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Hotfix Lrm Poll


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Poll: LRM course of action poll. (179 member(s) have cast votes)

What would you like to see done about LRM's (HOTFIX COMING 3-21)

  1. Keep them as they are, don't reduce splash or damage. (12 votes [6.70%])

    Percentage of vote: 6.70%

  2. keep plan to reduce splash damage on April 2nd (and I'll keep playing until then) (20 votes [11.17%])

    Percentage of vote: 11.17%

  3. keep plan to reduce splash damage on April 2nd (and I will play less often until it is fixed) (5 votes [2.79%])

    Percentage of vote: 2.79%

  4. Hotfix to eliminate splash ASAP (I'll keep playing) (83 votes [46.37%])

    Percentage of vote: 46.37%

  5. Hotfix to eliminate splash ASAP (Not playing till it's fixed) (59 votes [32.96%])

    Percentage of vote: 32.96%

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#41 Aim64C

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Posted 20 March 2013 - 02:14 PM

View PostM4rtyr, on 20 March 2013 - 02:01 PM, said:


Wrong again, most of my hits are on larger mechs, being the easier target.


I will tell you what is consistent with my observations, and you will take that for what it is worth. Insolent brat.

You're talking about an average of 3.1 damage per missile compared to their base of 2.8 .

That's a claimed difference of 12%. Without individual shot-and-hit statistics, the best either of us are doing is estimating and guessing.

When I send 40 missiles into the face of an Atlas - I get damage that is roughly consistent with what I used to get. It -may- be doing 5-10% more - but that's difficult to ascertain without a debug mode feeding me details about what is happening.

When I send 30 missiles into the core of a Hunchback - I notice that it nets damage I would estimate to be consistent with what my LRM20s under the same scenario pre-patch. But again - that's without developer tools to give me any kind of hard statistics about what is going on.

Based on that, I am still quite skeptical of these claims of hideously out-of-proportion damage. It doesn't stack with my experience. Not even in the slightest. 2x and 4x damage, if it is happening, is restricted to circumstances that I have yet to encounter.

#42 M4rtyr

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Posted 20 March 2013 - 02:26 PM

View PostAim64C, on 20 March 2013 - 02:14 PM, said:

You're talking about an average of 3.1 damage per missile compared to their base of 2.8 .


Uhh, and what missiles base damage is 2.8?

#43 Koshirou

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Posted 20 March 2013 - 02:31 PM

View PostAim64C, on 20 March 2013 - 02:14 PM, said:

You're talking about an average of 3.1 damage per missile compared to their base of 2.8 .

Except base LRM damage is 1.8, not 2.8 and 3.1 thus represents a 72% increase.

Quote

Without individual shot-and-hit statistics,

The stats display actual number of hits as well as total damage dealt. As I said, it's not rocket science.

#44 Aeronerd

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Posted 20 March 2013 - 04:12 PM

amidst the "conversation" on OP or not........ have others experienced the change in play style? its a big game of hide and seek now! games are slower paced, take longer, and if you're caught sticking your nose out...... BOOM!

#45 Cola

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Posted 20 March 2013 - 04:21 PM

Be back next patch.

#46 Rinkata Prime

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Posted 20 March 2013 - 05:10 PM

All votes are wrong. LRMs must be inaccurate weapon. Powerfull, but inaccurate.
Spread must be increased and agility must be decreased. Only few missiles must hit the moving target not the full pack like now. LRM must reduce total ammount of armor on targeted mech, but not hit only a middle torso. And heat must be increased as well.

Edited by Rinkata Kimiku, 20 March 2013 - 05:11 PM.


#47 BR0WN_H0RN3T

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Posted 20 March 2013 - 05:15 PM

View PostKhobai, on 19 March 2013 - 10:35 PM, said:

The reality is that LRMs were never balanced properly. ECM just bandaided them, and the wound has been festering ever since... PGI needs to do what weve been asking them to do for months...

1) balance LRMs as though ECM didnt exist in the game at all. This includes fixing the new artemis pattern which completely drills through the center torsos of heavy/assault mechs.
2) remove any effect that ECM has on LRMs, get rid of ECM stealth completely. ECM should have no effect on LRMs at all (aside from nullifying artemis/tag/narc).

The logic here is pretty simple. If LRMs are balanced properly, there'd be no need for ECM to hard counter them. LRMs would then be useful all the time, but not overpowered, and the LRM metagame would longer revolve around ECM.

^This^

#48 Cest7

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Posted 20 March 2013 - 05:15 PM

Needs to be fixed yesterday. Internal testing and QA should have found this before even pushing it to life.

Faith dwindling :(

#49 DC GDL Bratak

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Posted 20 March 2013 - 05:18 PM

Watched it on Tourmaline Desert - each hitting salvo hits cockpit, on all mechs targeted. 3 salvos LRM15/LRM20 kill any mech by headshot. If that was intended, I wonder what all other weaponry shall be good for. Jamming Ultra-AC, exploding Gauss, overheating PPC, short ranged pulse lasers ... forget them all, nothing but LRM rock the game. It's almost the same as after Artemis was introduced - as soon you leave your hide, you will be hailed into pieces within 3 footsteps.

#50 kiltymonroe

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Posted 20 March 2013 - 07:13 PM

I really hate to pull the PAYING CUSTOMER angle, but I am pretty disappointed to have bought in for premium during the sale right before the patch and end up trying to grind in LRMfest 3050. Hope it's hotfixed quick.

#51 M4rtyr

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Posted 20 March 2013 - 07:20 PM

View Postkiltymonroe, on 20 March 2013 - 07:13 PM, said:

I really hate to pull the PAYING CUSTOMER angle, but I am pretty disappointed to have bought in for premium during the sale right before the patch and end up trying to grind in LRMfest 3050. Hope it's hotfixed quick.


They updated a thread in general discussion, hotfix is incoming tomorrow. Gave no details what the fix entailed though so don't get your hopes too high.

Link

#52 Solis Obscuri

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Posted 20 March 2013 - 09:30 PM

I don't really see what the point was in having splash damage in the first place.

#53 M4rtyr

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Posted 20 March 2013 - 09:55 PM

View PostSolis Obscuri, on 20 March 2013 - 09:30 PM, said:

I don't really see what the point was in having splash damage in the first place.


Agreed, sadly their intention is to retune it and put it back. Hopefully that changes.

#54 Corvus Antaka

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Posted 20 March 2013 - 11:14 PM

View PostAeronerd, on 19 March 2013 - 10:19 PM, said:

One LRM launcher does feel about right. But again boating is the problem. volleys of 40+ missiles currently melt lights in one salvo (if they hit), and mediums in two. Some atlas's take 3 depending on where they're hit. Compounding the problem is that even if the LRM's alone don't take out the mech, it is VERY easy pickings for the rest of the team.

I like LRM's. I'm a fan of long range BVR combat. But I hope something is changed with the game mechanic to make them less OP. Perhaps make it more likely to avoid them if you're on the move (essentially lower missile maneuverability)

I just made this poll to collect the communities sentiment. I know there isn't an agreeable solution right now.


40 missiles should melt lights in one salvo.

BUT LRMS shouldnt be tracking or turning so well meaning 1 mistake, one caught in the open means "dead light".

#55 mLLw

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Posted 21 March 2013 - 08:09 AM

Hot fix is coming, its just being said at the live stream on twitch.tv





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