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Lrms Finally Feel Right! (Jk, But We're Getting There At The Very Least)


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#21 Hayashi

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Posted 20 March 2013 - 07:32 AM

4 AC/20 blows a hole in a torso, maybe two. LRM 20 blows off all three torsos, both arms and both legs, leaving a red-armoured head floating in midair in a single hit from undamaged armour. 70 - 80 LRMs doing that, fine. But not 20.

They're THAT broken against Commandos at the moment.

After splash is removed, the remaining damage for it looks good. There was a point where you didn't have to care when you see the 'incoming missiles' warning, and that was bad. But at the moment, it's horribly broken.

Edited by Hayashi, 20 March 2013 - 07:34 AM.


#22 armyof1

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Posted 20 March 2013 - 07:33 AM

View PostLexLuther, on 20 March 2013 - 07:25 AM, said:

One of my first statements was to say that they were bugged. Reading is essential.

But you're still saying it's something of a step in the right direction, which is just plain wrong. A salvo of 45-60 LRMS were plenty damaging before the last patch, and with Artemis they were pretty much chasing your CT too. They were very effective already, this bug we have now just shows how wrong it can go if we let missiles become any more powerful than they already are.

Edited by armyof1, 20 March 2013 - 07:34 AM.


#23 SgtMagor

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Posted 20 March 2013 - 07:34 AM

been seeing a lot of spread damage from missiles, torso spreading to legs, seems like there working ok to me.

Edited by SgtMagor, 20 March 2013 - 07:35 AM.


#24 Xandergod

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Posted 20 March 2013 - 07:36 AM

View PostKarl Streiger, on 20 March 2013 - 07:31 AM, said:

Sry sir...how it should be is that the LRM 20 is as effective as a PPC....maybe you deal more damage...at better ranges. But when it comes down they are even.

The AC 20 should outmatch the LRM 20 everytime.

The AC20 doesn't work the same. In direct fire, hitting the same point. Yes the AC20 should and does devastate. My point is that a weapon that can do a lot more damage, should do more damage. Not in on location mind you. But the fact remains. FEAR THE LRM

#25 dario03

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Posted 20 March 2013 - 07:37 AM

I disagree completely. Before the patch LRM was perfectly viable especially in a pug game. And no a 2xlrm20 cat was not a joke, if used properly it was very dangerous especially if it had friendlies tagging for it. Before the patch you could easily see lrm boats racking in huge damage even though they barely needed to move. Now they simply rack up even more damage. I for one have never been a lrm boater but I wanted to check it out to make sure that it wasn't just people complaining. And, no, they weren't just complaining. I built a lrm50 atlas and without even trying I've been getting ~1000dmg match after match. Half the time I don't even see the enemy, and if they try to take cover me and the other missle boats just separate a bit and eventually they get hit by something. I've had matches where the entire enemy team died in under 4 minutes and couldn't get 75% as much damage as me alone (literally the whole enemy team will get ~750 and I'll have ~1000).

And I don't know if they changed the trajectory of the missles again or its just the crazy damage but they seem to be dropping past cover a lot more. I had a match where a cataphract was shooting at me and wisely dropped back behind cover when I got a lock on him. Now you would think he would of been fine since he dropped down into a valley with a good 40m of cliff in front of him, but nope my missles dropped straight onto him and killed him and I couldn't see him at all. And like I said I'm not a experienced missle boater, I literally just start walking in any direction and hold down the missle button and get more points than I ever did with my 2LL, 2srm6, lrm15, guass Atlas.

Edited by dario03, 20 March 2013 - 07:43 AM.


#26 Adridos

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Posted 20 March 2013 - 07:39 AM

View PostTeralitha, on 20 March 2013 - 07:30 AM, said:

LRMs would be perfect if they did double TT damage, had no splash, could only be targeted with line of sight only or a TAGed/narced target out of line of sight, and had to be targeted to a specific hitbox, which would require skill of either the LRM carrier, or the TAGer/NARCer, with majority of missles attempting to hit the targetedhitbox and fire/forget.

We already had teh displeasure of playing with those ******** having 2x the damage of TT. 1.8x is more than enough.

And they are indirect fire weapons, not something that is intended to be fired with clear line of sight.

#27 Mawai

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Posted 20 March 2013 - 07:40 AM

Wow ... I don't think you get it.

As far as I know ... nothing at all changed with LRMs this patch. NOTHING.

The difference is that everyone is either bored of ECM mechs or playing Jaegers so there is far less ECM,

ALL missiles are currently overpowered. You were using SRMs because they were direct fire and more effective than any other weapon on any other mech.

With the reduction of ECM ... the power of LRMs is clearly visible to most. I played my catapult C1 yesterday ... 1215 damage in one match from 2x LRM15 + Artemis + TAG ... I ripped a Hunchback apart in 2 volleys. The average damage on my LRM is over 3 damage/missile based on the number of missiles that hit and total damage ... so my 30 missile volleys that hit have averaged over 90 damage.

If you don't see that this is broken then we will have to agree to disagree since in my opinion it clearly is.

IF they reduce the damage of all missiles ... which is what I am hoping will happen with the removal of splash damage ... then they may come back into a reasonable balance with all other weapon systems. IF this happens THEN they can modify ECM into a much more appropriate module.

At the present time ... you MUST take ECM to reduce the effectiveness of missiles. Unfortunately, only 4 mechs carry ECM ... which becomes VERY boring, VERY quickly ... which leads to frustration and leaving the game ... OR playing some other sub-standard mech and being destroyed by overpowered seeking missiles. Missile damage must be reduced so that the effects of ECM can be modified to make ECM attractive but not necessarily essential ... this makes ALL mechs more fun to play and keeps people playing the game since they don't feel like they are automatically at a significant disadvantage if they don't take one of the ECM variants.

#28 Revorn

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Posted 20 March 2013 - 07:42 AM

I recoginzed much less ScoutMechs (Raven 3L) around. Maybe this will matters too.

#29 Tuonela

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Posted 20 March 2013 - 07:45 AM

An AC20 should always outdamage/outgun an LRM20, the reason is this. The LRM20 has no inherent risk to firing it from a distance aside from ammunition loss. You can fire LRMs all day long and not get hit by the enemy. The AC20 requires you to be up in the face of the opponent and you definitely take risk when deploying them. The high damage output of the AC20 is balanced by its short range. You cannot make a long range lock on weapon the best weapon in the game damage wise, it utterly invalidates all brawling weapons past 180 meters.

The LRMs are over the top now, need a readjust. I'd be fine with all splash damage being gone from missiles.

#30 Mormaz

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Posted 20 March 2013 - 07:46 AM

Ok, just did a +1800 damage game...

I feel excited and terrified... so deadly.

I did 14 components damage, 4 kills,

#31 Revorn

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Posted 20 March 2013 - 07:49 AM

LRMs can be nice, as long as no ECM Comando is goofing around you. :)

#32 Raalic

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Posted 20 March 2013 - 07:50 AM

View PostSheraf, on 20 March 2013 - 07:21 AM, said:

I would say that the 6ppc stalker is a greater threat than the LRM stalker. When they get an aim on you, you can only pray it will miss, while you can actively dodging the LRM stalker and return fire.



You have to aim those. Same with ballistics. Why are we comparing these?

Edited by Raalic, 20 March 2013 - 07:51 AM.


#33 Matt Minus

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Posted 20 March 2013 - 07:51 AM

Shorter OP - I see no reason why the weapon with almost unlimited range and indirect fire shouldn't be stronger than short range direct fire weapons.

[deleted image]

Edited by miSs, 20 March 2013 - 08:03 AM.
does not contribute to discussion


#34 Xandergod

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Posted 20 March 2013 - 07:56 AM

View PostRaalic, on 20 March 2013 - 07:50 AM, said:



You have to aim those. Same with ballistics. Why are we comparing these?

I'm comparing two of the top damage dealing weapons in the game. The fact that you aim one is irrelevant in the comparison. The point I'm making is that the AC20 hurts because it does a lot of damage per round. As should LRMs per salvo.

View PostMatt Minus, on 20 March 2013 - 07:51 AM, said:

Shorter OP - I see no reason why the weapon with almost unlimited range and indirect fire shouldn't be stronger than short range direct fire weapons.

[deleted image]

9 weapons out range LRMs. It's range is very much limited

#35 Revorn

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Posted 20 March 2013 - 07:59 AM

View PostMatt Minus, on 20 March 2013 - 07:51 AM, said:

Shorter OP - I see no reason why the weapon with almost unlimited range and indirect fire shouldn't be stronger than short range direct fire weapons.


Long Things in Short.

LRM have a exact limited Range, ERPPC and AC2 can hit at longer distances.
With ECM the range is limmited by TAG range, at least in most Pug games where you cant trust the Tags from stangers.
LRM using indirec?, hmm in this case the dmg is realy lower, but with LOS for Atremis and TAG, the dmg is possible higher.
LRMs suffer some strange effects from ECM as well. The Directfire Weapon not

#36 Xandergod

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Posted 20 March 2013 - 08:03 AM

A weapons "strength" is a mix of damage, effectiveness and the way it is used.

Direct fire weapons do damage to a centralized location. When used properly, damage is done in one spot on the enemy. The strength of direct fire weapons is the ability to target specific areas on a mech.

LRMs strength comes from that fact that they just do a lot of damage.


Point being, LRMs should do a lot of damage.

#37 Mister Blastman

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Posted 20 March 2013 - 08:06 AM

View PostLexLuther, on 20 March 2013 - 07:13 AM, said:


This being said. LRMs are now a real treat. When that warning light goes off, you now have to react to it. Sure they maybe doing a little too much damage, but a buff of some sort was sorely needed.



You're insane. LRMs were too strong before this patch. Now they're horrific.

#38 DKTuesday

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Posted 20 March 2013 - 08:08 AM

The OP acknowledged that, at current, missiles are broken. So there is really no need to call names and say missiles are broken. We get that.

However, with the splash damage taken out, in my opinion, LRM's will be in a decent spot. They will encourage smarter play and not just running out into the open to robot mosh. Honestly, LRM's where a joke before. I would hear the "Incoming Missile" warning and just shrug. Now I move cover to cover supporting my allies, I'm a support-bucket. (2xLL 2xSSRM2 1xLRM10)

Yes I've been absolutely wrecked by missiles before, miscalculations and over extension will do that. I have never been punished by LRM's without making a mistake to warrant it, or just simply being out played. I think a lot of the issues with LRM's are actually ego issues.

#39 Mormaz

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Posted 20 March 2013 - 08:10 AM

This is now what i feel, please go to 0:45 from the video, and switch the lyrics...

"Let's go
People always fear when they see mah payload !
Sorry for missiles spamming
Players complain saying nerf it down !
Sorry for missiles spamming
Haters don't like we deal damage so high !
Sorry for missiles spamming
When they talk ****, we just be like
Sorry for missiles spamming"



#40 Revorn

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Posted 20 March 2013 - 08:11 AM

View PostMister Blastman, on 20 March 2013 - 08:06 AM, said:


You're insane. LRMs were too strong before this patch. Now they're horrific.


Do you remember the 3 Days with the LRMS of Doom, with their 2.0 dmg and straight dropping to the Head in an 90° Angle? That was horrific. Atm only the Raven3Ls take a short break from Boathunting and try out if they can find a new OP Conif in the JaegerMech. At least i guess this, because i see only some Scouts ingame atm.





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