Hotfix March 21/2013 - Missile Fix And Server Downtime
#121
Posted 21 March 2013 - 04:41 PM
Thank you for the clear and concise post explaining everything.
#122
Posted 21 March 2013 - 04:41 PM
OneEyed Jack, on 21 March 2013 - 04:07 PM, said:
They won't take more.
They'll take more per missile but smaller targets are actually hit by far fewer missiles. This is easily tested:
Note your LRM stats.
Find a friend with a commando, group up, fire a volley or three of LRM's at him.
Don't fire any more LRM's in the match.
Note your LRM stats again, see how many hit.
Now, get your buddy (or another one) to grab, say, and Atlas and repeat this test.
The Atlas will take far more hits.
Thus, the weapon tends to balance out to doing more even damage against all targets.
#123
Posted 21 March 2013 - 04:42 PM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
How is this possible unless it's coded only target the CT when splash is removed? Unless what's happening is that when splash is added, that damage is being distributed across the hit locations, totaling a single LRM across all hit locations, instead of dealing full damage + splash damage.
If missiles are only dealing damage to the location they land on, and removing splash only makes them hit the CT for more damage than with splash, doesn't this point so some extremely odd effects going on?
A LRM/5 that all hits the CT should deal 0.7 * 5 = 3.5 damage. With splash, that CT will still be taking 3.5 damage but the LT/RT and maybe legs should take a few points of damage along with it.
Reading your post, you make it sound like with splash enabled, the above example does 3.5 damage but with splash disabled, it all of sudden deals > 3.5 damage.
Could you explain that this is indeed for what your saying or am I misreading this?
***EDIT:
***EDIT2: Ok, I am not sure now...some games they feel like they are doing extremely well. Then other games they just do absolutely nothing, and feeling like you need to put 3 to 4 tons of LRMs on a target to significantly damage a target.
I also feel that TAG, NARC, and Artemis is going to play a larger role in missile use, which is good. But the problem is that TAG has too much range now and NARC is too weak. Artemis feels about right. And with the upcoming changes to ECM, this is going to cause more unbalances to missiles again.
Edited by Zyllos, 22 March 2013 - 07:51 AM.
#124
Posted 21 March 2013 - 04:43 PM
#125
Posted 21 March 2013 - 04:43 PM
A little advice... Go about half way in between what it was, and what it is now and MONEY!!!
#126
Posted 21 March 2013 - 04:45 PM
But I still love ya, PGI-- for resolutely testing and tweaking the game instead of wholesale caving to the rabid and vocal minority.. yes, I'm gonna join the ranters in their solipsism, and claim that their rants are invalid because I didn't experience "lrm-fest".
Though you guys do get points deducted from not catching the "mystery missile" damage (how the "spread+splash" would interact) before releasing the March 19th patch.
Edited by Forestal, 21 March 2013 - 04:55 PM.
#127
Posted 21 March 2013 - 04:47 PM
(Sorry to you missile hogs; but this was waaaay overdue.)
#128
Posted 21 March 2013 - 04:49 PM
Allow me to suggest a radical, but extremely balanced approach. Lets make LRM damage 0.15 with a burst of 10. No drop off in damage until it stops entirely beyond 10. This would effectively produce 1.05 points of damage per missile spread evenly across the entire mech.
#129
Posted 21 March 2013 - 04:50 PM
Divine Decoy, on 21 March 2013 - 04:34 PM, said:
Err, nope-- actually try using lrms before you suggest any changes for them.
They are remotely guided/targeted (via sci-fi/magic radio-frequency) by the launchers of lrms-- that's why there is a need for the launcher to CONSISTENTLY maintain target-lock via one way or another (line-of-sight, spotters, tag, narc, ecm-disrupt, etc.)
Edited by Forestal, 21 March 2013 - 04:54 PM.
#130
Posted 21 March 2013 - 04:52 PM
My current concern is that it'll nerf the stock builds further, mostly the ones sporting a single small LRM. That remains to be seen, I've got a balanced DDC build I'll have to try..
#131
Posted 21 March 2013 - 04:56 PM
#132
Posted 21 March 2013 - 04:58 PM
#133
Posted 21 March 2013 - 04:58 PM
Death Dealer 199, on 21 March 2013 - 04:09 PM, said:
Even though it is sarcasm, that makes no sense. Why nerf a weapon that was never buffed to begin with? The LRM damage buff vs TT values was a 180% damage buff. That would be the same as if the AC/20 dealt 36 damage per shot. When the AC/20 deals that much damage per shot in MWO, I'll be willing to listen to suggestions for a nerf.
The better question is why people think that LRMs and SRMs are so super special that they deserved a huge damage buff when none of the other weapons got one?
#134
Posted 21 March 2013 - 04:58 PM
Ammo still do internal damage at 1.7 (LRM) and 2.5 (SRM).
However, please increase the ammo supply per ton to make up for this loss of damage effect.
So far I'm ok with the damage and the splash effect. Just please don't forget the ammo.
Edited by Nacon, 21 March 2013 - 05:03 PM.
#135
Posted 21 March 2013 - 04:58 PM
Instead you just broke every mech in the game that runs missiles.
Fix the Head Hit Box on the Jagermech.
Fix internal Armor on the Guass Rifle.
Return SRM and LRM dmg to 1.8 and 2.5 without splash dammage.
Never Ever Ever make 2 changes at once. Every time you do, you break everything. You did the same thing with Guass, when you nerfed internal armor and gave it explosive effect. Now its completely useless. Undo one of those 2 changes and its useful again.
All my guys are now bitching that the SRM's were nerfed to sh|t, now we get to wait 2-3 months for you guys to figure out you farked it up and change it back? Heck no FIX IT NOW!
#136
Posted 21 March 2013 - 05:00 PM
And then we get the extra kick from the SRM nerf! Gee, thanks! Time to strip off all the SRM.
You guys succeeded in addressing all the crying about LRM, SRM, and lights with SSRM with one swing of the sledgehammer.
But nothing about the complete shutdown of LRM from multiple ECM. Or how about taking off the Tag nerf?
This was a horrible and stupid waste of my time. Thanks for making the week end on a sour note.
#137
Posted 21 March 2013 - 05:01 PM
Thontor, on 21 March 2013 - 04:43 PM, said:
I just spent a couple million c-bills to build a 3 LRM15 D-DC ... as much as I hate it when people bring those things.. i really don't have any other mech to test LRMs with
let's just say, they feel right.. I got a couple kills.. still tore armor off of mechs quite efficiently.. even though my damage numbers sucked lol... i blame that more on my 22.58% accuracy with them (yeah i suck at LRMs)
so when I was hitting mechs, and saw the LRMs impacting.. the damage looked good to me.. and felt pretty powerful... but I just didn't hit very often LOL
Can't really play in the office, but I just put 210 LRMs on the Atlas in the testing grounds before it died. I think that's a few too many direct hit missiles than appropriate. Any mech that stands in the open and gets hit 7 times by 2 LRM15 + Artemis from 600 meters should be... a little more dead?
#138
Posted 21 March 2013 - 05:04 PM
#139
Posted 21 March 2013 - 05:07 PM
#140
Posted 21 March 2013 - 05:11 PM
Lowering damage is not the best way to balance a weapon system usually, and I understand, temporary, but when you reduce the damage, it affects smaller amounts more than larger ones.
LRM-60? I took it, and I killed the mech with damage done to me, balanced? Hardly, even maybe, but LRM-5? That's a joke, and always have been. Energy weapons have high heat, you bring a bunch, and you overheat when you alpha over and over, the 9 medium laser hunch is not breaking the game, but a single medium laser is very powerful, and extremely helpful with infinite ammo. Ballistic weapons do a ton of damage for a ton of sacrifice, but when you bring 6 A/C-2s, you can't carry anything else, and they burn through ammo, but a single one has a DPS of 4 and a max range of 2160.
When you bring LRM-60, they go through ammo pretty quick, it has heat, you can actually avoid all the damage, but that represents a large part of that mech. LRM-60? Maybe balanced, LRM-5? Laugh at it. SRMs are the same way, 2 shots to equal damage before on a Splat, it didn't make it worthless, but when you pack SRM 12? It does so much spread and so little damage, you'd be better off getting skills and bringing lighter and equal heat Medium Lasers. SSRMs are the same way.
If missiles took longer to lock, for more, and SRMs had a larger spread the more you bring, why would this be terrible? It encourages balanced loadouts. I actually felt (splash splash aside), SRMs and LRMs were pretty balanced, but were LRMs were too weak in small numbers, now even more so.
SRMs, deal close to recent damage, the more you have, the more they spread out after fire (to avoid hitting each other, you could say)
LRMs, deal more damage (like 2 per missile), the more you have, the longer it takes to get a lock, not like broken, but LRM-5 should be lock lock lock lock, while LRM-60 should be.............. lock, and require it to relock everytime (I'm not saying a 10 second lock, but if you had to relock each time, and the more you had, but more damage, LRM5-20 would be much more acceptable).
SSRMs need to do the same thing, they can even do the same damage as SRMs, but if you have to relock each time (and slower for more and more), then it would lose in DPS to SRMs, but keep reliability and range.
What is currently, bringing less than 4 launchers is pretty comically bad. While I agree that 150 damage per ton is pretty acceptable (especially when that's the average area of ballistics), missiles are far more limited when they can work. Doing more damage, and even giving them longer cooldown is preferred over the current heavy damage nerf. LRM is 126 a ton, that's really pretty laughable.
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