 - 07:59 PM, said:
Start by making ECM a soft counter. Then move on from there.
SirLANsalot, on 18 June 2014 - 08:12 PM, said:
Nope. Too many factors are affecting its performance. Plus there are two non-skill based hard counters to LRM and its supplementary modules--ECM and RD module.
Edited by El Bandito, 18 June 2014 - 08:16 PM.
#6
Posted 18 June 2014 - 08:24 PM
All that means is you either have to rely less on your lrms in certain matches, better coordinate with other lrm users on your team, or take down the ams mechs first with direct-fire and then use lrms. Same as taking on an ECM mech: change your tactics
#7
Posted 18 June 2014 - 08:44 PM
#8
Posted 18 June 2014 - 08:51 PM
/thread
next topic please
#9
Posted 19 June 2014 - 09:23 AM
Counter-countermeasures are the best kind because only a few mechs will take them.
.
Edited by Lightfoot, 19 June 2014 - 09:24 AM.
#11
Posted 19 June 2014 - 08:24 PM
#12
Posted 19 June 2014 - 08:28 PM
They are fine really. I have been under enough LRM fire to completely wreck my mech from 100% clear down to critical in like 4 locations. They are not UP by any means.
I mean, whats not good about a weapon you can fall asleep and get damage with?
Just R, wait, fire..wait..fire..wait...fire..wait..fire....Then when like 4 mechs are doing it, no amount of counters are going to help you.
#13
Posted 19 June 2014 - 08:35 PM
El Bandito, on 18 June 2014 - 08:13 PM, said:
So give us the option to shoot down missiles manually and turn it into a skilled counter.
As for the radar deprivation module? So now LRM boats have to have at least some form of LOS from missile release to missile impact. Good. Now perhaps people will actually utilize lights in a spotting role more often, choose to take UAV instead of artillery, or actually get themselves into the fight in order to get their own direct fire locks.
No more of this breaking LOS and still having 60-80 missiles hitting you for up to 3.5 seconds bs.
#14
Posted 19 June 2014 - 09:09 PM
#15
Posted 19 June 2014 - 09:19 PM
#16
Posted 19 June 2014 - 09:34 PM
Graugger, on 19 June 2014 - 09:19 PM, said:
I was thinking about 300 actually (also increase SRM's to 400). Still slower than the AC20 at 500 (which everyone complains is too slow).
AMS can always be adjusted, and lights have never been faster than missiles.
The recent range fix for AC's was needed but i don't think they need another "nerf" though. Also LRM's spread the damage so would never really be better than AC's.
#17
Posted 19 June 2014 - 11:25 PM
#18
Posted 19 June 2014 - 11:50 PM
#19
Posted 19 June 2014 - 11:53 PM
1) Counters are too strong and completely block any useage of LRMs, no matter how many you have.
2) LRMs are too strong and completely annihilate the enemy team, no matter how many counters they have.
3) It is a hit or miss, you can shine in match or never do a thing with them. Any weapon system should have some consistency, apparently such word is out of discussion for LRMs.
4) This situation is further complicated by adding both more counters (C arm on Kit Fox and making CLRMs chainfire) and making LRMs stronger (recent speed buff).
This means LRMs simply need a complete rework. Partial solutions already shown they simply didn't work when implemented and didn't make the situation any better.
#20
Posted 20 June 2014 - 12:22 AM
This thing should be removed and who designed should be kicked in the nuts every morning :-) It is an on/off switch on information warfare, any lock-on weapons, straightforward nerf -50% to team cooperation and many other things. Just awful.
Edited by Mordin Ashe, 20 June 2014 - 12:31 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
























