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Lrms Will Be Nerfed Or The Game Will Die....
#1
Posted 07 November 2012 - 08:57 AM
LRMs were never meant to do 2 dmg per missile... "Oh but this isn't table top" well then why does a gauss do 15 dmg? why does a med laser do 5? ... you can't keep some values and throw others out the window.
Also the spread has now tightened.... and more missiles hit with artemis....
Really?
This isn't a L2P issue this is a bad game issue. I love this game.... but wow the fact that *anyone* thinks this is okay makes me question their basic intelligence.
Mark my words: If this isn't nerfed quickly this game will be played by about 100 people (which if that's what PGI wants then cool).
LRMWarrior Online.
#2
Posted 07 November 2012 - 08:59 AM
GioAvanti, on 07 November 2012 - 08:57 AM, said:
LRMs were never meant to do 2 dmg per missile... "Oh but this isn't table top" well then why does a gauss do 15 dmg? why does a med laser do 5? ... you can't keep some values and throw others out the window.
Also the spread has now tightened.... and more missiles hit with artemis....
Really?
This isn't a L2P issue this is a bad game issue. I love this game.... but wow the fact that *anyone* thinks this is okay makes me question their basic intelligence.
Mark my words: If this isn't nerfed quickly this game will be played by about 100 people (which if that's what PGI wants then cool).
LRMWarrior Online.
There's already like 8 threads on this subject bro, join the conversation there, but read first.
#3
Posted 07 November 2012 - 08:59 AM
#5
Posted 07 November 2012 - 09:05 AM
It's not TT. Yeah, you may think that's a poor excuse. But it's reality. If you want missiles to go to TT values then you would need to do three things:
- Reduce the armor to TT levels.
- Give all weapons the same rate of fire.
- Have all weapons hit random locations instead of being targetable.
Doesn't sound like much of a video game does it? But hey, it'd be just like TT.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
#6
Posted 07 November 2012 - 09:08 AM
GioAvanti, on 07 November 2012 - 08:57 AM, said:
This isn't a L2P issue this is a bad game issue. I love this game.... but wow the fact that *anyone* thinks this is okay makes me question their basic intelligence.
And you are quite correct at questioning that intelligence. The amount of fanbois posting without having even a basic understanding of the game mechanics and how they depend on each other is astounding, and PGI needs to sift through virtually thousands of clueless postings to get the test feedback they need.
Seeing how they seem to be in time trouble with almost every aspect of the game, that can't be easy for them...
Ockow, on 07 November 2012 - 08:59 AM, said:
While I *do* agree that ECM should be placed in the game, it should not be a must-have system just so one can play despite the obvious LRM imbalance.
I mean, if every single Mech in the game needs ECM+AMS+enough AMS ammo then every chassis starts basically nearly 5 tons down just to repair bad weapon balance - this hardly sounds like a proper solution
#8
Posted 07 November 2012 - 09:09 AM
#9
Posted 07 November 2012 - 09:11 AM
#10
Posted 07 November 2012 - 09:12 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
#11
Posted 07 November 2012 - 09:12 AM
Quote
No, that is not the answer. ECM should be a specialist piece of kit designed to allow scouts survive a bit longer in order to scout.
It shouldn't be a requirement for all mechs.
#12
Posted 07 November 2012 - 09:14 AM
Sevaradan, on 07 November 2012 - 09:12 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
Pro Tip, just turn off auto re-arm, they give you 75% of your ammo for free.. I haven't paid for any of my artemis ammo yet except what i paid to put it in my robot lol
#13
Posted 07 November 2012 - 09:16 AM
Ockow, on 07 November 2012 - 08:59 AM, said:
ECM should not be required for every mech in the game. Right now it would be.
Viper69, on 07 November 2012 - 09:09 AM, said:
Many people, including myself, think that the LBX should have increased damage, for exactly the reason you posted.
#14
Posted 07 November 2012 - 09:17 AM
Also, note that SRM damage was only increased from 2.0 to 2.5. I can agree that a slight increase to LRM damage was warranted, perhaps 1.25 or at most 1.5 -- but 2.0 is crazy.
#15
Posted 07 November 2012 - 09:18 AM
Viper69, on 07 November 2012 - 09:09 AM, said:
Good question. I haven't used one yet. So I can't answer for certain. Possibly because you'll still get hit with all the pellets, while a missile volley does not. Not to mention that there are ways of avoiding missile fire while it's in mid-air. I doubt your pellet gun has that limitation.
I have, however, seen what LRMs looked like before they increased the damage. The weren't worth their weight. And for all the reasons I mentioned above.
I'm still trying to understand why all the hate on them anyway? I played a bunch of games last night, both as an Artemis LRM shooter and against them. Yeah, if a target gets out in the open while being targeted they're going to hate life. But I was able to consistently use movement and cover to avoid the bulk of LRM damage. I was still able to duck behind buildings/hills and let them get hit. I was able to reduce the hits with movement. Hell, in one game I was able to completely dodge an LRM strike by backing up at a little over 40 kp/h while a scout was able to maintain lock on me.
Really, guys: Keep playing and work stuff out. If this old, clumsy oaf can do it, you guys should be able to.
#16
Posted 07 November 2012 - 09:19 AM
Desrtfox, on 07 November 2012 - 09:11 AM, said:
SRMs have a tighter grouping as well, so they are still doing more concentrated damage.
LRM damage was fine before, the damage is fine now. I have an issue with the tracking and flight path of the missles. If Artemis was LOS only (like in TT) it might be balanced, but with indirect fire providing this amount of damage I think it is not.
#17
Posted 07 November 2012 - 09:20 AM
Sevaradan, on 07 November 2012 - 09:12 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
The reload cost is zero. With such massive firepower you do just fine with the free 75% refills.
I do tend to run out after about 4 kills, but generally by that point winning isn't a problem.
#18
Posted 07 November 2012 - 09:20 AM
Desrtfox, on 07 November 2012 - 09:11 AM, said:
But they were increased. I didn't say missile damage needed to be doubled. Only that they needed to go up alongside the armor values.
#19
Posted 07 November 2012 - 09:20 AM
Vincent DIFrancesco, on 07 November 2012 - 09:18 AM, said:
Good question. I haven't used one yet. So I can't answer for certain. Possibly because you'll still get hit with all the pellets, while a missile volley does not. Not to mention that there are ways of avoiding missile fire while it's in mid-air. I doubt your pellet gun has that limitation.
If all the pellets from the LBX hit the same spot, you are very very lucky with your shot. Also as a ballistic, it has to dela heavily with fire delay, lag and lead times. further it is the most expensive weapon in the game and has rediculously expensive ammo. About the only way they are really effective is if you stack two of them.
#20
Posted 07 November 2012 - 09:20 AM
Ockow, on 07 November 2012 - 08:59 AM, said:
I don't think this will work because only one mech/one variant can use an ECM currently. This subject really needs more than 1 thread.... this to me is the equivalent of "my favorite game ever that I could have wanted just shot itself borderline fatally" so as much attention as possible needs to be brought to this. Heck the whole front page should be LRM complaints.
Hotfix it fast.
Edited by GioAvanti, 07 November 2012 - 09:23 AM.
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