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Lrms Need A Nerf Now


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#221 Marcus Tanner

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Posted 24 March 2013 - 05:26 AM

View PostLightfoot, on 23 March 2013 - 04:37 PM, said:

The problem with MWO LRMs, when they are, "working as planned", is they have to be boated to be worth taking and this is wrong. The reason they need to be boated is because they do primarily area effect damage.
Absurd.

If you're firing indirect, then either you have LOS to some other mech or you don't.

If you have no LOS, then you can't use whatever other weapons you've brought so you might as well bring more LRMs.

If you do have LOS to something while firing indirect, then you need to keep your crosshairs on the red box instead of engagin whatever else is in front of you, so the tonnage you spent on other weapons probably isn't helping.

- - -

My D-DC usually brings ALRM30, gauss, and a pair of large lasers. The LRMs certainly complement my direct fire, but they are often just there so that I can still engage something while moving my fat Atlass form point A to point B. Indirect LRMs allow concentration of fire without mobility.

On that note, when I have a buddy in his Jenner with TAG, I switch the gauss out for more LRMs so that I can support him.

#222 Lightfoot

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Posted 24 March 2013 - 11:38 AM

@MT

I think you didn't read my post.

I was saying there should be a way to fire LRMs so they compete better with ACs and Lasers. That would be with Line of Sight they do some point damage. I am not saying they should no longer do AoE damage.

Also, anything works for a D-DC, they are the longest lasting mech in the game, so I don't doubt you are still alive when LRMs actually defeat another mech. That doesn't mean they work. Most mechs have to boat them or use a different weapon loadout.

Anyway, if you like firing LRMs from behind hills with your Atlas, nothing would change that, but when you go head to head with another mech, the LRMs would get better lock-on and do more point damage, or the damage would be more concentrated. It would add a skill element and deter other players from rushing directly at you with medium lasers. MWO's LRMs are the most pathetic long range weapon I have ever seen. No offense intended, but it's true.

#223 Just wanna play

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Posted 24 March 2013 - 12:08 PM

View PostAggressor666, on 19 March 2013 - 10:46 PM, said:

2627?!?!??! holy explicit language batman!!!

and his team lost.... dmg isnt everything, thankfully lrm dmg isn't that focused on one body part

anyway, imo lrm have gotten stronger, if i use my trial treb on the training grounds, i seems to be way more powerful then before, i remember when i needed to launch a good 7 salvos to kill an atlas everyone was shooting at, now i need like 4 on my own if it hits his ct enough

suddenly that atlas-k with dual ams doesn't suck so much

#224 Dibster

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Posted 24 March 2013 - 12:52 PM

SRM's seem to be in line. LRM's were overnerfed, I think they should be doing at least twice the damage as they currently do. Spammed 1080 missiles on targets in open, missed maybe 4 salvos, shot large lasers as well, got ~450dmg.

EDIT: NVM, SRM's are crap too.

Edited by Dibster, 24 March 2013 - 01:54 PM.


#225 AgroAlba

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Posted 25 March 2013 - 10:19 AM

View PostDibster, on 24 March 2013 - 12:52 PM, said:

SRM's seem to be in line. LRM's were overnerfed, I think they should be doing at least twice the damage as they currently do. Spammed 1080 missiles on targets in open, missed maybe 4 salvos, shot large lasers as well, got ~450dmg.


Dunno... doesn't sound that unreasonable to me.

#226 Neverther

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Posted 25 March 2013 - 03:11 PM

I got a 4SP with two LRM15s with Artemis and TAG and 4ML, move around 90kph with XL engine and carry 4 tons of ammo.
Without TAG and Artemis they are completely worthless and they need both of them to be effective (unless its something moving over 80kph or sideways when all of it just falls behind them).
Repositioning, running away like Brave Sir Robin, LoS and TAG and they still deal decent damage if you keep harrasing them.


Indirect fire without tag on spotter is useless, its not even a threat unless they stand still and look directly at the incoming missiles (Ever seen a NARC on use? Two times since I started playing).

Before 19th patch I used LRM10, but upgraded to 15 to even have some punch per shot (as I do hit and run with LRMs).
Then after patch, before hotfix it was kinda insane, Atlas seemed to have no problem taking hits from them, but everything else just exploded on sneeze (1200+ damage against devs on twitch stream, first time after patch I used it).

Currently running out of ammo without real punch (I am support afterall), 4ML is more of a defense weapon against 3L hippies.
Worked on river city where I could dodge the 3L streaks.
Alternate is to downgrade engine for lasers and heatsinks, move slow and use laser only config on that thing (tried but didnt like it, made more damage but no).

Speed increase would be nice, damage is ok if you use both artemis and tag (and accept that youre support), but otherwise they are weak for the tonnage.

#227 Bobzilla

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Posted 25 March 2013 - 07:46 PM

No use for a support weapon that is worse than non-support weapons. Then its just a drain on the team. Indirect fire is unreliable at best so not really a bonus to be weighted against: Range/Min range/Damage/ECM vulnerability/and heat in most cases.
They did nicely make the brawl go from 300m to 1000m. Thats a neat trick.

#228 GorgoHammer

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Posted 25 March 2013 - 08:02 PM

View PostGorgoHammer, on 20 March 2013 - 06:35 PM, said:


Missle damage is definitely "borked". I took out my Stalker 3F with 4 LRMx15 with Artemis build and was amazed at the results. Until this patch, the damage would be maybe 400-500 and 1-2 kills because the ECM was so common. But now I catch a mech in the open without ECM and they die by the second volley from decapitation. Seems LRMs do so much splash damage they blow the head of any targeted mech by my second salvo. Had rounds with 1200+ damage and 5+ kills, almost too easy . . .


Ok, talk about fixing a bug with a hammer. I don't remember mentioning that I didn't like tha damage level of LRMs and SRMs before PGI screwed up the damages in last week's patch. But PGI decides that rather than just fix their splash damage bug it was the right time to NERF missles . . .

PGI, THAT WAS WRONG DECISION !

Since it can take up to 10 seconds for a lrm missle volley to reach a target 1000 meters away, the damage level was needed to make them useful. In TableTop, the damages were 1 per missle for LRM and 2 per missle for SRM. This should be simple to follow, but PGI likes to make things unnecessarily complicated. Only the rates of fire should be tweaked for any weapons to keep the ratio similiar to Table Top.

NEXT PATCH I WOULD LIKE TO SEE THE MISSLES SET TO TABLE TOP DAMAGE.

#229 Just wanna play

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Posted 26 March 2013 - 12:58 PM

so they are removing the splash dmg?? is this for both lrms and srms??? or is it just lrms, because imo srms seem fine, maybe a little weak compared to their long range cousins





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