

Hotfix Lrm Poll
#21
Posted 20 March 2013 - 06:56 AM
#22
Posted 20 March 2013 - 07:24 AM

love the game, I want to see it succeed!
#23
Posted 20 March 2013 - 08:39 AM
#24
Posted 20 March 2013 - 08:49 AM
Bryan Ekman, on 20 March 2013 - 08:18 AM, said:
Hotfix incoming, you may now disperse and move on.
#25
Posted 20 March 2013 - 09:23 AM
LRMs are actually viable now.
Edited by Nincompoopery, 20 March 2013 - 09:23 AM.
#26
Posted 20 March 2013 - 09:40 AM
Papaspud, on 20 March 2013 - 12:38 AM, said:
I dropped a few times in my C4 to see what all the fuss was about.
When I had the opportunity to, largely, one-on-one with a mech... I noticed little to no change in how my missiles performed against it. 2 LRM20s straight into the back of a catapult at 190 meters with artemis. Stripped the armor off of both his rear torsos and turned his innards a light orange. Nothing else was firing at him.
I've noticed I've been dying from ammo explosions more often, however - though my C4 is loaded down with 8 tons of LRM ammo... versus my C1 that only packs 4 (and it's been a while since I've played my C4).
When I've been taking damage from LRMs - I really don't notice anything different. If anything - I've died more times when I actually should have (but I've still tanked a few volleys of LRMs from multiple LRM boats using a combination of maneuver and torso twist).
I have, however, done more damage than I'm used to in my C4, and I'm not exactly sure why. When I died relatively early in the match - I got numbers that were within what I expected. When I was around to finish the match - my numbers were much larger than what I'm used to seeing. That said - I was, often, in those matches, presented with far more targets who simply let me dump LRMs into them at whatever range I chose... and some Assaults were just SOL, as I could simply maneuver around whatever cover they were in and dodge a good portion of their fire at whatever range I wanted.
I found that I had gone through much more of my LRM ammo stocks than I normally do, and recalled putting far more of them into a target than I was used to... which might account for the higher damage numbers I was seeing.
Because when I was able to watch a mech respond to each salvo of missiles - it was nothing notably different from what I've been seeing the past couple months.
Still - I will note that I was getting much higher damage numbers, and was being given far more opportunities to bring my LRMs into tactical play than I usually am. I'm not sure if the match making system was tweaked a bit and I'm dropping in my C4 against groups that are not at all used to someone employing LRMs as a maneuver strategy, or what.
That said - I didn't notice any difference in other teams who played the "stand in one relative spot and launch missiles" strategy in the relative damage of their groups. So, I'm not sure what to make of it.
I think a lot of the LRM complaints all source from people's imaginations.
#27
Posted 20 March 2013 - 11:18 AM
Aim64C, on 20 March 2013 - 09:40 AM, said:
I dropped a few times in my C4 to see what all the fuss was about.
When I had the opportunity to, largely, one-on-one with a mech... I noticed little to no change in how my missiles performed against it.
This is obvious BS from someone that wants his easy mode. it's very obvious that missiles do too much damage and the Devs even said as much them selves and might be making a hotfix later this week.
But as proof. it's not just LRM's but SRM's are effected as well... I ran my splatacat last night and was doing much higher damage, but thats subjective you say.
Well how about the fact I only pack 400 rounds onto my Cat, without splash damage thats only 900 damage -IF- I hit with ever single missile. Well the two highest damage matches I had were ~1150 and 1070. I can't remember if I used all my ammo on the 1150 match or not but I know I didn't use all my ammo on the 1070, infact I still had quite a bit left and got killed. Thats an extra 200-300 damage beyond what the mech should even be capable of.
It's broken and don't give us you're moronic claims that its not any more.
Edited by M4rtyr, 20 March 2013 - 11:20 AM.
#28
Posted 20 March 2013 - 11:29 AM
#29
Posted 20 March 2013 - 11:31 AM
#30
Posted 20 March 2013 - 11:32 AM
M4rtyr, on 20 March 2013 - 11:18 AM, said:
This is obvious BS from someone that wants his easy mode.
*eyebrow perks*
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You're taking the dev's words out of context.
I can start recording some videos, if you'd like that will illustrate exactly what I'm talking about.
Hell, it might inspire a few people to venture into playing LRMs with a little bit more pizzaz.
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*shrug* - I didn't notice I was taking too much more damage from the couple splatcats I ran into than normal.
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Is it counting damage done by ammo explosions as damage you've dealt?
I've noticed that I have died a far greater number of times to ammunition explosions than I used to. There was, also, one time when I dropped an LRM salvo onto a Stalker and I saw the estimated status percentage plummet (though I couldn't be sure if this was from my LRMs or just lag in it updating from my team hammering on him). It could be that triggering an ammunition explosion is now counting towards your damage.
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Not sure how it can be broken when I've played against multiple LRM-heavy teams, I've been the only "LRM boat" on our team, and our team has won quite effectively.
#31
Posted 20 March 2013 - 11:40 AM
Aim64C, on 20 March 2013 - 11:32 AM, said:
Yeah I've taken a few more ammo hits too thanks to damage hitting the legs now. but yes I know its not from ammo explosions because when I hit the ammo there is a delay between my shot hitting and the kill being awarded. A very significant delay in fact, such that I was preping for my next shot and saw the kill and a bunch of locations destroyed and was thinking 'WTF, I didn't fire'. So no its not ammo explosions.
Those were my highest damages, but I averaged about 700-800 damage last night with my cat, prior to yesterdays patch my average was about 500. i'm not hitting ammo that often.
But I will say, that was at least a reasonable explaination, but no its not the cause.
#32
Posted 20 March 2013 - 12:39 PM
I like playing with lasers and gauss rifles. Maybe trow in a streak or a srm for brawling.
I learned how to shoot my gauss rifle and bypass arm convergence, i actually got pretty good at it.
Also lerned to hug obstacles, and fatlses with ecms. Allways running AMS.
I dont dislike LRMS, i just enjoy other weapons more.
I respect them and i fully expect to die if i stay out in the open getting rained upon , but common 2 x lrm20 salvos stripped my armor in 4 places ( both legs an arm and a torso section) and cored me ?
So by my calculations three gauss shots should central core someone in a similar situation!
I* pilot a dragon 1C btw. Damn fine mech. Very hard and tricky to play but fun.
The only option right now is to stop playing until a hotfix is realeased or buy a cat.
#33
Posted 20 March 2013 - 01:08 PM
Aim64C, on 20 March 2013 - 09:40 AM, said:
Think again. Or harder.
We have stats now. It's not rocket science to read them. In the last few games I did an average of 3.1 damage per LRM that hit (using quad LRM10+Artemis btw.)
#34
Posted 20 March 2013 - 01:44 PM
It´s true that "Pult" with 6xSRM6 it´s a pain in the ***, but you can headshot easily too with some skill, but LRM OP don´t sense, only lock, click and lock, click, and lock, click ... branilesss victory...
#35
Posted 20 March 2013 - 01:46 PM
Koshirou, on 20 March 2013 - 01:08 PM, said:
We have stats now. It's not rocket science to read them. In the last few games I did an average of 3.1 damage per LRM that hit (using quad LRM10+Artemis btw.)
I've been paying closer attention, and I've noticed what you are talking about against some smaller chassis.
I had a pair of LRM 15s drop a Hunchback by a good 25% or more of his estimated integrity. Which is more in line with a pair of LRM20s that make a full connection.
The damage against assaults is considerably less exaggerated (if at all). Since I usually don't make too many solid hits on smaller chassis - it's harder for me to see it, but I have this one particular hit recorded - and it was out of line with my experience.
That said - I'm still noticing that LRM+TAG is not nearly as effective as it used to be. I'm dodging those things without even trying in my C4 - which just doesn't seem right. Artemis missiles still seem to track alright - I'm not entirely sure what's going on with that.
But there are certainly some situations where I should have been getting tore up far more than I was by return LRM fire.
Then there were other times when I was issued just rewards.
#36
Posted 20 March 2013 - 01:49 PM
Desert map is nice but I don't want to play the damn thing 10 times in a row.
Random should be random!
#37
Posted 20 March 2013 - 01:51 PM
Aim64C, on 20 March 2013 - 01:46 PM, said:
I've been paying closer attention, and I've noticed what you are talking about against some smaller chassis.
And I've been collecting these data across many games, against all different types of Mechs, and I still get the same average, no matter if I did 300 damage total or 1500, no matter if the targets are big or small.
#39
Posted 20 March 2013 - 02:10 PM
#40
Posted 20 March 2013 - 02:11 PM
Meaby it should be considered that as long as there are no cost for ammo everyone can use them as much as they like.
If they would bring the system back that you have to pay for your ammo and rep of your Mech i think it would not anymore be so attractive to use them. Because it would bring no profit at the end of the game.
But the way it is now, it really ruines the game. So i hope they make a wise decission and bring back the strength of the LRM's and so something about the TAG laser. For example use it for 30 seconds ands then it needs a 15 second cooldown time.
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