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Lrms Need A Buff Now


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#1 Lightfoot

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Posted 18 June 2014 - 07:59 PM

Just joking, but maybe they do. I was just in a match where virtually all LRMs being fired were shot down by AMS. They just evaporated. So what? Increase damage or give them a more direct path to the target with Line of Sight?

#2 Diablobo

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Posted 18 June 2014 - 08:10 PM

Too much AMS? You can thank the triple AMS Kit Foxes for that.

#3 SirLANsalot

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Posted 18 June 2014 - 08:12 PM

2 topics...one calling for a buff, the other a nerf.

LRMS = TOTAL SUCCESS! They are perfectly balanced right now.

#4 El Bandito

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Posted 18 June 2014 - 08:13 PM

View PostLightfoot, on 18 June 2014 - 07:59 PM, said:

Just joking, but maybe they do. I was just in a match where virtually all LRMs being fired were shot down by AMS. They just evaporated. So what? Increase damage or give them a more direct path to the target with Line of Sight?


Start by making ECM a soft counter. Then move on from there.


View PostSirLANsalot, on 18 June 2014 - 08:12 PM, said:

2 topics...one calling for a buff, the other a nerf. LRMS = TOTAL SUCCESS! They are perfectly balanced right now.


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.


#5 Sandpit

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Posted 18 June 2014 - 08:13 PM

http://mwomercs.com/...ing-about-lrms/
Lol

#6 Maebure

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Posted 18 June 2014 - 08:24 PM

Yeah I don't think LRMS need buffed just because the multiple AMS were capable of blocking them. That's the point. A single AMS can't shoot down every missile, but multiples can. Sounds good to me.

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 Lightfoot

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Posted 18 June 2014 - 08:44 PM

No really. We were on Alpine and had them in the LRM valley of death trap with about 5 LRM mechs and these LRMs just vanished in mid-flight. They had all direct-fire so they won pretty easy.

#8 Agent of Change

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Posted 18 June 2014 - 08:51 PM

And water is wet.

/thread

next topic please

#9 Lightfoot

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Posted 19 June 2014 - 09:23 AM

I don't know, they have added alot of nerfs to LRMs with modules and multi-AMS mechs recently, but nothing to counter those nerfs. There is an opportunity here to add a specialization module. Maybe module to add a buff to Artemis to make LRMs fired with LoS have modest terrain avoidance and a direct flight path to the target.

Counter-countermeasures are the best kind because only a few mechs will take them.


.

Edited by Lightfoot, 19 June 2014 - 09:24 AM.


#10 Lightfoot

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Posted 19 June 2014 - 08:17 PM

It looks like LRMs are only good if massively boated again. That's a really bad balance for them, because it forces LRM boats. Very boring. MWO=Ennui

#11 CancersCincar

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Posted 19 June 2014 - 08:24 PM

The level of LRM power becomes less the less there are and more the more there are.

#12 LordKnightFandragon

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Posted 19 June 2014 - 08:28 PM

No, LRMs are in a good spot. Boat enough of them and they really wreck face, get enough counters and they die in a fire.

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 Aresye

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Posted 19 June 2014 - 08:35 PM

View PostEl Bandito, on 18 June 2014 - 08:13 PM, said:

Plus there are two non-skill based hard counters to LRM and its supplementary modules--ECM and RD module.


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 Wolfways

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Posted 19 June 2014 - 09:09 PM

LRM's have nearly always needed a buff.

#15 Graugger

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Posted 19 June 2014 - 09:19 PM

Yeah buff LRMs to 200 m/s so AMS has less time to shoot them down and those pesky spiders can't outrun them. Also nerf ACs to lower their DPS so missile boats actually stand a chance in LOS combat at range.

#16 Wolfways

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Posted 19 June 2014 - 09:34 PM

View PostGraugger, on 19 June 2014 - 09:19 PM, said:

Yeah buff LRMs to 200 m/s so AMS has less time to shoot them down and those pesky spiders can't outrun them. Also nerf ACs to lower their DPS so missile boats actually stand a chance in LOS combat at range.

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 hurleybird

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Posted 19 June 2014 - 11:25 PM

LRMs seem pretty much perfectly balanced right now. Sometimes devastating, sometimes worthless, and most of the time in between.

#18 Jin Ma

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Posted 19 June 2014 - 11:50 PM

Clan LRMs need less shake

#19 Mordin Ashe

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Posted 19 June 2014 - 11:53 PM

The whole LRM concept is ready for complete rework. How can you tell? Simple! Often, sometimes even at the same games, there are situations where:
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 Mordin Ashe

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Posted 20 June 2014 - 12:22 AM

I just had a match. We had 2 LRM Mechs. The enemy team had 2 ECM Mechs, we had 0. Guess who won? Hands down the enemy, because ECM.
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.






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