Lrms Are Fine
#1
Posted 28 November 2014 - 12:28 PM
Anyone else have thoughts on it?
#2
Posted 28 November 2014 - 12:36 PM
#3
Posted 28 November 2014 - 12:37 PM
#5
Posted 28 November 2014 - 12:41 PM
Ok, I'm in.
Imo, terribad.
Wouldn't you like to have more speed?
Moreover they are firing like a MG rate, or more.
So, I would like a longer rate fire, but at least double speed; just to have a more effective weapon.
In TT when you lock, you are sure to make dmg. Here in mwo, dmg is inversely proportianal to target's skill.
#6
Posted 28 November 2014 - 12:44 PM
Green Mamba, on 28 November 2014 - 12:36 PM, said:
Then the other side's posts are troll bait?
Mcgral18, on 28 November 2014 - 12:37 PM, said:
Ive been using them because my dominant arm/wrist went thru major surgery an I still wanna play lol
Stefka Kerensky, on 28 November 2014 - 12:41 PM, said:
In TT when you lock, you are sure to make dmg.
Only with Streak lrm. Regular lrms could miss
#7
Posted 28 November 2014 - 12:54 PM
Mechwarrior Buddah, on 28 November 2014 - 12:28 PM, said:
Anyone else have thoughts on it?
After this patch on BAP-ECM they might be good now since BAP is at a decent place. Pugs will still suck and disagree with LRMs as fine since a lot of them have not an idea on how to counter them, but in group que LRMs are almost dead 100% and will be even less used.
Pugs like to stand in the open --> aka LRMed to death.
Groups are either too little into LRMs to make them very well used (aka one or two boats) --> Not much utility
Or Groups are too dependent on LRMs (aka 6-10 boats) --> Too much sitting back and telling scouts to spot, which either results in 0-12 loses OR a match that is extremely stale since both sides did the same.
Only time will tell and whenever that patch is released will we actually see if LRMs are better or not. Will update to say yes/no.
#8
Posted 28 November 2014 - 12:58 PM
Mechwarrior Buddah, on 28 November 2014 - 12:44 PM, said:
Let's assume that a good dice roll means I have lock: I'm sure to hit.
Obvious I can fire and miss, and the same happens here in mwo, but with a positive dice roll I'm sure to make dmg, while in mwo I'm not sure at all, depending on target skill. Because lrm speed is too slow, imo.
In TT if you hit depends on gunnery skill only
Edited by Stefka Kerensky, 28 November 2014 - 01:00 PM.
#9
Posted 28 November 2014 - 01:13 PM
Stefka Kerensky, on 28 November 2014 - 12:58 PM, said:
In TT if you hit depends on gunnery skill only
Well, and the plethora of to-hit modifiers, like movement, heat, terrain etc.
#10
Posted 28 November 2014 - 01:38 PM
KraftySOT, on 28 November 2014 - 01:13 PM, said:
Well, and the plethora of to-hit modifiers, like movement, heat, terrain etc.
yeeeeeaaaaa, guess what? I've already ask to pgi to add this stuff ages ago. For example smoke and trees modifiers would be incredible easy to implement: exacly how heat in lava location works.
When you are in lava coordinates, server add heat to your mech. The same thing it would work easily to add a "cover" for lrm coming if you are in tree or smoke location (those location have coordinates, too, of course, as any point on the map). When in those location, lock more difficult, lock time + 1 sec. for example.
#11
Posted 28 November 2014 - 01:39 PM
#12
Posted 28 November 2014 - 02:07 PM
As is they are virtually worthless outside pug matches where low skill or newb players may be found in sufficient numbers to actually make LRM's viable. But very few maps allow even this option.
OP is incorrect, LRM's are still an under-powered weapon, they need LOVE not irrational hatred.
p.s. just learned BAP is to be nerfed, now will only counter ECM at 240M, IS LRM minimum range still remains at a point between 180m and 190M depending on that matches whim factor.
Edited by Abivard, 28 November 2014 - 02:18 PM.
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