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Lrm Concentration With New Pathing


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#21 Lord Ikka

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Posted 05 March 2013 - 12:52 PM

It is very simple, if you maintain LOS with Artemis, you get a nice, nasty concentration of LRMs on a Mech. If you lose LOS, your missile revert to the standard flight path without Artemis.

#22 Fut

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Posted 05 March 2013 - 12:58 PM

View PostLord Ikka, on 05 March 2013 - 12:52 PM, said:

It is very simple, if you maintain LOS with Artemis, you get a nice, nasty concentration of LRMs on a Mech. If you lose LOS, your missile revert to the standard flight path without Artemis.


Exactly.
Depending on when you lose LOS, your missiles might not even spread out very much, either.

I've seen the test videos of this that were posted on the Youtubes, the missile flight looked amazing. Really can't wait to see this in game!

#23 Corbon Zackery

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Posted 05 March 2013 - 01:05 PM

View PostProsperity Park, on 05 March 2013 - 12:44 PM, said:



According to BattleTech, the Artemis Guidance System uses a microwave-band laser to assist with targeting, so the effect of Artemis is only active while you have direct Line of Sight on your target (i.e. if a hill gets in the way, your missiles will cluster as if you didn't have Artemis installed until you regain LOS, then your missiles will cluster back-up to their Artemis-enhanced state).

Right but you also need one computer per launcher. So if you have 4 LRM 20 you need 4 computers for each of them and the right ammo.

#24 Acorn

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Posted 06 March 2013 - 10:41 AM

View PostYiazmat, on 05 March 2013 - 12:38 PM, said:

Yeah. These things rule. I just 1 shot a Cicada. Crunchy outside, chewie insides.


I totally got one shot in a Cicada last night by an 2xLRM20 + Artemis Stalker. You know what? Totally my fault. I like the new artemis. If you don't want to get pelted with LRM's you have cover, ECM & AMS.

#25 Khobai

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Posted 06 March 2013 - 01:42 PM

One shotting atlases is working like its supposed to? Artemis is so ridiculous right now. I put five LRM15s on a stalker and I kill enemy mechs in one or two volleys.

#26 StainlessSR

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Posted 06 March 2013 - 01:47 PM

View PostFut, on 05 March 2013 - 12:38 PM, said:



If you're going to the trouble to maintain LOS and a TAG on a person, you kind of deserve to have a nice tight spread on your missiles... You know, because it takes so damn long for them to hit, you're really leaving yourself open for attack during this whole process...


Yes, but you should not be able to center core an atlas or stalker with one LRM shot due to this. The damage with this grouping is wrong, it has turned LRM's into long range Streaks with the type of damage spread that they(streaks) had before they got nerfed(spread damage).

#27 StickEGreen

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Posted 06 March 2013 - 01:48 PM

So do LRMs really still need to do 80% more damage than in table top and hit with more missiles per volley? If they're staying as is, I think it's time for the 1.8 damage LRMs to be reevaluated.

#28 Khobai

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Posted 06 March 2013 - 01:50 PM

Quote

So do LRMs really still need to do 80% more damage than in table top and hit with more missiles per volley?


Yes but its fine if they do 80% more damage provided the damage gets spread out. The problem is with artemis they now all go into the center torso. I have killed undamaged Atlases in one volley.

You can even try it out in the testing ground... build a five LRM15 Stalker, and go attack the Atlas-D with stock armor. You can kill it in a single volley... I mean how is that even remotely balanced?

Edited by Khobai, 06 March 2013 - 01:54 PM.


#29 Damocles69

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Posted 06 March 2013 - 01:51 PM

Hills!!!!! Nerf the hills and buildings!!! The are rolfcoppter, faceroll, ultimate suppernoobpwn3d op!!!!!!!!!!

#30 Khobai

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Posted 06 March 2013 - 01:52 PM

I agree that hills are effective at stopping LRMs. However I do not think an Atlas should die in ONE volley to LRMs. Atlases cant tank damage at all right now. If they get caught in the open theyre dead in seconds.

#31 Damocles69

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Posted 06 March 2013 - 01:53 PM

... dont get caught in the open???

#32 Khobai

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Posted 06 March 2013 - 01:56 PM

Quote

... dont get caught in the open???


So what just hide behind a hill for the entire game? You will lose doing that.

#33 Baltasar

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Posted 06 March 2013 - 02:00 PM

View PostKhobai, on 06 March 2013 - 01:42 PM, said:

One shotting atlases is working like its supposed to? Artemis is so ridiculous right now. I put five LRM15s on a stalker and I kill enemy mechs in one or two volleys.


5 lrm 15s is a lot of damage if two volleys land while you have Los then yes it should kill an atlas

#34 Khobai

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Posted 06 March 2013 - 02:03 PM

Quote

5 lrm 15s is a lot of damage if two volleys land while you have Los then yes it should kill an atlas


No it should not. It doesnt even come close to killing an Atlas in tabletop.

#35 Baltasar

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Posted 06 March 2013 - 02:06 PM

View PostKhobai, on 06 March 2013 - 01:52 PM, said:

I agree that hills are effective at stopping LRMs. However I do not think an Atlas should die in ONE volley to LRMs. Atlases cant tank damage at all right now. If they get caught in the open theyre dead in seconds.


How much are you considering one volley to be? One volley from 5 lrm 15s dona lot of damage. I one volley from 2 LRM 15 is considerably less. Is this on the training grounds? I cause you are losing a lot if factors in the training grounds. Mechs aren't moving or torso twisting, I don't think they have the max armor either.

View PostKhobai, on 06 March 2013 - 02:03 PM, said:


No it should not. It doesnt even come close to killing an Atlas in tabletop.


Then let's get rid of pin pointing your ballistic shots and go to a random hit selection for those like in table top.

#36 Oni Ralas

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Posted 06 March 2013 - 02:08 PM

"LRM's are for noobs!...but splatcats and 3L's are OK" --- every fight in which I kill someone with LRM.

Knowing how long they take to fly, paterns, and predicting when someone will be in the open is the mark of a good LRM pilot. I hated LRM's at first, absolutely HATED them. Now, it's all I take out where ever possible... hell, I want hero mech capable of using them! :lol:

#37 Khobai

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Posted 06 March 2013 - 02:10 PM

Quote

Then let's get rid of pin pointing your ballistic shots and go to a random hit selection for those like in table top.


Thats also a problem.

However LRMs are more of a problem since unlike ballistics they dont even require you to aim. Its just lock-on and fire.

#38 Nicholas Carlyle

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Posted 06 March 2013 - 02:13 PM

Jesus too many posts about this crap.

LRM's are fine.

Go play for a while and check out your hit% with them.

And i'm sorry, if you stand out in the open and I'm shooting LRM's at you from 500m, I should be able to kill you.

It wouldn't be any different if I was doing it with Gauss Rifles or PPCs...actually it would be faster if I did because the damage is even more pinpoint.

#39 Baltasar

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Posted 06 March 2013 - 02:15 PM

View PostKhobai, on 06 March 2013 - 02:10 PM, said:


Thats also a problem.

However LRMs are more of a problem since unlike ballistics they dont even require you to aim. Its just lock-on and fire.


Yes, lock on and fire, and wait and wait and wait and wait and wait all while maintaining Los for that damage and, if no scout, Tag. Hopefully avoiding fire, hoping your enemy avoids the numerous warnings maybe they won't move or twist to mitigate the damage and the skill argument is getting old. Skill does not dictate how much damage a weapon system should do. You can be the best shot with a sniper rifle but a guided missile will do more damage every time.

#40 Nicholas Carlyle

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Posted 06 March 2013 - 02:18 PM

Don't forget you are hoping the enemy team doesn't have 5 or 6 AMS in the general area.

If LRM's are so bad, everyone should start carrying AMS.

Guess what? All of them will start attacking the LRM's coming in. They stack. And you will take no damage. You don't even need to worry about the 4 warnings, or getting into cover, or finding ECM.

Jesus christmas guys, there are more ways to stop LRM's than any other weapon in this game.





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