

Lrmpocalypse Hell 3 Is Underway!
#41
Posted 19 March 2013 - 07:04 PM
#42
Posted 19 March 2013 - 07:05 PM
Still, 30 lrms shouldnt' be killing mechs off like that.
#43
Posted 19 March 2013 - 07:08 PM
-Accident
#45
Posted 19 March 2013 - 07:11 PM
#46
Posted 19 March 2013 - 07:12 PM
Took all the ballistics off my new Jagermech, went with 3xLRM15 + art and tag + 2mg so I have something to do if something gets closed to me...
Two matches, over 1100XP each... gonna get this guy leveled quickly enough

#47
Posted 19 March 2013 - 07:17 PM
Same difference.
There are just 2 questions.
1. Can the general populace stand to wait till early April to get the splash fix without a bunch of people getting disgusted and taking a break from the game?
2. When the splash fix does go into place ... will that be sufficient to fix the LRM issues?
People 'taking a break. doesn't sound like a big deal but in my experience any time you have a large number of people 'take a break' you generally never get at least half of those players back because they run off and find something else that captures their attention and they forget about the other game.
As for #2 it will be interesting to see what happens. To be sure Lurm boats will QQ about suddenly they aren't able to one or two-shot any mech on the board anymore. To be expected. But even without the splash it seems like Artemis guided missiles hit squarely on the CT ONLY all the time every time. Yeah you can torso twist to try and spread it but that only buys you one, maybe 2 volleys worth of protection. Something tells me they may need to revert Artemis spread to what LRM spreads were before Artemis and non-Artemis-guided LRMs spread out even more than before so they pepper the whole mech.
Thontor, on 19 March 2013 - 06:34 PM, said:
which made the splash damage problem even more pronounced
#48
Posted 19 March 2013 - 07:19 PM

-Accident
#49
Posted 19 March 2013 - 07:20 PM
topgun505, on 19 March 2013 - 07:17 PM, said:
No, its not. The same mech I ran yesterday is putting up double damage or more today.
Its not just more people running LRM mechs, people that have been running LRM mechs all along got XMas early this year.
#50
Posted 19 March 2013 - 07:20 PM
#51
Posted 19 March 2013 - 07:27 PM
#52
Posted 19 March 2013 - 07:29 PM

#53
Posted 19 March 2013 - 07:31 PM
#54
Posted 19 March 2013 - 07:33 PM
topgun505, on 19 March 2013 - 07:17 PM, said:
Same difference.
There are just 2 questions.
1. Can the general populace stand to wait till early April to get the splash fix without a bunch of people getting disgusted and taking a break from the game?
2. When the splash fix does go into place ... will that be sufficient to fix the LRM issues?
People 'taking a break. doesn't sound like a big deal but in my experience any time you have a large number of people 'take a break' you generally never get at least half of those players back because they run off and find something else that captures their attention and they forget about the other game.
As for #2 it will be interesting to see what happens. To be sure Lurm boats will QQ about suddenly they aren't able to one or two-shot any mech on the board anymore. To be expected. But even without the splash it seems like Artemis guided missiles hit squarely on the CT ONLY all the time every time. Yeah you can torso twist to try and spread it but that only buys you one, maybe 2 volleys worth of protection. Something tells me they may need to revert Artemis spread to what LRM spreads were before Artemis and non-Artemis-guided LRMs spread out even more than before so they pepper the whole mech.
nothing to fix, its working just fine.
#55
Posted 19 March 2013 - 07:43 PM
Thontor, on 19 March 2013 - 06:34 PM, said:
which made the splash damage problem even more pronounced
Why on earth would they push the fixes in this order? Oh.... Someone should give PGI a class on the magic of GIT or SVN. And maybe a quick refresh on QA and the importance of testing.
#56
Posted 19 March 2013 - 07:43 PM
#57
Posted 19 March 2013 - 07:50 PM

So much fun.
#58
Posted 19 March 2013 - 07:53 PM
I haven't see more than 1100 damage in any game tonight. People claiming 1700 damage from LRM users every game is bull.
In another thread someone even said a Cat C4 with just 2 LRM20s did 2800 damage. Can it even carry that much ammo???
2 LRMs 20s blowing you up from perfect armor, bull.
It's not even believable.
And the worst part is someone new to the game will come here and think you guys are being truthful and get mad and quit.
#59
Posted 19 March 2013 - 07:55 PM
Explosive weapons do not do proper splash damage to moving Mechs
SRM/SSRM/LRM missile damage is shown at the End of Round as doing more damage than intended.
#60
Posted 19 March 2013 - 07:57 PM
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