Lrms Post Fix
#1
Posted 05 March 2013 - 12:32 PM
I also have an advanced target decay module stuffed on it for aiding in indirect fire support.
Although it's not in the patch notes, I noticed LRMs' flight speed seemed quite a bit faster than previously. I got 3-4 kills that match and generally doing almost all the damage to the targets I destroyed.
I would strongly urge the devs to look at the damage values on LRMs and decrease them because now an Artemis equipped mech can shave off center and side torso armor in about 2 volleys depending on what type of mech it is shooting at.
I do like the decreased flight speed as it makes them much more capable as long range weapons.though they seem to be too damaging for the accuracy they have now.
#2
Posted 05 March 2013 - 01:17 PM
#3
Posted 05 March 2013 - 01:54 PM
Edited by NKAc Street, 05 March 2013 - 01:54 PM.
#4
Posted 05 March 2013 - 02:15 PM
NKAc Street, on 05 March 2013 - 01:54 PM, said:
Except that LRM flight time has been decreased, which means less time to get back into cover if you peek. Might not matter much to a jenner, but in an Atlas, a second of flight time is the difference between getting cored and taking no damage.
#5
Posted 05 March 2013 - 02:47 PM
#6
Posted 05 March 2013 - 02:56 PM
Played several games post-patch and there was no noticable difference in the damage I dealt with my ALRMs since the enemies ducked and moved behind cover the same way they ever did.
Fighting with and against LRMs was and is always about clever positioning. If you did it right and had the necessary bit of luck getting 3-4 kills with LRMs was not that rare before this patch either.
The new flight animation looks a lot nicer than the one before^^
#7
Posted 05 March 2013 - 03:15 PM
Before the patch, LRMs were "softening up" targets, stripping armor more or less evenly. LRM+Artemis now destroys entire sections in just one or two volleys, depending on what you are shooting at.
#8
Posted 05 March 2013 - 03:17 PM
If you hit someone dead on from around 300m the damage is harder hitting then before, but long range bombardmend seems to be less effective. But then again I am a spray and prey kind of LRM boat.
#9
Posted 05 March 2013 - 04:08 PM
#10
Posted 05 March 2013 - 04:28 PM
LRM's felt much more effective after the patch, so I decided to run some quick tests:
With a single LRM15, testing grounds frozen city night, 300 meters to all targets, No assistance equipment, both mechs facing each other:
COM-1B
- Volley 1: removed LA LT RA RT, removed all armor from CT, Yellow internal CT
- Volley 2: Dead
CN9-A
- Volley 1: Yellow armor LT RT CT LL RL
- Volley 2: Removed armor CT, Yellow internal CT
- Volley 3: Orange armor LA LT RA RT RL LL, Orange Internal CT
- Volley 4: Dead
AWS-8Q
- Volley 1: Yellow armor RT LT, Orange armor CT
- Volley 2: Removed armor from CT LT, Yellow internal CT LT
- Volley 3: Red Internal CT LT
- Volley 4 Dead
Something is definitely going on here. It's supposed to be only 27 points of damage a volley, but the tests are indicating much more damage than that being done.
Unless the mechs populating the test grounds have significantly reduced armor and internal values, the damage values are definitely off. But they do seem to respond properly to other weapons, so they seem to be correctly armored.
#11
Posted 05 March 2013 - 05:23 PM
Thuzel, on 05 March 2013 - 04:28 PM, said:
That is all.
CBT LRMs would divebomb targets. This wasn't so bad for lights but against an atlas it would pop the head in 2-3 volleys. They were then tuned to spread a bit more.
#12
Posted 05 March 2013 - 07:03 PM
Cest7, on 05 March 2013 - 05:23 PM, said:
CBT LRMs would divebomb targets. This wasn't so bad for lights but against an atlas it would pop the head in 2-3 volleys. They were then tuned to spread a bit more.
Go tell that to the Awesome that took nothing but Head + CT damage from my x2 ART-15 + TAG Trebuchet earlier today(CT armor gone in 2 volleys).
Try it yourself, the stock Atlas-D has near-full armor in Training grounds. ART LRMs drill holes into enemy mechs (you can tell from the double-helix Artemis is active).
Edited by Stingz, 05 March 2013 - 07:09 PM.
#13
Posted 05 March 2013 - 07:45 PM
RedDragon, on 05 March 2013 - 04:08 PM, said:
I got the same results even without artemis
LRMs are definitely hurting a lot more, almost to the point it was at when artemis was first introduced. I like that they hit more reliably and consistently than before, but some form of damage nerf might be needed to compensate.
#14
Posted 05 March 2013 - 08:19 PM
EmperorMyrf, on 05 March 2013 - 07:45 PM, said:
I got the same results even without artemis
LRMs are definitely hurting a lot more, almost to the point it was at when artemis was first introduced. I like that they hit more reliably and consistently than before, but some form of damage nerf might be needed to compensate.
Definitely agree. Its pretty obvious even in live games that they are much more potent now. Dropping a dragon with just 30 to 45 lrms is a big change.
Edited by Thuzel, 05 March 2013 - 08:20 PM.
#15
Posted 05 March 2013 - 08:39 PM
Also, please consider that all these mechs are standing completely still.
If a mech is moving and also liking twisting around, some LRMs will miss or scatter damage around the components instead of focusing on one section.
This is especially true for light mechs running 150kph. In an actual game, using TAG and Artemis with a Commando in full LOS.... it takes me MUCH more than 1 or two salvos of LRM15 to destroy it if it is running full speed. Many of the missiles miss because of their high speed.
Please test in real games before calling for a nerf.
I've done so, and finally found that Artemis is actually worth taking... for both LRMs and SRMs.
Also remember that Artemis requires LOS, and is also very picky on what "LOS" means.
I've TAGed enemies and been able to see them, but still didn't get the Artemis effect, which is unfortunate.
#16
Posted 05 March 2013 - 11:50 PM
#17
Posted 06 March 2013 - 01:41 AM
#18
Posted 06 March 2013 - 01:58 AM
parman01, on 06 March 2013 - 01:41 AM, said:
If it was a true LRM boat Stalker, he was likely throwing 60+ LRMs at you per volley.
If you are just standing still, in the open and facing him.... yes, yes you should die. And quickly.
I've now had extensive experience with LRMs since the patch, and it actually seems that less LRMs connect if the target is moving (Artemis or no).
But if you stand still in the open, you will take a lot of hits. And they hurt. As they should.
LRMs aren't anywhere near overpowered, even after the Artemis fix that actually makes them somewhat useful.
People also seem to be forgetting that Artemis comes with a hefty cost in Cbills, tonnage and crit space. Should that not give something decent in return?
#19
Posted 06 March 2013 - 02:18 AM
Missile warning was going non stop and AMS ammo was running down like crazy. So I made myself a LRM target and drawn those things like flies to crap... had one more friendly lad with his AMS beside me and using cover I was fired upon for whole few minutes. Got some bad damage, and eventually was forced to retreat. But took so many missiles on me, still able to exchange fire and kill at least one...
Yeah if you caught in open by LRM boats and without single AMS or ECM cover you are doomed, yeah happened to me before as well... But I wasn't shouting LRM's are OP straight away... I put myself in that position not the guys that were firing at me. LRM's are easy to use only if you let them.
Lets play for those 2 weeks at least with things are like now, and hold with judging LRM's just after 1 night shall we?
#20
Posted 06 March 2013 - 02:22 AM
If this is however how it's supposed to work I will adapt my gamestyle of course. I was just really really surprised...I think I never died so quickly.
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