

Lrm Clickfest Again...
#41
Posted 07 March 2013 - 04:35 AM
After patch this changed a lot because LRM damage is going mainly to CT and even the worse players notice that warning sign about critical damage. They just turn away, with no armor on CT and yellow damage on the rest of the mech, from my line of fire and in the 2nd best scenario my team mate scores kill. I think that light mechs like these changes because they are able to chase that mech and score easy kill.
Damage distributed to armor was more realistic and equal before patch, specially when you used LRM as I did, to soften target up for main weapons. So overall this patch sucked hard for normal players and was really good for LRM boats.
#42
Posted 07 March 2013 - 04:38 AM
Let players post their stats using LRM launchers and see the hit rate and the damage potential vs the real damage done.
LRMs are not OP, and no, I'm not playing a LRM boat.
#43
Posted 07 March 2013 - 04:39 AM
LordDante, on 07 March 2013 - 03:26 AM, said:
GREAT !
thats what this game needed
no more brawler rush
no more splatcats that ignore the incomming damge
people need to stay in cover ??? = flanking coming viable again!!!
this means more need for fancy tactics
i approve mucho to this
so this game doesnt degenarate into some kiddy online shooter
Yes the Rock, to the SRM-A1 scissors.
#44
Posted 07 March 2013 - 04:43 AM
Monky, on 07 March 2013 - 02:52 AM, said:
its because of Ze germans
#45
Posted 07 March 2013 - 04:43 AM
MrPils, on 07 March 2013 - 04:31 AM, said:
I do love the variety you get on switching builds to fit FOTM for each patch. Stops the game getting boring!
They'll nerf them LRMs and lasers down to a balance, it just may take a while as everything else will need changing following full HSR implementation. The game plays like counterstrike (lots of hiding and ambushing) now as it so easy to damage people. If I get a 15 second window of firing (lasers or lrms) on someone now I expect them to be dead no matter what mech they're in, and am disappointed if theyre not. I could not kill people this quickly prior to LRM pathing changes and HSR going live.
I'm not enjoying the game as much as the previous patch with the current weapon balance values. Im finding it far too easy to kill and be killed, I prefer the COD style gameplay of having to hose your opponents thoroughly before they drop compared to the realism driven BOOM HEADSHOT style of Counterstrike. Patience will be the key while they look at rebalancing, but I do hope they get it done before ballistic/missile HSR goes live though otherwise the tears will flow big time.
Looks like I'll be doing this. It's not the end of the world, as my Stalkers need levelling up, and I may as well get some cheap kills joining in with the mash-LRM-trigger-with-one-hand-tug-self-off-with-other frenzy that the game has turned into.
#46
Posted 07 March 2013 - 04:45 AM
#47
Posted 07 March 2013 - 04:47 AM
(Can you tell that I don't agree with OP? =) )
#48
Posted 07 March 2013 - 04:52 AM
Voidcrafter, on 07 March 2013 - 04:19 AM, said:
I think the LRMs in the current state were going to be perfect but there's one huge BUT...
It's a game - for the "real life" comparisson, the missiles should be devastating, hard for someone to ignore and etc. currently I find them to break the ballance.
Cmon - even a LRM lover should agree with me, that this is the one almost-none-skill-to-use weapon in the whole game - you get lock, you fire, you should know the trajectory of your missiles, based on where are they possitioned and that's about it.
You can actually spend a whole game nuking the hell outta stuff without even seing once the "stuff" mentioned.
And don't even get started with the ECM and how hard it is to keep a target tagged, cause every single weapon has his drawbacks and counters.
I also think that the missiles in their pre-this-patch state were a way more balanced than they're now, atleast in game, not real life terms.
There MUST be a wider spread for the missiles - now I find them to hit almost all the time my center torso, which makes it very deadly weapon.
Add to that the mentioned - you just need a lock and be 200-1000m away, and there we go on our point-and-click adventure. Could be a very small change but at the moment, cause of that change, they are turning everything into ashes.
And it's the same very small change, that makes the LRMS so appetizing weapon of choice and from there the hell follows.
People getting burned by them realize that they've recieved some tweaking and on the second time they get obliterated by them, they just put LRMs in some mech for the next match and launch with it, and so on.
So at the end we got 8 man games with about half of the team carring the long range missiles, which are deadly enough for a two man per team, not to mention 4+.
You CAN NOT just sit behind some forsaken hill and destroy enemy center torso, or hit it almost all the time.
I can't do that. Neither with energy weapons(all the time atleast) nor "skill" weapons(ballistics, SRMs, PPCs) tho I actually have a good range and more than a descent aim.
Why should you, cowering behind the cover, be able to do that?
They were perfect before this patch. Something you should pay attention to unless you wanna die.
Now they are wrecking havoc in ballance terms and I reallly don't approve that.
Not for a weapon that have such a long range, does not require any aiming and chase the targets.
And the award for the longest rant against LRMs that makes no sense, goes to.........
#49
Posted 07 March 2013 - 04:54 AM
Vapor Trail, on 07 March 2013 - 03:05 AM, said:
I know the targets in the Testing Grounds are Trials, and stationary ones at that... but when you can one-shot an Awesome with a 50 LRMs (no tag, no Artemis, no NARC just plain old line up, lockup, and shoot at 750m)... they might just be a bit too powerful.
In TT, that kind of strike (2 LRM 15s, 2 LRM 10s) wouldn't do much to an (immobile) assault beyond sandblast the paint off.
Trialmechs are very often not fully armored and do not moving so dmg is not spread over whole mech.
I noted its possible to kill an Atlas on trialmap with one volley to the rear torso.
But try to do from the sides....even on trailmaps u need 4-5 volleys to kill same Atlas.
And btw. 5PPC Stalker or 4SRM6 mechs also oneshoot nearly all mechs on trialmaps.
Edited by Rumrunner2, 07 March 2013 - 04:55 AM.
#50
Posted 07 March 2013 - 04:54 AM
Honestly, what weapon is so supposedly skill-intensive in this game? PPCs, lasers, SRMs, and autocannons are all much easier for me personally to use than LRMs (I am a pretty sh!tty shot with Gauss, though). You see the enemy, set up your shot, and shoot.
TL;DR: LRMs feel okay now. If they weren't shut down completely by an enemy ECM standing near you, they would feel just about right in my opinion.
(...then again, maybe I just suck with "easy-mode" mechs. Off all my mechs, I do the worst by far in my Raven 3L, even prior to the recent improvements in lagshield.)
#51
Posted 07 March 2013 - 04:55 AM
#52
Posted 07 March 2013 - 04:58 AM
Jay Kerensky, on 07 March 2013 - 04:52 AM, said:
lol
Since patch I've been running in either my founders Cat or my AS7-D (50% off!)
Cat is long range LRM support. Atlas is 270m brawler.
Haven't noticed a change in my Cat's LRMs. Have no issues with LRMs in my Atlas.
Mathies Jaeger, on 07 March 2013 - 04:54 AM, said:
80% of my LRM kills are my target's fault.
#53
Posted 07 March 2013 - 05:02 AM
Revorn, on 07 March 2013 - 04:34 AM, said:
I disagree and only mention, try to Tag an ECM Comando and try to hitt him, then you see how "skillless" and "easy" LRMs are.

Or Raven-3L...
And if you think it was hard to core atlas with dual LRM15 even be4 patch you are wrong.I killed Atlas with 5 volleys on Alpine bcuz he just went off cover w/o Artemis.
And about skill weapons.Do you see any skill in sniping ppl from 2k meters with quad AC/2 ?
#56
Posted 07 March 2013 - 05:08 AM
JudgeDeathCZ, on 07 March 2013 - 05:02 AM, said:
And if you think it was hard to core atlas with dual LRM15 even be4 patch you are wrong.I killed Atlas with 5 volleys on Alpine bcuz he just went off cover w/o Artemis.
And about skill weapons.Do you see any skill in sniping ppl from 2k meters with quad AC/2 ?
A Ravens semms targetable to me, they are pretty Big in comparsion to the Comando, only their speed makes it hard to maintain Lock, thouse Ligths are so slipery. Anyway a RavenVododoll as Cockpitt-item never hurts.

#57
Posted 07 March 2013 - 05:09 AM
JudgeDeathCZ, on 07 March 2013 - 05:05 AM, said:

And again, that is pretty typical to see happen in Pug games. This just leads to LRMs being obnoxiously strong in pugs and nigh useless in competitive matches. that is a broken weapons system.
#58
Posted 07 March 2013 - 05:12 AM
JudgeDeathCZ, on 07 March 2013 - 05:02 AM, said:
Fun fact: 3L's are still almost impossible to kill.
Only light mech I can't kill 1v1 in my Cat. Every other light i've fought 2 at a time and won. Spider, easy. Commando easy. Jenner, poor jenners.
Edited by Sug, 07 March 2013 - 05:15 AM.
#59
Posted 07 March 2013 - 05:13 AM
Noth, on 07 March 2013 - 05:09 AM, said:
And again, that is pretty typical to see happen in Pug games. This just leads to LRMs being obnoxiously strong in pugs and nigh useless in competitive matches. that is a broken weapons system.
Yeah it is sad that game which have so many mechs and configurations of them is limited to 3 mechs(raven-3L,Atlas-D-DC,Splatcat) in 8v8 matches.Just bcuz of ECM mechs superiority...
#60
Posted 07 March 2013 - 05:31 AM
Get a light and just rip those LRM boats to pieces....it's fun!
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