Edited by LittleSoldier, 21 March 2013 - 04:37 AM.


Lrm's
Started by LittleSoldier, Mar 21 2013 04:33 AM
5 replies to this topic
#1
Posted 21 March 2013 - 04:33 AM
I think keeping the LRM"s damage the same. What you really need in all warefare is a countermeasure. I do suggest a module for LRM's. This module can do is jam LRM accuracy to about 50 percent in first stage. 2nd stage about 60 percent 3rd stage to about 75 percent. The 4th stage is to redirect the LRM"S or SRM's to another target (friend or foe) using the the tag system. Need to be a target not the ground. With this system we can use all the generall xp points or you can sell the module. You can sell extra module slots for your mech with xp points.
#2
Posted 21 March 2013 - 04:59 AM
One word............... ECM
#3
Posted 21 March 2013 - 05:02 AM
Nordstrike, on 21 March 2013 - 04:59 AM, said:
One word............... ECM
That you can't mount on every mech and has to be totally rebalanced otherwise you only see 3Ls, 2Ds, 3Ms and D-DCs.. Devs are hotfixing later this day the missiles in general, let's see how they fare after this hotfix.
#4
Posted 21 March 2013 - 05:09 AM
lrms seem fine. They were under-used before.
Now I can hardly see brawlers and assassin mechs making mad dashes in the open... Makes sense, gotta use more tactics and maneuver into a good position to engage the enemy, fearing the lrm rain....
What I do like to see tho, is a buff on AMS. If it was up to me, I d make it consume more ammo, but substantially increase the amount of missles it destroys! Something like 70% of normal lrms and 50 for artemis?
Another cool idea for Lrms (this goes for the splash damage you are about to wrongfully nerf) is :
make a new module (or ammo) and differentiate between penetrating missles (would work like heat seeking ballistics)
and splash damage missles (which would have reduced dmg... say 1.0 instead of 1.8 but much larger aoe)
i don't know, what do you think?
Now I can hardly see brawlers and assassin mechs making mad dashes in the open... Makes sense, gotta use more tactics and maneuver into a good position to engage the enemy, fearing the lrm rain....
What I do like to see tho, is a buff on AMS. If it was up to me, I d make it consume more ammo, but substantially increase the amount of missles it destroys! Something like 70% of normal lrms and 50 for artemis?
Another cool idea for Lrms (this goes for the splash damage you are about to wrongfully nerf) is :
make a new module (or ammo) and differentiate between penetrating missles (would work like heat seeking ballistics)
and splash damage missles (which would have reduced dmg... say 1.0 instead of 1.8 but much larger aoe)
i don't know, what do you think?
#5
Posted 21 March 2013 - 05:34 AM
LRMs are pretty nerfed as it is, ECM or moving behind a building should be more then enough.
#6
Posted 22 March 2013 - 02:28 AM
Lrm's must be fixed , PGI must stop follow the pug and start to see what 's happend in competition 8vs8 . There is no unit using LRM in the top 5 !
Lrm's was and are useless , they work only in pug game against unorganized unit who dont want scout , avoid them , or hide from them and play as a team .
Will be nice if they really consider the purpose of lrm , most of the people who got stomped by lrm was in middle of nowhere , rushing as a mad .
Lrm must be a long range weapon , that s the major problem i think ! the 190 meter make them a deadly weapon . i think they dont have to be used under low distance , they are made for long range => Long range missile ...
They must be deadly if you dont move , dont cover , dont hide !
They must be deadly if you use artemis , tag against a scout who run fast and not trying to cover .
Correct the range or lrm try higher range !!! You must adapt it to fps , this is not a tabletop game .
It s an advance tactic weapon , lrm boat must have a tagger / narc assigned and a bodyguard !
Lrm's was and are useless , they work only in pug game against unorganized unit who dont want scout , avoid them , or hide from them and play as a team .
Will be nice if they really consider the purpose of lrm , most of the people who got stomped by lrm was in middle of nowhere , rushing as a mad .
Lrm must be a long range weapon , that s the major problem i think ! the 190 meter make them a deadly weapon . i think they dont have to be used under low distance , they are made for long range => Long range missile ...
They must be deadly if you dont move , dont cover , dont hide !
They must be deadly if you use artemis , tag against a scout who run fast and not trying to cover .
Correct the range or lrm try higher range !!! You must adapt it to fps , this is not a tabletop game .
It s an advance tactic weapon , lrm boat must have a tagger / narc assigned and a bodyguard !
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