


Hotfix March 21/2013 - Missile Fix And Server Downtime
#381
Posted 22 March 2013 - 11:02 AM

#382
Posted 22 March 2013 - 11:08 AM
Mechwarrior Buddah, on 22 March 2013 - 10:42 AM, said:
yay TT value missiles and double armor. This explains why I can walk through them and they wash off my mech like spring rains
Just like you can shake off dual PPC shot to the head in MWO, but would be killed instantly in TT.
From the stand point of a Treb Sharpshooter, they feel right.
When the "Incoming Missles" warning is triggered, I still need to seek cover if I am unsure of what is inbound. Anything more then a single lrm20 volley still messes me up if I get caught out in the open.
Against a single launcher, they do a nice job stripping my armor if I have to approach.
#383
Posted 22 March 2013 - 11:09 AM
Jason Parker, on 21 March 2013 - 03:56 PM, said:
This, Sir, is brilliant in its simplicity and tunability.
+ all.
#384
Posted 22 March 2013 - 11:10 AM
#385
Posted 22 March 2013 - 11:15 AM
CallMeGunny, on 21 March 2013 - 07:24 PM, said:
My ATLAS goes 48.6KPH and can often just stroll past missiles that are locked. From stationary to go, I walk TOWARDS the launcher and the missiles just casually go over my head.
Depending on where you are, what might be happening is the launcher loses Lock-On after firing so the missiles go to where he could last see you.
#386
Posted 22 March 2013 - 11:17 AM
#387
Posted 22 March 2013 - 11:20 AM
Its going to be challenging to build a Viable Cat-A1 now.Or at least to build one that has any significant short range presence. Though....... thats not really the intended role of that Variant, is it?
Interesting. I have an A1. I've played around with a couple different configs from boating lrms, to streaks, with all sorts of mixes in between. In just the little bit of tweaking I've done today, it feels a little anemic. But then, its easy to get spoiled on Alpha strikes in the 50-90 range, which were always over the top, imo.
Ultimately, this may be a good excuse (and source of cbills) for me to look into the balanced K2 build I just got from UberFubar, or maybe a Jagermech.
#388
Posted 22 March 2013 - 11:55 AM
Donas, on 22 March 2013 - 11:20 AM, said:
Its going to be challenging to build a Viable Cat-A1 now.Or at least to build one that has any significant short range presence. Though....... thats not really the intended role of that Variant, is it?
apparently the intended role isnt to do damage with lrms either, hence why I asked about repair bots
#389
Posted 22 March 2013 - 11:55 AM
UberFubarius, on 22 March 2013 - 09:36 AM, said:
The missile flight path can be modified to require all missiles to maintain a minimum distance from other missiles. In effect, the missiles per unit area of impact would roughly be the same. Boating more just "expand" the cloud of missiles, or if you want all missiles to concentrate in the same area, stagger their launches.
That's a pretty good idea. I was thinking reducing the opportunity cost of taking missiles (lower heat for instance) along with less damage but more reliability (faster flight) would increase the value in single launchers while not raising the value in boating them.
#390
Posted 22 March 2013 - 12:05 PM
Thontor, on 22 March 2013 - 12:03 PM, said:
funny thing though is it was in river city and the targets were in the open and walked no strolled through the barrage into the range where the missiles become ineffective and.......
#391
Posted 22 March 2013 - 12:07 PM
Henri Schoots, on 22 March 2013 - 12:05 PM, said:
funny thing though is it was in river city and the targets were in the open and walked no strolled through the barrage into the range where the missiles become ineffective and.......
lol
well like I said last night, in a large laser stalker, walking out into the open, no AMS. I took about ten to fifteen volleys combined from two different mechs and my armor was barely yellow at the end.
#392
Posted 22 March 2013 - 12:14 PM
I like the change.. and I don't.
Like: No more quick-kills. That was a turn off for me. I like doing damage but 2-shotting most mechs was indeed silly.
Don't like: Given the tonnage spent, warning of incoming missile, ecm and the minimum range of the LRM the reduction is a bit too much given the tiny maps we have. The large maps all have bottleneck design which leaves people engaging literally inside 500m range. That creates a problem for a now-much-weaker in damage LRM system since any mech gets inside its min range when @ those 500m engagements... and at long range they get a freaking 10 second warning.
Remove the warning of incoming missile and increase TAG range to 1km. Only then can the LRM function as a long range weapon.
In conclusion: I LIKE the damage reduction. It is balanced. I do not like that they left the things that were introduced to counter the LRM's higher performance earlier on. Damage wise its great as it is now....but they need to remove the warning message and up the TAG range.
EDIT: Also, ammo needs to be upped.
Edited by Skyfaller, 22 March 2013 - 12:25 PM.
#393
Posted 22 March 2013 - 12:15 PM
UberFubarius, on 22 March 2013 - 09:58 AM, said:
A few question.
Do LRM, in TT, suffer from a "hit" roll penalty when compared to say laser or ballistics (at long range)?
Because currently, the LRM's slow flight rate means that unless your opponent is an *****, the hit rate is close to 0%.
Yes.
Edited by Signal27, 23 March 2013 - 12:11 AM.
#394
Posted 22 March 2013 - 12:44 PM
1) Damage is about half what it was prior to the patch this week (not hotfix) on a 'good' game.
2) I'm having a lot more 'bad' games.
3) Due to the fact that I can't deal substantial damage prior to anyone closing to the point where my LRMs are ineffective.
Basically in an ideal situation where the enemy stays are range ignoring me and not paying attention to cover they are merely 'ok' I'm doing much more damage in my direct fire mechs of the same weight class and without the vulnerbilities that running a LRM boat imposes. Right now people rush you and there isn't much you can do about it. They shrug off your damage and proceed to melt your face under minimum range. Before it was only lights I really had to worry a whole lot about. Now its pretty much any mech that focuses on me can close.
#395
Posted 22 March 2013 - 01:02 PM
After reading the posts in this thread
one of the biggest complaints
I see over
and over
and over again
is people complaining about their nerfed
"specialized LRM/SRM builds".
This is an interesting complaint,
because it misses the point
of having a
balanced
build.
LRMs and SRMs
are primarily there
to soften the enemy
while the energy/ballistics
finish
the enemy.
Yes,
I understand the A1
is purely a missle boat.
It is the
only
exception to this rule
as it is a pure
support
mech
and not the brawler
or long range kill everything
mech it has become.
This is why the standard builds
are so "crappy" to these
"highly specialized" players.
There should be
no one weapon
to rule them all.
If this is your strategy,
you might have to
relearn to play.
Edited by Willie Sauerland, 22 March 2013 - 01:05 PM.
#396
Posted 22 March 2013 - 01:18 PM
Willie Sauerland, on 22 March 2013 - 01:02 PM, said:
After reading the posts in this thread
one of the biggest complaints
I see over
and over
and over again
is people complaining about their nerfed
"specialized LRM/SRM builds".
This is an interesting complaint,
because it misses the point
of having a
balanced
build.
LRMs and SRMs
are primarily there
to soften the enemy
while the energy/ballistics
finish
the enemy.
Yes,
I understand the A1
is purely a missle boat.
It is the
only
exception to this rule
as it is a pure
support
mech
and not the brawler
or long range kill everything
mech it has become.
This is why the standard builds
are so "crappy" to these
"highly specialized" players.
There should be
no one weapon
to rule them all.
If this is your strategy,
you might have to
relearn to play.
I call ********... Read the battletech source books and then tell me that SRM's primary function is to soften an enemy...
They are designed to pack a strong punch at close range..
#397
Posted 22 March 2013 - 01:33 PM
#398
Posted 22 March 2013 - 01:38 PM
Filth Pig, on 22 March 2013 - 01:18 PM, said:
I call ********... Read the battletech source books and then tell me that SRM's primary function is to soften an enemy...
They are designed to pack a strong punch at close range..
I cannot assist you
with your denial.
In BattleTech,
LRMs would soften the enemy
while you closed,
the SRMs
would further soften the enemy
as
NONE
of the missiles
are "pinpoint guided munitions".
To be fair,
in BattleTech
the ballistics and lasers
were also there
to soften the enemy
until you got to within
clubbing/punching/kicking
distance.
In BattleTech,
there was nothing better
than clubbing a mech
with its own arm or leg.
Fun times.
Edited by Willie Sauerland, 22 March 2013 - 01:46 PM.
#399
Posted 22 March 2013 - 01:52 PM
Otherwise quit complaining about how nerfed your lrm's are and realize they are still buffed compared to TT rules. Previously LRM were so OP I had quit playing unless i had the just as OP ECM to negate them. Now they are as close to TT as I have seen since I started playing MWO.
#400
Posted 22 March 2013 - 01:53 PM
Here's a thought, how about making LRM's do 1 damage per missile and SRM's do 2 per?
Who would have thunked it?
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