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Lrms Are Op? Seriously?


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#41 Sable Dove

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Posted 16 March 2013 - 09:36 PM

View PostM4rtyr, on 16 March 2013 - 09:31 PM, said:


Devs said they are taking splash damage out on the 2nd, to rework it, They intend to put it back in.

Whyyyyyyyyyyyy?
It doesn't make sense for it to be there. Why put it back in?

#42 Demoned

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Posted 16 March 2013 - 09:44 PM

made before ECM release :)

not mine lol


#43 M4rtyr

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Posted 16 March 2013 - 10:08 PM

View PostSable Dove, on 16 March 2013 - 09:36 PM, said:

Whyyyyyyyyyyyy?
It doesn't make sense for it to be there. Why put it back in?


Thats what I say man, oh well.

#44 Koshirou

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Posted 17 March 2013 - 01:33 AM

View PostNightcrept, on 16 March 2013 - 06:54 PM, said:

Srm's do 12.7 i think they said per missile currently due to splash damage in game.

Nonsense. That would mean a hit by one SRM6 would do 76 points of damage. The value you're using is clearly too high. On top of that, splash damage is highly dependent on the target'***** locations and the angle of attack. Try it out in the testing grounds (damage values may be wrong, but relations are correct): Shooting a Commando in the face yields tons of splash damage. Shooting a Catapult directly from the side to take its "ear" off - almost no splash damage.

#45 M4rtyr

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Posted 17 March 2013 - 12:15 PM

View PostKoshirou, on 17 March 2013 - 01:33 AM, said:

Nonsense. That would mean a hit by one SRM6 would do 76 points of damage. The value you're using is clearly too high. On top of that, splash damage is highly dependent on the target'***** locations and the angle of attack. Try it out in the testing grounds (damage values may be wrong, but relations are correct): Shooting a Commando in the face yields tons of splash damage. Shooting a Catapult directly from the side to take its "ear" off - almost no splash damage.


Thats just the thing, these silly numbers are from the training ground. But some guy is claiming they got them in live matches to. Well after I stopped posting last night I hit a commano dead on at point blank range with 2 SRM6's, didn't even penetrate any of his armor and he was already damaged. So unless its a rare bug in live its BS.

But again, still want missles changed as I've listed before.

Edited by M4rtyr, 17 March 2013 - 12:15 PM.


#46 Nightcrept

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Posted 17 March 2013 - 05:14 PM

View PostM4rtyr, on 17 March 2013 - 12:15 PM, said:


Thats just the thing, these silly numbers are from the training ground. But some guy is claiming they got them in live matches to. Well after I stopped posting last night I hit a commano dead on at point blank range with 2 SRM6's, didn't even penetrate any of his armor and he was already damaged. So unless its a rare bug in live its BS.

But again, still want missles changed as I've listed before.

Apparently, a new bug has been introduced that can prevent missiles from dealing any damage at all.

As for the damage in the training ground. Paul said the damage indicated in the training ground was almost twice that in real games. So if the numbers in the training ground was 12.7 damage in game is still 6.3 or so.

Removing splash damage still removes more then half the in game effective damage.

#47 M4rtyr

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Posted 17 March 2013 - 05:20 PM

View PostNightcrept, on 17 March 2013 - 05:14 PM, said:

Apparently, a new bug has been introduced that can prevent missiles from dealing any damage at all.

As for the damage in the training ground. Paul said the damage indicated in the training ground was almost twice that in real games. So if the numbers in the training ground was 12.7 damage in game is still 6.3 or so.

Removing splash damage still removes more then half the in game effective damage.


No still don't buy this. Maybe there is a bug that comes up at times like I said. But last night after we had this conversation I hit a commando (the mech with the biggest splash damage problem) point plank in the face with both SRM6's. It was already damaged prior and I still didn't penetrate anything, CT went red and sides orange. Seems totally right to me.

#48 Nightcrept

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Posted 17 March 2013 - 05:32 PM

View PostM4rtyr, on 17 March 2013 - 05:20 PM, said:


No still don't buy this. Maybe there is a bug that comes up at times like I said. But last night after we had this conversation I hit a commando (the mech with the biggest splash damage problem) point plank in the face with both SRM6's. It was already damaged prior and I still didn't penetrate anything, CT went red and sides orange. Seems totally right to me.


Your not buying what?

That there is a bug with splash damage and missiles? Or that they aren't dealing way more damage then the 2.5 they are listed at?

Because the devs have admitted to both so what you are buying doesn't matter.

#49 M4rtyr

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Posted 17 March 2013 - 05:47 PM

Not buying that the bug exists in live and effects every shot.

Yeah the devs have confirmed it but they also never saw it for how long? They're prone to mistakes.

I'm just saying I've seen NO evidence of this in live and I have tried it in TG so know exactly what the bug is. And look at my stats, I don't use anything but SRMs and MLs. If it was so wide spread it effected everything in live then I would have seen things that made me question what just happened.

#50 Nightcrept

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Posted 17 March 2013 - 05:55 PM

I haven't noticed it in game either.

Srm's seem fine to me as do LRM's. Streaks have never been balanced and are pretty much considered universally op.

#51 blinkin

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Posted 19 March 2013 - 01:48 AM

View PostNightcrept, on 17 March 2013 - 05:55 PM, said:

Streaks have never been balanced and are pretty much considered universally op.

not as universally as you might think.

there are more than a few out there that think a 100% hit rate weapon that requires little effort to maintain lock and does 5 damage is "fine". i suggest you avoid assuming that reason and intelligence are univeral in these forums.

#52 Sheraf

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Posted 19 March 2013 - 07:20 AM

View Postblinkin, on 19 March 2013 - 01:48 AM, said:

not as universally as you might think.

there are more than a few out there that think a 100% hit rate weapon that requires little effort to maintain lock and does 5 damage is "fine". i suggest you avoid assuming that reason and intelligence are univeral in these forums.


If it kills you, it is overpowered :)

#53 Hopdevil

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Posted 27 March 2013 - 07:52 AM

Why don't we have a game mode for all the Elite LRMS are easy mode players. You get one tag and all mechs travel 200kph. You have to hit one small target in the middle of the mech's head.

#54 Royce Mathers

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Posted 27 March 2013 - 03:57 PM

as someone who plays an LRM boat sometime--the only easy mode in the game is ECM. LRMs--two lrm 15s and ammo are going to run you 24 ton or so. and it can be countered by a 1.5 ton ecm that does 3 things. for 1.5 tons the ecm should only give null mode to let the ECM boat scout. Easy mode is hitting one button---ECM users dont even have to do that---it comes turned on. The better ones will switch to counter--but disrupt comes turned on. To get a hit with LRMS--you need to have TAG, stand in the open to target (just like with ballistics or energy) and after firing continue to stand in the open (unlike ballisitics or energy) so you can track your missiles in. Meanwhile AMS and any terrain totally invalidates your missiles while the enemeys energy and ballistic still hit you. Light mechs outrun missiles----heck even airplanes cant outrun missiles today--but mechs do in the game.

ECM should work in null mode---make another one that can block lock onto your allies within 180 meters, but in doing so also blocks their ability to acquire locks--they could sneak but would have to have it off to lock. Then make the third that can jam a single enemy unit--like TAG--you have to target the unit---it keeps it from being able to lock on unless it has TAG. A mech carrying all 3 would have to have 4.5 tons dedicated. pretty cheap price to shot down 24 tons of LRMS.

#55 Henree

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Posted 02 April 2013 - 10:29 AM

no word on a fix it seems ;)

#56 Monkeystador

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Posted 03 April 2013 - 09:00 AM

This thread is old and contains pre LRM nerf arguing and QQ. Just like to mention it.





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