

Did The 0.1 Damage Nerf To Lrms Accomplish Anything?
#1
Posted 14 November 2014 - 11:36 AM
#2
Posted 14 November 2014 - 11:38 AM
#3
Posted 14 November 2014 - 11:39 AM
It is not the damage the issue, it is the indirect fire by just observation that makes the lrms DEADLY ANNOYING not dangerous.
Damage should probably be increased after reworking targeting.
#4
Posted 14 November 2014 - 11:40 AM
#5
Posted 14 November 2014 - 11:52 AM
#6
Posted 14 November 2014 - 12:34 PM
#7
Posted 14 November 2014 - 12:42 PM
They need to lower the IMPULSE on LRMs not the damage.
#8
Posted 14 November 2014 - 12:42 PM
When I fire them I feel less effective...
But the BAP thing makes games where you never ever get a target because of four overlapping ECM fields less common (fewer people are bothering to bring ECM, for one), so it's probably good overall.
I did have one LRM death where I ran up behind an Awesome to shoot him in the back with an AC20 and SRMs and got hit by so many LRMs that I literally could see nothing but explosions. I couldn't even hit the broad side of an Awesome!
Edited by terrycloth, 14 November 2014 - 12:43 PM.
#9
Posted 14 November 2014 - 12:43 PM
#10
Posted 14 November 2014 - 01:00 PM
yes theres been fixes for ppc, gauss, poptarts etc. Tweaks to jumpjets, quirks and all that, but LRM's are the single thing that pgi cannot get their brains around.
I've said it a hundred times, make them direct fire like in MW3, instead of some cowardly "lob over the whole map" style weapon.
#11
Posted 14 November 2014 - 01:30 PM
#13
Posted 14 November 2014 - 01:35 PM
#14
Posted 14 November 2014 - 01:36 PM
#15
Posted 14 November 2014 - 01:37 PM
LRMs should have massive range, moderate-low damage, and horrendous target tracking. Compare to SSRMS, which have high-moderate damage, pitiful range, and phenominal tracking.
Personally I think the maps are all too small to allow for LRMs.
#16
Posted 14 November 2014 - 01:43 PM
People have been pointing out the actual issues for months, if not years.
- Universal indirect fire and sharing of targets leads to boring gameplay
- LRMs with high damage, yet low speed and high trajectories make them a great weapon against bads, poor weapon against experienced players.
- Very easy to get a lock, again leads to boring gameplay. People with no skill are just standing still behind cover and casually killing new players one-handedly while sipping Kool-Aid.
No amount of tweaking to damage or cooldown will fix the problem.
#17
Posted 14 November 2014 - 01:43 PM
Viktor Drake, on 14 November 2014 - 11:52 AM, said:
To my knowledge It was 0.1 more damage though, so even if you stood still and took all 200 missiles, that's only 20 more damage. Really doesn't seem like anything in the grand scheme of things. I can drop a 45 missile alpha salvo, I'd wager that's close to the average for an LRM boat and it's only 4.5 damage if the entire salvo hits, which is very very rare due to movement and AMS. I still routinely pull 600-900 damage games with this "nerf".
I've been saying since closed beta that the problem with LRM is definitely a mechanics one, not a damage one. The fact that this weapon has almost certainly had the most changes and tweaks in the entire game would seem to support it. I wish PGI would bite the bullet and take a hard look at the basic functionality of LRM's instead of impotently tweaking the damage values.
#19
Posted 14 November 2014 - 01:45 PM
EvilCow, on 14 November 2014 - 11:39 AM, said:
It is not the damage the issue, it is the indirect fire by just observation that makes the lrms DEADLY ANNOYING not dangerous.
Damage should probably be increased after reworking targeting.
I honestly find the indirect fire has little to no meaning.
It's the firing rate and "lock once and let 'er rip" mentality.
These missile launchers are spewing missiles faster than a single MG can shoot. This is YANKING an explosive warhead from its storage bin, cramming it through the inner workings of a mech, and then JABBING it into a launcher to fire. Aren't these things volatile? Doesn't just one hit cause loads of them to explode?
Why are they so damn fast? Why are they goddamn Gatling Guns?
With an armor comparison, 1 damage in MWO = 0.5 damage in BT.
You can fire 3 times in a little less than 10 seconds from an LRM-20.
1 + 1 + 1 = 3 in MWO, but in BT that's 1.5 per missile, so you're getting the damage of 1 LRM-20 + 1 LRM-10 of Battletech quality at the combination of 3x the ammunition required to do it in MWO. Ever wonder why 180 missiles here doesn't last as long as 120 missiles in BT? The firing rate and damage ratios.
Then you have 3x the chance to miss.
Remember that if 1 damage in MWO = 0.5 damage in BT... then 2 damage in MWO = 1 damage in BT.
This means 1 missile will deal 2 damage in MWO, which is the damage of BT (1 damage to 1 armor, 2 damage to 2 armor).
We still have that firing rate, which we can reduce now.
If we change the firing rate to twice in 10 seconds (0 seconds, 5 seconds, repeat), you now can deal 2 damage per missile, twice in 10 seconds. Compared to Battletech, that's twice as much (versus our current 0.5 or half as much). So even firing twice in 10 seconds is pretty excessive, but imagine how much easier it would be on ammo tonnage. Now also imagine how much easier it would be once repair and rearm returns? After all you're getting more than double the effectiveness for 2/3rds the ammo... which is basically a flat literal "1 to 1" ratio of effectiveness to BT's LRMs, assuming you can fire twice in 10 seconds in BT.
Just a thought. (Of course SRMs would need equal treatment, 4 damage per missile and a firing rate reduction).
Edited by Koniving, 14 November 2014 - 04:01 PM.
#20
Posted 14 November 2014 - 01:49 PM
Koniving, on 14 November 2014 - 01:45 PM, said:
I honestly find the indirect fire has little to no meaning.
It's the firing rate and "lock once and let 'er rip" mentality.
These missile launchers are spewing missiles faster than a single MG can shoot. This is YANKING an explosive warhead from its storage bin, cramming it through the inner workings of a mech, and then JABBING it into a launcher to fire. Aren't these things volatile? Doesn't just one hit cause loads of them to explode?
Why are they so damn fast? Why are they goddamn Gatling Guns?
With an armor comparison, 1 damage in MWO = 0.5 damage in BT.
You can fire 3 times in a little less than 10 seconds from an LRM-20.
1 + 1 + 1 = 3 in MWO, but in BT that's 1.5 per missile, so you're getting the damage of 1 LRM-20 + 1 LRM-10 of Battletech quality at the combination of 3x the ammunition required to do it in MWO. Ever wonder why 180 missiles here doesn't last as long as 120 missiles in BT? The firing rate and damage ratios.
Then you have 3x the chance to miss.
Remember that if 1 damage in MWO = 0.5 damage in BT... then 2 damage in MWO = 1 damage in BT.
This means 1 missile will deal 2 damage in MWO, which is the damage of BT (1 damage to 1 armor, 2 damage to 2 armor).
We still have that firing rate, which we can reduce now.
If we change the firing rate to twice in 10 seconds (0 seconds, 5 seconds, repeat), you now can deal 2 damage per missile, twice in 10 seconds. Compared to Battletech, that's twice as much (versus our current 0.5 or half as much). So even firing twice in 10 seconds is pretty excessive, but imagine how much easier it would be on ammo tonnage. Now also imagine how much easier it would be once repair and rearm returns? After all you're getting more than double the effectiveness for 2/3rds the ammo... which is basically a flat literal "1 to 1" ratio of effectiveness to BT's LRMs, assuming you can fire twice in 10 seconds in BT.
Just a thought. (Of course SRMs would need equal treatment, 4 damage per missile and a firing rate reduction).
While I don't disagree with the second part of your post, I'd say the indirect fire aspect is an issue. An the issue becomes compounded the more lrm launchers/mechs there are firing on the target.
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