Lrms + Artemis = 1-Shotting Non-Ecm Lights
#1
Posted 07 March 2013 - 04:08 PM
It's becoming very frustrating being just hammered by Artemis LRMs, currently. On a Jenner, I've been effectively 1-shot in many games since the patch,by Artemis-LRMs, with no time or possibility of evasion/escape.
On the other side, I was able to 1-shot a commando, with twin Artemis LRM 15's, + tag, as he was running just slightly off straight towards me, on my Treb-5N. Needless to say, he was a tad annoyed with that.
#2
Posted 07 March 2013 - 04:19 PM
If your relying on simply outrunning them, you need to change tactics
Edited by Asmosis, 07 March 2013 - 04:19 PM.
#3
Posted 07 March 2013 - 04:36 PM
Also, most light mechs can outmaneouvre LRMs that were shot in close range.
#4
Posted 07 March 2013 - 05:45 PM
#5
Posted 07 March 2013 - 06:28 PM
I had no one to blame but myself for this death as I left cover under my own accord.
#6
Posted 07 March 2013 - 06:30 PM
Kunae, on 07 March 2013 - 05:45 PM, said:
No, they just aren't responding to your post. Yes, you can avoid LRMs, but its also true they are doing way too much damage now that the flight path has been adjusted.
The real issue is the LRMs got massive damage increases to off set the fact that they weren't very accurate. Now that their flight paths have been corrected LRMs need to have their damage scaled back a bit.
You guys are all right. LRMs are a little too powerful now, and scouts can usually avoid them. There's no reason to get at each other's throats.
#7
Posted 07 March 2013 - 07:39 PM
#8
Posted 07 March 2013 - 07:49 PM
#9
Posted 07 March 2013 - 08:26 PM
The only other mech I take is my Atlas RS now, because it's the only thing that can weather a couple salvos long enough to get into cover. My mediums and heavies just don't stand a chance in this environment unless I'm humping the leg of a D-DC.
In tabletop, you randomly roll to see how many missles hit, no matter what the range. Now, it seems like every missle is hitting, and without directly aiming at the target either. I understand that they're trying to balance things, but LRM's worked well before ECM broke the game. Now, it's hard to get an LRM lock, so they have to make the missle volleys really devestating when they do hit. And WHY? Because ECM breaks lock, not because LRMs suck. Now LRMs are OP because ECM is broken, and ECM is broken because of streakapults. They keep band-aiding problems instead of fixing them to begin with. They keep promising that over time there will be a million future counters to the million of future broken things in the game, but the game the Devs are playing is not the game we are. They can promise (and in-house playtest) all they want, but they aren't the ones suffering from the CURRENT game. (And yeah, I know they do play because some of my friends say they spot one out there once in a blue moon.)
PGI seems to be putting resources into things the community doesn't want or doesn't care so much about, rather than bringing out what we want, or more of what we want. We keep begging for new maps, lobbies, game modes, fixes for broken builds/equipment, sandboxes, community warfare and game balancing stuff. Instead, they're breaking what isn't broken then trying to fix it with counters.
This game is so much fun, and has so much potential. Stop breaking the stuff that isn't broken, and fix what is, and we'll ALL BE HAPPY.
#10
Posted 07 March 2013 - 09:02 PM
It's possible they overdid it with atremis (like the lolfirst implementation) so will see how it goes.
having said that, it only took me one volley to get a light mech into red/orange structure on at least half its body prior to this patch with tag + atremis + 3xlrm20 on my stalker so it wouldnt take much of an improvement to get into 1-shot territory. could already do that on commando's with a lucky hit (they stop/slow down heavily or something).
I also one-shot any light mech/cicada on my A1 with atremis srms, but need to wait for HSR to do that reliably.
Edited by Asmosis, 07 March 2013 - 09:03 PM.
#11
Posted 07 March 2013 - 11:09 PM
#12
Posted 07 March 2013 - 11:53 PM
#13
Posted 08 March 2013 - 12:16 AM
#14
Posted 08 March 2013 - 01:33 AM
Jericho917, on 08 March 2013 - 12:16 AM, said:
This is true but most LRM boats now carry more than 20 LRMs and lights are very rarely at full health when you get shot at.
#15
Posted 08 March 2013 - 01:54 AM
Edited by John MatriX82, 08 March 2013 - 01:54 AM.
#16
Posted 08 March 2013 - 02:16 AM
Im seeing lights dodge LRMS in the open as well.
Lights just become a lot more fragile due to netcode improvements in general .LRMS "maybe" need damage scaled back to 1.6...but imho the dynamic of LRM/ECM/AMS/Speed is not bad right now. potentially curbing LRM turn rates/agility more may be helpful rather than lowering damage.
#17
Posted 08 March 2013 - 02:53 AM
Mine goes only 150 and I managed to only get killed once by an LRM5 :-P. Yeah the fight zone was a mess, red torso and ignoring the message about incoming fire. My fault.
And hit by 4xLRM15 should kill a Jenner! That are 108 Damage to a light mech with a broad center torso.
Edited by Lyrik, 08 March 2013 - 02:58 AM.
#18
Posted 08 March 2013 - 03:12 AM
Edited by Norman Kosh, 08 March 2013 - 03:14 AM.
#19
Posted 08 March 2013 - 03:13 AM
That said, damage should probably be scaled back a bit.
#20
Posted 08 March 2013 - 03:39 AM
LRM boats are strong when they have a decent spotter, or are otherwise able to maintain a target lock (open terrain), and really, 4 LRM 15s on a stalker/awesome with a lock are going to be devastating no matter how you paint it - but I also wonder how many of you run with AMS on your mechs. It seems very rare to me to see a stream of ams bullets shooting at a flood of missiles nowdays - so I don't think much of the population bothers with them anymore since it is pretty easy to break lock with cover since we get the "incoming missile" warning pretty early after they've been fired.
Perhaps a partial solution to this would be to add value to the AMS system. What if we didn't have the "incoming missile" alert unless we equipped AMS? This way, AMS becomes much more attractive, and adds a huge amount of value to you and your team. If even half the team ran with AMS equipped, I'd bet those LRM volleys wouldn't be all that scary. Hell, if the majority of the team (say 6/8) carry AMS, and are within a couple hundred meters of each other, I'd say a good portion of those LRM waves would get shot down.
Scale the damage back to maybe 1.2-1.4 dmg per LRM, 2.2-2.3 damage per S/SRM, and add value to the AMS system.
IE:
no ams
-no warning, and the player gets some extra tonnage to work with, trusting his awareness and ability.
with ams
- you get the warning of incoming missiles, and a means to shoot some of them down - as well as use your awareness to move to cover before you get hammered by 300 missiles..
Do the same thing with BAP as well for the "targeted warning" so the player has to make that interesting choice between an early warning system, and a couple extra tons to work with.
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