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Missile Damage - Feedback


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#61 Treckin

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Posted 20 March 2013 - 09:41 AM

I was hoping you would buff them actually, so I could quit for good and have my life back k thx bye

#62 Maajkol

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Posted 20 March 2013 - 09:43 AM

I just started using LRM's last week, but I have to admit that they're a bit too powerful now... Especially combined with tag!

#63 Karpundir

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Posted 20 March 2013 - 09:44 AM

Look at the bright side of all of this... at least you can quickly grind out new mechs without using GXP, since broken LRMs net you some wicked XP and cash!

#64 WVAnonymous

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Posted 20 March 2013 - 09:46 AM

View PostRozav, on 20 March 2013 - 09:35 AM, said:

i need to get home then, and make my LRM spamming Atlas before any change goes live.
Just once, I need to live my dream of a near-suicidal emo gundam pilot raining down hundreds of missiles on unsuspecting Leos.

I just fit 50 tubes on my DDC. I can't make up my mind about putting a tag on both arms or not. Now, I just need no one from work to create more after-hours emergencies. :)

Edited for grammar

Edited by WVAnonymous, 20 March 2013 - 09:48 AM.


#65 Xandergod

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Posted 20 March 2013 - 09:48 AM

View PostReceptivex, on 20 March 2013 - 09:28 AM, said:

ECM only is good if someone is running it. When everymatch has over half the team as lrms and the other team never has ecm there is a problem. If Lrm's had their damage halfed then you would only see maybe 1 or 2 on a team as its intended to be support fire not main fire kill everyone.



If, if, if

If half the team ran TAG and the other half ran LRM... "our arrows will blot out the sun"

#66 WardenWolf

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Posted 20 March 2013 - 09:49 AM

View PostWVAnonymous, on 20 March 2013 - 09:46 AM, said:

I just 50 tubes on my DDC. I can't make up my mind about putting a tag on both arms or not. :)

I go 45 tubes (3xLRM15) so that I can have Artemis (2x20+1x10 and you can't fit Artemis) and then TAG only on the left arm (next to the missiles, since if they get taken out the TAG is useless anyways). Put a Gauss Rifle on the other torso, with a medium laser in the right arm as last-ditch backup if you run out of ammo (yes, I've exhausted all LRM and Gauss ammo before) and you have a great LRM boat with its own TAG, long-range direct fire support too, and ECM capable.

#67 NitroDev

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Posted 20 March 2013 - 09:50 AM

Is there a problem with missile damage? i didn't notice.

#68 WVAnonymous

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Posted 20 March 2013 - 09:51 AM

View PostWardenWolf, on 20 March 2013 - 09:49 AM, said:

I go 45 tubes (3xLRM15) so that I can have Artemis (2x20+1x10 and you can't fit Artemis) and then TAG only on the left arm (next to the missiles, since if they get taken out the TAG is useless anyways). Put a Gauss Rifle on the other torso, with a medium laser in the right arm as last-ditch backup if you run out of ammo (yes, I've exhausted all LRM and Gauss ammo before) and you have a great LRM boat with its own TAG, long-range direct fire support too, and ECM capable.

Consider the design stolen. I just acquired the DDC a few weeks ago so I don't have a "library" of builds I like.

Thanks for the concept.

I'm going with an AC2 so I can keep my 300STD and fit BAP as well. The 3 LRM15+Artemis looks appropriate for the side torso.

Edited for multiple reasons.

Edited by WVAnonymous, 20 March 2013 - 09:59 AM.


#69 Tarman

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Posted 20 March 2013 - 09:51 AM

Yeah, I'm passing on the game entirely till this is hotfixed. It's going to be nothing but tools and fools cranking out the lurms as they ride the Exploit Train. Lame and lame.

#70 Eddrick

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Posted 20 March 2013 - 09:53 AM

Cool. It realy, isn't normal when you can do 4-5X your normal damage when using Missiles.

View PostTice Daurus, on 20 March 2013 - 08:43 AM, said:

Could we be expecting missile splash damage to be removed earlier than normal instead of April 2nd patch day?

I think this is the hotfix he was talking about.

#71 Hayashi

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Posted 20 March 2013 - 09:54 AM

View PostNitroDev, on 20 March 2013 - 09:50 AM, said:

Is there a problem with missile damage? i didn't notice.

Quite noticeable for me. Before the patch, one volley of 15+ LRMs blow up all three of my torsos and both arms, leaving a floating head and two legs. Now, one volley of 15+ LRMs blow up all three of my torsos, both arms and both legs, leaving only a floating red head.

Commando pilot problems...

#72 Felicitatem Parco

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Posted 20 March 2013 - 09:58 AM

I took the trial Stalker for a stroll in the training grounds, and managed to Kill the Commando Target with a single volley of LRM-10...

#73 Khanahar

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Posted 20 March 2013 - 09:58 AM

View PostMuonNeutrino, on 20 March 2013 - 09:19 AM, said:


One horrifically OP thing countering another horrifically OP thing is not exactly an optimal balancing method. :)


StarCraft would like to have a word with you.

Oh, and League of Legends too.

Of course, you're right about ECM, but the problem isn't that OP is countered by OP. All the most interesting balancing schemes do this. The problem is that we are playing a multiplayer game where we don't get to see what the enemy is bringing, nor do we have any chance to counter once in game. Once either of these things become an option, ECM in current implementation becomes fine. If, as I suspect, they never will make either of these options available, then we just need to have ECM be a softer counter, and LRMs less absurdly overpowered against unshielded 'mechs.

#74 Mawai

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Posted 20 March 2013 - 10:02 AM

View PostHayashi, on 20 March 2013 - 08:37 AM, said:

1855 damage in any build cannot be normal.


I saw 1855 from LRM boats before the patch ... it just wasn't as common due to ECM. My theory is that at the moment there are much fewer players playing ECM and many more playing Jaegers ... so ECM is a lot less common and the terrible balance of missile systems has become obvious again ... on the other hand, maybe they actually changed something in the patch.

#75 QuantumPeep

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Posted 20 March 2013 - 10:03 AM

I usually just lurk on these forums, but I have to ask: Does PGI have QA??? Seriously, if you'd tested the patch, (and it takes like a max of 2 rounds), you'd have realized that LRMs are totally borked now!

#76 Khanahar

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Posted 20 March 2013 - 10:08 AM

View PostQuantumPeep, on 20 March 2013 - 10:03 AM, said:

I usually just lurk on these forums, but I have to ask: Does PGI have QA??? Seriously, if you'd tested the patch, (and it takes like a max of 2 rounds), you'd have realized that LRMs are totally borked now!


They have like 40 people total, counting the guy who refills the snack machine. Their QA is players in the Private Test Server. Blame them. Or go down to the bottom of your page and fill out a job application.

#77 MuonNeutrino

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Posted 20 March 2013 - 10:10 AM

View PostKhanahar, on 20 March 2013 - 09:58 AM, said:


StarCraft would like to have a word with you.

Oh, and League of Legends too.

Of course, you're right about ECM, but the problem isn't that OP is countered by OP. All the most interesting balancing schemes do this. The problem is that we are playing a multiplayer game where we don't get to see what the enemy is bringing, nor do we have any chance to counter once in game. Once either of these things become an option, ECM in current implementation becomes fine. If, as I suspect, they never will make either of these options available, then we just need to have ECM be a softer counter, and LRMs less absurdly overpowered against unshielded 'mechs.


I agree with you in general. I would quibble a bit, though, about 'all the most interesting balancing schemes do this'. I would rather say: 'in *some kinds of games* that's the most interesting type of balance scheme'. In this one, I would argue that that's a fundamentally flawed scheme and therefore the *least* interesting. As you point out, this balance scheme hinges upon the combatants being able to dynamically shift around their counters, counter-counters, etc to effectively oppose what their opponent is bringing. I agree that PGI is unlikely to add that sort of thing here, but I would go a bit futher and say that the inherent structure of this game *precludes* adding that sort of thing. And if your game can't include that sort of fluidity, you can't use that balancing system. Instead, as you say, you need to soften both so that they aren't such overpowering elements.

Edited by MuonNeutrino, 20 March 2013 - 10:12 AM.


#78 Squigles

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Posted 20 March 2013 - 10:12 AM

Personally, what I'd like to see is the current behavior persist, splash damage and all...and just outright reduce the damage on all missile weapons back to TT defaults to see how they perform with the current over all functionality.
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I'm insane though.

#79 StalaggtIKE

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Posted 20 March 2013 - 10:13 AM

I must be really good at avoiding LRM fire. I hadn't noticed any problems all night, until I took my AWS-8V for a spin. One salvo of 30LRM did insane damage to my target.

Edited by StalaggtIKE, 20 March 2013 - 10:13 AM.


#80 Wildstreak

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Posted 20 March 2013 - 10:13 AM

Hope the LRM fix will be an overall fix possibly including splash effects.
Hate to see another new 'thing' get introduced just to fix it.





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