Lrmfest Positives
#41
Posted 20 March 2013 - 04:15 PM
#42
Posted 20 March 2013 - 04:23 PM
M1N3CRAF7, on 20 March 2013 - 03:55 PM, said:
exactly
Yeah, that was fun, in a game, which is meant to be fun.
*logs off and goes to play anything BUT MWO*
*realises that after being so passive from playing this game of hiding behind a building, decides to watch a movie instead*
*finds movie way more entertaining than standing behind a building*
*realises that he can actually save money by simply standing behind a building IRL, and it has better graphics and runs more smoothly*
*decides to realease his own game: standing behind a building, the real live experience!*
I could go on all night, but I'm tired now. It's nappy time!
#44
Posted 20 March 2013 - 04:26 PM
#45
Posted 20 March 2013 - 04:27 PM
On a more serious note, I'm pretty ******* jaded. Development simply seems to be focused on little flair like consumable modules, as opposed to actually engaging game modes. In addition the balance cycle seems to be taking steps backwards, and whatever sense of balance is in the game seems to consist of "X is absurdly powerful until Y comes into play, upon which X is useless. Z does the same thing to Y, etc, etc." Doesn't really promote fun gameplay to me.
#46
Posted 20 March 2013 - 04:28 PM
Murasama, on 20 March 2013 - 12:41 PM, said:
It is forcing me to become a better player. I have to stick to cover and develop approach tactics. Brawls are near non existent. Teams have to coordinate to manage multipronged strategies, setting up choke points and firing lanes. Scouts are now essential to relay enemy positions.
It just seems that the game is more deeper and fulfilling this way than the massive brawl that most matches end up as.
Your thoughts?
I agree. The reason why I, and my mates, haven't been complaining about LRMS is because we always fight as if there are LRMs to be worried about.
It just means really thinking through where you are, what cover is near you, and how to engage. It's kind of similar to the last time LRMS were nutty and had a 90degree arc. Just something to play through (which trueborns do).
Grayseven, on 20 March 2013 - 04:24 PM, said:
ECM < LRMS (and tag)
#47
Posted 20 March 2013 - 04:34 PM
#48
Posted 20 March 2013 - 04:36 PM
Daisu Saikoro, on 20 March 2013 - 04:28 PM, said:
I agree. The reason why I, and my mates, haven't been complaining about LRMS is because we always fight as if there are LRMs to be worried about.
It just means really thinking through where you are, what cover is near you, and how to engage. It's kind of similar to the last time LRMS were nutty and had a 90degree arc. Just something to play through (which trueborns do).
ECM < LRMS (and tag)
Hard to hold TAG on a 140kph mech...
Seriously though, whatever changed with LRM's has completely broken the game. It comes down to who has the most LRMs and the best firing position.
Heavies and Assaults are getting one-shotted by LRM swarms before they can even see the enemy. Being in a fast ECM mover is the only defense against LRM's since it lets you get into cover the moment Betty screams the warning.
Even SRM's are worse than they've ever been when used in mass. Multiple SRM6's all hitting one armor location is a bit much, even with Artemis.
Seriously thinking about just not playing until it gets fixed. It just isn't fun to begin an engagement and watch 4 mechs get blotted out of existence by 8 LRM equipped mechs.
I'm also seriously thinking about putting an LRM 10 into my 3L...
#49
Posted 20 March 2013 - 04:39 PM
Learned the hard way that LRM's totally mutilate my jagers head and decided to just stay back.
#50
Posted 20 March 2013 - 04:46 PM
Psikez, on 20 March 2013 - 03:48 PM, said:
*stands behind a building for 14 minutes while LRM boats shoot at eachother*
Great strategy, very exciting game.
Duh... if the lrm boats are shooting each other, that's WHEN you bring the fight to the enemy lrm-- it's not as if lrm boats have multiple target-tracking (they lose tracking when they switch targets)!
I mean, you must be some kind of sniper/brawler if you are NOT part of those lrm shoot-outs, right?
Sigh, sounds like you're going bi-polar with being "too scared to move" AND "too eager to fight" at the same time-- l2p, l2cover, l2teamwork, etc....
Edited by Forestal, 20 March 2013 - 04:57 PM.
#51
Posted 20 March 2013 - 04:52 PM
psihius, on 20 March 2013 - 04:15 PM, said:
I don't think anyone believes there isn't nothing wrong with LRM now: some of us have just been through enough patches to take the opportunity to develop different play-styles-- whether the balance/advantage shifts to or away from us...
Of course, there are also those who have been through so many patches that they say they are quitting (every other patch).
Edited by Forestal, 20 March 2013 - 04:53 PM.
#52
Posted 20 March 2013 - 04:54 PM
Grayseven, on 20 March 2013 - 04:36 PM, said:
Out of your entire post I just thought I would talk about this single point.
YOU SUCK!
How to tag a light mech:
Step 1) Equip tag on your LRM Boat
Step 2) Don’t stand next to enemy light mech
Step 3) Get your head out of your ***/PROFIT!
Edited by Squirtbox, 20 March 2013 - 04:56 PM.
#54
Posted 20 March 2013 - 04:56 PM
If missile damage were reduced and ECM effects were reduced ... I think it would be a much better game overall.
If ECM reduced detection range by 50% instead of 75%.
If ECM increased the time needed to lock by a factor of 2 to 5 instead of making locks impossible.
If ECM prevented the relaying of target locks instead of simply preventing them completely,
The reason ECM needs to be so powerful is because missiles are too powerful. This makes for a less fun game where diversity in mech choices is essentially discouraged.
I just went through 5 losses in which the opposing team had 2 to 4 ECM mechs and my side had 0 or 1. Needless to say the matches weren't well balanced since even when the side I was on played well ... we were pinned to cover while the other team was free to move to advantageous firing positions.
The game is just not as much fun as it should be currently ... just my opinion.
#55
Posted 20 March 2013 - 04:58 PM
Tennex, on 20 March 2013 - 12:59 PM, said:
The thing is, there just bad players in brawler units.
Simple fact: My stalker (5s, 4xlrm15+artemis, 5 med lasers, 2ams, 1 tag) can get within 400m of the enemy team and take out a couple of them while my brawlers just hide behind a rock and snipe or die in the open just tells you the lack of terrain management and use of cover most of these players have.
#56
Posted 20 March 2013 - 04:59 PM
Forestal, on 20 March 2013 - 04:46 PM, said:
You're getting bi-polar with being too scared to move AND too eager to fight at the same time-- l2p, l2cover, l2teamwork...
No amount of learning to play will compensate for massive LRM fire that targets a single location on a mech. No map has enough cover to ensure protection from LRM fire AND allow you to close with the enemy. No amount of teamwork can compensate for a broken system where the most LRM's that hit first win.
Light mechs have it easy since they are fast enough to cross open terrain to cover before getting blotted from existence. ECM has it easy because it forces TAG equipped mechs to stay in the open to target them.
Hopefully this is hotfixed before the weekend, otherwise I'll have to find something else to do with my time since I don't need any more xp on my 3L or D-DC.
#57
Posted 20 March 2013 - 05:00 PM
#58
Posted 20 March 2013 - 05:01 PM
Squirtbox, on 20 March 2013 - 04:54 PM, said:
YOU SUCK!
How to tag a light mech:
Step 1) Equip tag on your LRM Boat
Step 2) Don’t stand next to enemy light mech
Step 3) Get your head out of your ***/PROFIT!
At 140 Kph, I can be in cover from anywhere on the map inside of 5 seconds. I can easily break tag just by putting an obstruction between myself and the TAG equipped mech. TAG is not easy to hold on a fast mover considering you have to put yourself into LOS just to TAG the fast mover, opening yourself up to counter LRM fire.
#59
Posted 20 March 2013 - 05:03 PM
Murasama, on 20 March 2013 - 12:41 PM, said:
It is forcing me to become a better player. I have to stick to cover and develop approach tactics. Brawls are near non existent. Teams have to coordinate to manage multipronged strategies, setting up choke points and firing lanes. Scouts are now essential to relay enemy positions.
It just seems that the game is more deeper and fulfilling this way than the massive brawl that most matches end up as.
Your thoughts?
Yes, welcome to MWO prior to ECM. ECM dumbed down the game.
#60
Posted 20 March 2013 - 05:07 PM
Grayseven, on 20 March 2013 - 04:59 PM, said:
So... your story about lrm boats lrm-ing each other while you watched for 14 min was a hyperbole?
Okay, how about reading some of the posts here with actual accounts of successfully working against lrms? Of course, that usually means working as a TEAM-- where you will probably die even if the TEAM wins...
"No one left behind" is a myth, my friend-- that's why "Saving Private Ryan" made a good MOVIE.
Edited by Forestal, 20 March 2013 - 05:10 PM.
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