Hotfix March 21/2013 - Missile Fix And Server Downtime
#141
Posted 21 March 2013 - 05:13 PM
0.7 + small radius splash = 1 dmg per missle. U have a LRM boat shooting of 60 Missiles, even if only 65% hit, thats still 39 dmg, close to a double AC20 hit. And u cant complain about where they hit, they r guided for crying out loud ..u didnt have to aim, unlike the AC20 pilot.
#142
Posted 21 March 2013 - 05:16 PM
#143
Posted 21 March 2013 - 05:21 PM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
Ah, there's a bit of a problem with that though. There's no way you can tell the difference between someone that is giving genuine honest feedback, and someone that just doesn't like, say, LRM's and wants their own style of play to be something better than LRM's, rather than being balanced.
#144
Posted 21 March 2013 - 05:21 PM
I buy and build all my mechs around the SRM missile system. I could care less about LRM's as those are for guys who can't aim. It was fun yesterday and today to run them and just face roll people while they were OP, but reality is I wouldn't do this in competitive play.
SRM's were fine before, people could dodge em. They took skill to fire, and have a very short range.
Right now I have one of the top units in the game, who are all stripping missiles off their mechs, and we are having to redesign mech builds that we have had guys training on for months. You may care that you are responding to the community, but organized units like mine need a consistent platform to base strats off of. It takes time to develop skill with different weapon systems.
I don't mind so much that you nerf SRM say 20%, but to nerf them 60% is a little strong, and the results are proven when my top SRM pilot, who literally only ran SRM's is now tossing them off his mech and going with lasers instead.
#145
Posted 21 March 2013 - 05:21 PM
Please remember, anyone who is at all experience can hide behind cover, or even dodge some of the missiles. And yes, AMS does help.
#146
Posted 21 March 2013 - 05:22 PM
23 shots, 46 missiles, 69 raw damage in to a Cat A1's head. 34.5 damage to kill a head, if missiles are doing 50% damage. If missiles were only doing 25% damage to heads, then 46 SRMs would have only done enough damage to strip the head's armor.
#147
Posted 21 March 2013 - 05:26 PM
Edited by Amaris the Usurper, 21 March 2013 - 05:26 PM.
#148
Posted 21 March 2013 - 05:27 PM
#150
Posted 21 March 2013 - 05:34 PM
The crying going on around here is crazy.
#151
Posted 21 March 2013 - 05:40 PM
#153
Posted 21 March 2013 - 05:47 PM
#154
Posted 21 March 2013 - 05:53 PM
Commando (from 12:00): 1 volley = dead
Catapult (from 12:00): 2 volleys = red CT. one LL to finish it off.
Centurion (from 2:00): 3 volleys for red CT. Had to fish around with LL to finish it off.
Cataphract (from 12:00): 3 volleys for red CT. one LL finishes it off.
Awesome (from 12:00): 3 volleys = dead.
The main difference is that it seemed 80% of damage was focused on CT, but things weren't taking substantially more missiles to kill than before the patch. Missiles STILL seemed a bit too strong! But alas how wrong I was...
Moving on, I played 5 or 6 rounds of assault. The result was shocking... It's like I was lobbing sticks of butter at my targets, rather than missiles. Apparently having moving targets makes the missiles not only miss CT, but just flat out miss. I had targets walking sideways, targets walking toward me, or away... I seriously doubt more than 20% of my missiles hit any of them. The highlight was near the end of a match where an awesome who was maybe at 60% disconnected so I tried to finish him off as he ran diagonally into a wall sort of creeping along. I dumped easily 250 missiles into his back WITH tag and he was still looking just fine. At last a team mate finished him off since apparently I couldn't.
The situation now seems to me that if you had 2 mechs on a map with no cover, and both agreed to stay at 200-400m from each other, one armed with 2xLRM15+Tag and the other had 2xLL, the mech with large lasers would easily kill the LRM mech first. This would be fine IF the LRM weren't such an avoidable weapon with a modest level of caution... As it is, it seems firing LRMs at light mechs is back to being a total waste of missiles, as it's surprising if it even makes their paper doll flash, much less do any substantial damage. It's hardly a concern concentrating damage on CT... it's primarily concentrated on the ground.
It seems by scaling back the damage, the lack of accuracy on a moving target even with Artemis and Tag contributing leaves the weapon scaled back to the point that it's hardly worth paying attention to your incoming missiles warning. As long as you're moving, the damage won't be all that bad.
#155
Posted 21 March 2013 - 05:54 PM
#156
Posted 21 March 2013 - 05:59 PM
Paul, you say the splash is required fair enough, can I ask you, what is the explosion velocity of missiles? Like, is a light mech going to take reduced damage if it's moving away from the missiles when they explode and if so I'd assume they'd take more damage when moving towards the explosion?
SixStringSamurai, on 21 March 2013 - 05:54 PM, said:
The C-9 was never built to be an SRM boater, it has a ballistic slot for a reason. Just because that build isn't as effective anymore doesn't say the entire mech has been nerfed.
#157
Posted 21 March 2013 - 05:59 PM
Firing everything in pairs...
Light mechs: Stationary- dead in one or two volleys of Lrms. Roughly same with Srms.
Moving- 2 or 3.
Medium- Stationary- 2-3 volleys. Srms a bit more because of the spread.
Moving- 3-4 mixed with Srms. Note- there was a lot of AMS on the other team.
Heavy and Assault- Roughly 4-5 volleys (Stationary or Moving...they're kinda slow).
I got hit with missiles and at first I thought it was too light...then I realized I had AMS and so did the two guys next to me.
Based on this...I'd say missiles are at about proper strength.
Edited by 1BigFool, 21 March 2013 - 06:00 PM.
#158
Posted 21 March 2013 - 05:59 PM
Thontor, on 21 March 2013 - 05:12 PM, said:
it's when you can run around out in the open without a care in the world that they become an issue...
all numbers below assume stock AS7-D armor
think of it this way.. your 2LRM15 + artems weighs 16 tons.. and you used 1.17 tons of ammo to kill an Atlas in 7 shots
an AC/20 weighs 14 tons, and would take 8 shots to kill an Atlas hitting the center torso every shot.. that's 1.14 tons of ammo
2 PPCs weighs 14 tons and would take 8 shots to kill an Atlas hitting the center torso every shot.. and that's a lot hotter
a Gauss rifle weighs 15 tons and would take 11 shots to kill an Atlas hitting the center torso every shot.. 1.1 tons of ammo
it all sounds quite balanced to me...
Except non of the non-missile weapon requires 5~6 seconds of keeping yourself exposed to ensure a hit.
None of the non-missile weapon requires you to keep the target in sight for 1~2 seconds before you can even use it effectively.
None of the non-missile weapon gives your opponent 5~6 seconds to hide.
Non of the weapon becomes useless whenever one any enemy have an ECM (or have one mech with ECM next to you).
#159
Posted 21 March 2013 - 06:01 PM
But then ... who am I to judge ...
@PGI: Small hint for you guys - I guess there's something not right (and never has been) with the damage modell and your interns just based all the balancing on that flawed piece of code. I guess you pretty much have to send your little dwarfs back to the drawing tables und redo everything.
Oh and - thanks for the last two days. Playing was so much fun. Totally ridiculous and absurd but still fun
#160
Posted 21 March 2013 - 06:01 PM
Also noticed splash damage was going through mechs hitting rear armor on the atlas when fired straight on.
I have no idea what is going on with them.
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