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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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#1 Aeronerd

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Posted 19 March 2013 - 07:35 PM

With the new patch increasing splash damage (and therefore overall damage) of LRM's and SRM's. What would you as an individual like to see done?

UPDATE:: (HOTFIX COMING 3-21-2013 10AM)

Edited by Aeronerd, 20 March 2013 - 05:41 PM.


#2 Mechafruit

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Posted 19 March 2013 - 08:54 PM

Whatever they did to LRMs in the patch NEEDS to be reversed/fixed/just do something. I'll still play a little bit here and there, but my god... mechs are melting so fast. The massive amount of people abusing the broken missiles doesn't help matters much either.

#3 Rebas Kradd

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Posted 19 March 2013 - 09:08 PM

I still wonder if it's just people testing out the Jagermech. I don't have a problem with LRMs, I just hate playing LRM 360 teams.

#4 Corbon Zackery

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Posted 19 March 2013 - 09:27 PM

I tried to warn people this would happen but they did it anyway and now there looking at a massive wave of negative feedback.

We need to come together as a community and make sure there is not a 3rd LRM mishap.

Edited by Corbon Zackery, 19 March 2013 - 09:32 PM.


#5 M4rtyr

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Posted 19 March 2013 - 09:33 PM

I don't think its just splash damage, nor just LRM's.

But I don't get the wait to pull splash damage really, it can't be that hard to disable unless they have some REALLY messy code.

#6 Nebelfeuer

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Posted 19 March 2013 - 09:36 PM

Running 1xLRM10 +artemis+ tag on my favorite mech and I think the changes make it a more worthwile and balanced weapon.
Tested a 2x15 variant after the QQ and still it does not feel overpowered(went back to my original design though).
It just about feels right.
I did on purpose not run AMS and can´t say that i had more problems with opposing LRM´s than before.

Another good thing is that it a step away from the slot-as-many-weapons-of-one-kind- as-possible+1-or-you-are worthles-in comparison mentality. Explanation: If a single missle launcher can be considered useful instead of underpowered I tend to load other weapons to have more options in close combat. or to deal better with ecm.
Think it is mostly a matter of adjustment (more leg armor, more mixed weapon loadouts, etc)
A good balance is struck if highly speacialised builds do miss something and feel kind of helpless when not in their natural fightingsituation - and the currend change seems a step in the right direction.

#7 Aeronerd

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Posted 19 March 2013 - 10:19 PM

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.

#8 Alymbic

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Posted 19 March 2013 - 10:29 PM

LRM's are brokenly overpowered, the following screenshot was me, unsupported, tagging my own targetsPosted Image Almost 2700 damage

Edited by Alymbic, 19 March 2013 - 10:29 PM.


#9 Khobai

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Posted 19 March 2013 - 10:35 PM

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.

Edited by Khobai, 19 March 2013 - 10:42 PM.


#10 LegoPirate

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Posted 19 March 2013 - 10:44 PM

View PostAlymbic, on 19 March 2013 - 10:29 PM, said:

LRM's are brokenly overpowered, the following screenshot was me, unsupported, tagging my own targetsPosted Image Almost 2700 damage


i could play my jenner and not get that much damage in 5 matches... seems balanced.

#11 Nebelfeuer

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Posted 19 March 2013 - 11:07 PM

Hmm so you did extreme damage and your team still lost due being wiped out? How does that mean LRMs are overpowered? There seems to be a good balance if i look at the outcome beside pure dmg numbers.

#12 Asmosis

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Posted 19 March 2013 - 11:11 PM

again the only thing boating does is amplify a weapons current balance. If its unbalanced when boated that means ton for ton the weapon itself is unbalanced. Otherwise a boating mech would be about as effective as a mech using a balanced loadout of a particular range (say ac20, med lasers and srm 6s vs 6srm6)

#13 Nebelfeuer

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Posted 19 March 2013 - 11:53 PM

Look again: The amount of dmg in the above example indicates there is a lot of widely spread dmg, which is exactly what lLRMs are supossed to do instead of focusing one specific targetarea or doing practically neglectable to no dmg. That they seem more effective against lights than before due to more leg dmg is also a good thing since lights were tremendously overpowered. Also if a single moderately weighted LRM launcher poses a thread that an opposing missle boat can not completly ignore(like they did before)that kind of counters LRM boating quite effectively, especially if more Mechpilots might consider it an option to squeese at least one LRM launcher into their build and teams get the abillity to focus boats with their individually smaller LRM arsenal while still maintainig good brawling capapbility(unlike the boat). Thus making LRMs more worthwhile actually helps making missile boating less desireable.

#14 Renegade Outlaw

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Posted 20 March 2013 - 12:10 AM

lrms are doing too much damage got hit with partial volley and they head shot me another time lrms landed in front of me not even touching me and they took out my legs

#15 Neozero

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Posted 20 March 2013 - 12:35 AM

how about they return LRMs to TRO damage rates instead of the double value they gave them and SRMs. PGI doubled mech armor to make the mechs live longer then went and gave these weapons and only these weapons double damage. Put LRMs to 1 point per missile and SRMs back to 2 points per missile and I am sure the weapons will feel far more balanced then they are atm.

#16 Papaspud

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Posted 20 March 2013 - 12:38 AM

View PostNebelfeuer, on 19 March 2013 - 11:53 PM, said:

Look again: The amount of dmg in the above example indicates there is a lot of widely spread dmg, which is exactly what lLRMs are supossed to do instead of focusing one specific targetarea or doing practically neglectable to no dmg. That they seem more effective against lights than before due to more leg dmg is also a good thing since lights were tremendously overpowered. Also if a single moderately weighted LRM launcher poses a thread that an opposing missle boat can not completly ignore(like they did before)that kind of counters LRM boating quite effectively, especially if more Mechpilots might consider it an option to squeese at least one LRM launcher into their build and teams get the abillity to focus boats with their individually smaller LRM arsenal while still maintainig good brawling capapbility(unlike the boat). Thus making LRMs more worthwhile actually helps making missile boating less desireable.

Just no. Get in the game right now, it is missile boat city. They are doing WAY too much damage.

#17 Karl Streiger

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Posted 20 March 2013 - 02:01 AM

Suggestion is simple...force different ammunition types. Splash damage only or directed damage only.
You need first for indirect artillery duty
You need the second for direct fire capability... to have them both in a single weapon is the main problem

#18 Koshirou

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Posted 20 March 2013 - 03:09 AM

Fix ASAP. I'll keep playing, but I'll be playing a newly-built LRM boat. No point in playing anything else (at least in the non-light department) atm.

#19 Cest7

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Posted 20 March 2013 - 06:04 AM

Needs a hotfix now. One volley should not take all my head armor and reduce my head to red on the paperdoll or kill me outright in one shot.

#20 Nebelfeuer

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Posted 20 March 2013 - 06:53 AM

View PostPapaspud, on 20 March 2013 - 12:38 AM, said:

Just no. Get in the game right now, it is missile boat city. They are doing WAY too much damage.

It is true that there seem to be more LRM around because more people tend to carry 1-2 mediumsized LRM lauchers- but I did see less boats them before actually. I think that is a good and healthy developement. Tried the performance of the current stock trialmechs and they did perform quite well(meaning better then before) against the custom builds - again a good sign in my opinion.





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