Lrm Fix I Don't Thk I Have Seen
#1
Posted 11 March 2013 - 03:03 PM
My idea is that LRM's should be changed so that the salvos have a 3sec delay.
So if u put a LRM20 in a slot with 10 tubes it would fire 10 wait 3 secs fire another 10 then start its cooldown.
This would make the number of tubes on the mech an important factor and make boating LRMs impractical.
This would stop boating but not effect balanced builds. So no nerf if you use a reasonable amount of LRMs but you can't boat them.
It would also make the variants more interesting as the number of tubes would make a real difference. i.e. Stalker H would actually have a use due to the 2 sets of 20 tubes.
This would then also open the door the lowering the effectiveness of ECM without becoming LRM online.
Just an idea what do people think.
#2
Posted 11 March 2013 - 03:08 PM
#3
Posted 11 March 2013 - 03:23 PM
I also think that people are overstating how deadly LRMs are. As an LRM boat, good pilots can dodge my missles all day, and in other mechs, I do the same to LRM boats. You really don't need much cover and you get lots of warning, just duck behind a hill or building real quick and let those missles slam harmlessly into your chosen protection.
#4
Posted 11 March 2013 - 03:26 PM
The way tubes are done right now we have a balance that makes dedicated missile hulls like the cat the few ones that can really put HURT in LRM's,
Quad LRM 20 on a Cat would still go in 4 waves as there arent enought tubes.
LRM 20 on my X5 Cicada would take...time...
#5
Posted 11 March 2013 - 03:28 PM
LauLiao, on 11 March 2013 - 03:23 PM, said:
I also think that people are overstating how deadly LRMs are. As an LRM boat, good pilots can dodge my missles all day, and in other mechs, I do the same to LRM boats. You really don't need much cover and you get lots of warning, just duck behind a hill or building real quick and let those missles slam harmlessly into your chosen protection.
You are right. In my stalker 3f, I only have 2 x LRM 10 Artemis, and I just move from cover to cover to deal with pure LRM boat. When I see them shooting at me, I return fire, and still have time to lead their missiles into the cover
#6
Posted 11 March 2013 - 03:59 PM
Jelco, on 11 March 2013 - 03:03 PM, said:
My idea is that LRM's should be changed so that the salvos have a 3sec delay.
So if u put a LRM20 in a slot with 10 tubes it would fire 10 wait 3 secs fire another 10 then start its cooldown.
This would make the number of tubes on the mech an important factor and make boating LRMs impractical.
This would stop boating but not effect balanced builds. So no nerf if you use a reasonable amount of LRMs but you can't boat them.
It would also make the variants more interesting as the number of tubes would make a real difference. i.e. Stalker H would actually have a use due to the 2 sets of 20 tubes.
This would then also open the door the lowering the effectiveness of ECM without becoming LRM online.
Just an idea what do people think.
That actually is a decent idea as it would make firing take longer so boats would have less of an overpowering effect. This would accually put LRM's back into the SUPPORT ROLE and not as a primary weapon.
LauLiao, on 11 March 2013 - 03:23 PM, said:
I also think that people are overstating how deadly LRMs are. As an LRM boat, good pilots can dodge my missles all day, and in other mechs, I do the same to LRM boats. You really don't need much cover and you get lots of warning, just duck behind a hill or building real quick and let those missles slam harmlessly into your chosen protection.
It would not be the same as "just increasing LRM recycle time by 3 seconds" because it would only happen if you were launching more missiles than you had ports for. this would cause the stalker 5m 5xlrm15 mech to take much longer to fire (32 missiles, 3 second delay, 23 missiles (outer launchers start cooldown), 3 second delay, then the rest of the inner launchers missiles, then those inner launchers would start their cooldown (or something comparable to that as the second inner launcher is supposed to only launch 1 missile at a time but it doesn't it launches the same as the other hardpoint in the torso).
All hail LRMONLINE, it was before and it is again!!!!!!
Edited by StainlessSR, 11 March 2013 - 04:01 PM.
#7
Posted 11 March 2013 - 04:02 PM
#8
Posted 11 March 2013 - 04:15 PM
Still doesn't help with the s/srm boats, maybe add an accuracy debuff to boating any weapon. *shrugs*
At least it couldn't hurt for them to maybe do some internal testing to this effect to see how it would go, if it is feasible to do of course.
Assuming they haven't already...
#9
Posted 11 March 2013 - 04:23 PM
#10
Posted 11 March 2013 - 04:25 PM
#11
Posted 11 March 2013 - 05:10 PM
Jelco, on 11 March 2013 - 03:03 PM, said:
My idea is that LRM's should be changed so that the salvos have a 3sec delay.
So if u put a LRM20 in a slot with 10 tubes it would fire 10 wait 3 secs fire another 10 then start its cooldown.
This would make the number of tubes on the mech an important factor and make boating LRMs impractical.
This would stop boating but not effect balanced builds. So no nerf if you use a reasonable amount of LRMs but you can't boat them.
It would also make the variants more interesting as the number of tubes would make a real difference. i.e. Stalker H would actually have a use due to the 2 sets of 20 tubes.
This would then also open the door the lowering the effectiveness of ECM without becoming LRM online.
Just an idea what do people think.
see all these non TT players thinking that boating is a bad thing
BOATING is a part of Battletech as much as the mechs themselves are.
The Catapult line of mechs is a boat line
#12
Posted 11 March 2013 - 05:10 PM
This would require my ECM fix and other electronic warfare suggestions to be implemented though. ECM would not prevent locks, it'd make them take longer (double or more, one assumes). Artemis IV would reduce lock-on time (it and ECM would cancel each other out in that regard) and would tighten grouping up again (plus keep the sweet Artemis IV flight pattern). TAG would reduce lock-on time (less bonus than Artemis, and it and ECM would cancel each other out, and no stacking with Artemis IV bonus allowed) and tighten grouping (again, less than Artemis IV and no stacking with Artemis IV).
The goal is to make Artemis IV ideal for single-target damage, TAG a good way for a third-party spotter to help out against specific targets, and standard LRMs to be more of an AOE weapon than a single-target weapon. ECM would not negate LRMs, but LRMs would not need something to negate them in the first place. It'd instead make it harder to use them effectively, which is what is really needed from ECM.
#13
Posted 11 March 2013 - 05:14 PM
Levi Porphyrogenitus, on 11 March 2013 - 05:10 PM, said:
saw this in another thread and didnt wanna retype it so ill quote it
der langsamere, on 11 March 2013 - 01:49 PM, said:
NOW that theyre 1.8, theyre so OP they need ECM to counter them and AMS/tactics to avioid them are useless.
ONE TENTH OF A POINT OF DAMAGE DIFFERENCE
We're arguing over one tenth of a damage
funny thing about increasing the spread, it used to BE more spread out and the devs made it less themselves. Without our input.
Most people were screaming hoe OP LRMs are and they went and made them BETTER instead of less good
Edited by Mechwarrior Buddah, 11 March 2013 - 05:16 PM.
#14
Posted 11 March 2013 - 05:22 PM
#15
Posted 11 March 2013 - 05:33 PM
Jelco, on 11 March 2013 - 03:03 PM, said:
My idea is that LRM's should be changed so that the salvos have a 3sec delay.
So if u put a LRM20 in a slot with 10 tubes it would fire 10 wait 3 secs fire another 10 then start its cooldown.
This would make the number of tubes on the mech an important factor and make boating LRMs impractical.
This would stop boating but not effect balanced builds. So no nerf if you use a reasonable amount of LRMs but you can't boat them.
It would also make the variants more interesting as the number of tubes would make a real difference. i.e. Stalker H would actually have a use due to the 2 sets of 20 tubes.
This would then also open the door the lowering the effectiveness of ECM without becoming LRM online.
Just an idea what do people think.
There is already quite a large delay when it comes to LRMs it's called lock on time. I can't see why increasing the time it takes to get a lock would be beneficial, the current speed seems pretty good.
To make a phrase like "fix boating" you have to take a leap of faith (gullibility) and make the assumption that boating is bad. There just isn't anything concrete to suggest that boating is bad. Then you have players boating things like lasers, lots of players do that, and it's seen as perfectly fine. So you have two different opinions from players for what's essentially the same thing.
#16
Posted 11 March 2013 - 05:45 PM
With more large and open maps coming one should also consider it's not always so easy to get to cover when moving in a 50 km/h assault mech.
Edited by Idolo, 11 March 2013 - 05:45 PM.
#17
Posted 11 March 2013 - 05:51 PM
StainlessSR, on 11 March 2013 - 03:59 PM, said:
There are no "Support weapons". ALL WEAPONS ARE MAIN WEAPONS!
#18
Posted 11 March 2013 - 06:06 PM
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