Jump to content

- - - - -

Hotfix March 21/2013 - Missile Fix And Server Downtime


673 replies to this topic

#161 UberFubarius

    Member

  • PipPipPipPipPip
  • 131 posts

Posted 21 March 2013 - 06:03 PM

View PostThontor, on 21 March 2013 - 05:59 PM, said:

now that the damage is reasonable.. I wouldn't be against a velocity increase on LRMs

That would alleviate a lot of the problem with the current LRM implementation.
I tried using it and it barely cause any damage. God-forbid if your enemy have an ECM, then your damage would likely be in the <100 range (not zero, because I at least have a medium laser).
Or they could fix ECM being a frigging hard counter to LRM.

#162 loliza

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 129 posts
  • LocationDenmark

Posted 21 March 2013 - 06:05 PM

View PostSixStringSamurai, on 21 March 2013 - 05:54 PM, said:

It's nice that LRMs aren't tactical nukes but it feels wrong like it went too far. With SRMs the Cent 9-A is like a bad joke while at the same time it seems like the Splat-a-pult is more balanced so it's like it screws over some mechs and balances others.

yes thank you pgi for destroying my favorite mech the cent-a isnt going to be a feared brawler with max alphas on 37 its going to be a joke and this was a good balanced mech before one that already recieved your "quirks".

I now lrm and streak nurf i get, but seems to me ordinary srms works fine, yes a splatcat does good dmg when boating sixpacks but if you ont know how to avoid a splatcat by now you should hand in your mech driving license

my 2 cents. (IS NOW USELESS !!)

#163 warp103

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 342 posts
  • Facebook: Link
  • Locationdaytona Beach fl

Posted 21 March 2013 - 06:05 PM

basically PGI does not have a testing Clue. CAT NERF with twist angle and twist speed and now lrm.lol Just remove the damn cat.As for lrm hmm let see. fix then nerf, fix then nerf. This shows one thing get better QandA . Still waiting on AC20 transfer fix
{next month}.Open beta rushed a bit me thinks.

#164 MonkeyCheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,045 posts
  • LocationBrisbane Australia

Posted 21 March 2013 - 06:08 PM

Thank you for this fix.

It makes me actually want to play the game again, no more insta win for 3L ravens who dont know how to really aim. as I just posted elsewhere raven pilots have to use skill to aim with the Three energy hard points instead of decimating with there Two missile hard points.

Thank you for making my Founders jenner, my 4x raven, my deaths knell and my 2 spiders more viable as light mechs again. 3Ls already seem less threatening now that their 2 streaks cant instantly obliterate me.

Now as a light pilot I say bring on the knockdowns.

#165 1BigFool

    Member

  • PipPipPip
  • Knight Errant
  • 72 posts

Posted 21 March 2013 - 06:09 PM

View PostAlilua, on 21 March 2013 - 06:01 PM, said:

Something still seems off about them. I played around the testing grounds and noticed that it took 6 volleys of lrm 15 to kill a commando and 6 volleys to kill an atlas. Took 4 to kill a jenner and 6 to kill a catapult.

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.
6 for a commando? Really? I had it at one volley of 2 Lrm 15's. I'm not doubting you. I just wonder at the difference.

Edited by 1BigFool, 21 March 2013 - 06:10 PM.


#166 Captain Stiffy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,234 posts

Posted 21 March 2013 - 06:11 PM

LOL its horrible now
I landed literally like 400 LRMS and did under 150 damage
bad players ruin everything

seriously does it really need to take 500+ LRMS to kill a medium?

#167 Jaxass

    Member

  • PipPipPip
  • Ace Of Spades
  • 98 posts

Posted 21 March 2013 - 06:15 PM

Hey Paul, while you're at it my testing by 'feel' has shown the UAC5 has been jamming excessively since the HSR patch release (earlier this month). Please look into it.

#168 Rahnu

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 146 posts

Posted 21 March 2013 - 06:18 PM

THANK YOU.

Missile damage has been so far out of whack with other weapon systems for so long, this change has been LONG coming. I AM PLEASED.

Now just fix ECM, balance ballistics with one another, and make DHS not suck for assaults and I'll eternally worship the ground you walk on!

#169 OuttaAmmo NoWai

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 229 posts
  • LocationNot at a macbook

Posted 21 March 2013 - 06:19 PM

I've been wanting TT damage values for missiles for aeons now...
this is so awesome.

#170 RoboPatton

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 794 posts

Posted 21 March 2013 - 06:20 PM

Glad missles are getting tuned. Not sure it's quite right yet, but LRM fests were getting old.

Now to balance the other "worthless" weapons, like the Small pulse laser, and the ultra AC5 (like jaxass said).

#171 Severus Baggins Kerensky

    Member

  • PipPip
  • 22 posts

Posted 21 March 2013 - 06:21 PM

View PostUberFubarius, on 21 March 2013 - 05:59 PM, said:

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).


"Except non of the non-missile weapon requires 5~6 seconds of keeping yourself exposed to ensure a hit."
WRONG. Lasers require you to be out in the open and always facing your opponent. It's worse for fast firing ballistics. LRMs don't require you to expose yourself to ensure a hit, you just need someone else to do it for you.

"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."
Lasers require you to have a full second aiming at the same spot to get the full damage. LRMs only need to roughly put the cursor on the target box. Granted, the penalty is not hitting a single component, except with Artemis.

"None of the non-missile weapon gives your opponent 5~6 seconds to hide."
Only if you fire from 1000m away. You're forgetting all of the good LRM users fire them from inside TAG range and most from 180-300m away. If you fire them from far away to give them time to move away and get behind cover, it's your own fault for firing from so far away, just the same as if you were to blame to recipient for not going into cover. Also, you do know that you can keep lock while moving, right? You don't have to stand there gaping at your missiles flying through the air.

"Non of the weapon becomes useless whenever one any enemy have an ECM (or have one mech with ECM next to you)."
None of the non-LRM weapons can be fired from behind cover.
None of the non-LRM weapons do full damage at 1000m range, without LOS.
In fact, ANY mech facehugging a PPC boat rendered it useless even WITHOUT ECM. So LRM is not the only one with the problem.

You seriously want to boat a single weapon with no downside of the other weapons while having advantages? If you apply all of those advantages to LRMs, what's the point of using anything else? This is why you LRMboats are so terrible: you go all-in with one strategy with no backup plan (like, "What if they got within my minimum range?", "What if they have CM?") and then just whined. You don't see Splatcats' complaining "SRM is too short ranged!".

#172 Stingz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,159 posts
  • Location*SIGNAL LOST*

Posted 21 March 2013 - 06:27 PM

LRMs and SRMs seem just about balanced now, properly splashing damage everywhere.

If you want more effective LRM/SRMs then pack Artemis, increases accuracy of both with Line-of-Sight, and boosts lock speed of LRMs.

Edited by Stingz, 21 March 2013 - 06:28 PM.


#173 Forestal

    Member

  • PipPipPipPipPipPip
  • 215 posts

Posted 21 March 2013 - 06:30 PM

View PostThontor, on 21 March 2013 - 05:59 PM, said:

now that the damage is reasonable.. I wouldn't be against a velocity increase on LRMs

IOW, you're missing the point of the problem and why this hotfix is just a TEMPORARY reduction of missile damage... because the "bug" is a result of the WAY missiles are doing damage: i.e. 1) HOW they spread, 2) HOW they hit, 3) HOW they splash, etc.

That's the Devs are going to ignore any Spreadsheet Warriors calculating average/reasonable hits or damage and focus on how they PLAY out (or "feel") in the game-- so the replies which are helping are the ones which describes what/how exactly they are firing and what/how they are hitting...

E.g. how do lrm 5 work vs lrm 20 vs srms vs ssrms, how do they spread out on lights vs assaults, how well they track moving targets, etc... cos THAT what's the Devs want/need to fix to get missile working on a GLOBAL basis (cos any fix will have global effects)-- adjusting actual damage numbers is just fine-tuning after that.

"Damage feels right/reasonable" is just about as helpful as "missiles are OP-ed".

#174 Rocketman12

    Rookie

  • The 1 Percent
  • 3 posts

Posted 21 March 2013 - 06:31 PM

So, first we have a patch that buffed up LRMs to a level that seemed higher than most people liked and in knee jerk response we get a patch that nerfs them to a level where they are now less effective than a machinegun or flamer. I had multiple 1000+ dmg rounds last night in my 2xlrm15 Trebuchet. Today I played a match where I offloaded over a dozen volleys on medium and heavy mechs that were in the wide open (while actively painting them with TAG and maintaining lock from launch to impact) and did 64 dmg. Players are realizing that LRMs are now basically useless and aren't even bothering to dodge or maneuver strategically. I am extremely disturbed by several ill thought out patches of late that have greatly changed the game dynamic and rendered close to 1/4 of my 21 mechs obsolete overnight. MWO seems to be moving patch by patch towards much less strategic play. I really hope it doesn't degenerate totally into unthinking PEW PEW brawling. If I wanted to play a twitch reflex FPS, I have much better options at my disposal.

#175 CG Oglethorpe Kerensky

    Member

  • PipPipPipPipPipPip
  • 420 posts

Posted 21 March 2013 - 06:33 PM

I am enjoying the move of LRMs back into the realm of sanity.

#176 Commander Kobold

    Member

  • PipPipPipPipPipPipPipPip
  • The Territorial
  • 1,429 posts
  • LocationCanada

Posted 21 March 2013 - 06:34 PM

Time to go find a way to earn CBills for a new mech since the one I have can't deal damage for ****

#177 Arktiswylf

    Member

  • PipPip
  • 28 posts

Posted 21 March 2013 - 06:34 PM

I am SO SO SO Glad you guys hotfixed this. Yesterday while playing on my CTF-4X with max arm armor and 36 side torso armor, 1 LRM 15 Salvo destroyed my arm and shreded all my side torso armor, 2nd salvo hit, destroyed my LT and removed all RT and CT Armor, 3rd Salvo killed me. This is a 400 Armor CTF-4x Going from light yellow to dead in just 3 LRM-15 Salvos.

So again thank you so much for this. I Am also sick of getting 3 shotted by splatcats >.> No more to that I guess :huh:

(Also with this missile nerf I think you can fix ECM now, or else LRM's will be pretty useless.)

P.S Why do people want to see Splash Dmg Removed? A missile explodes, Explosions... Well... are explosions. And there is a radius in which a realistic explosion would cover. So splash damage with a missile explosion makes perfect sense to me. This isn't a freaking board game, I'd rather this game be more realistic then cater to TT Elitists.

(Don't get me wrong, I have read the books, I have played the older games, I have read all the lore possible, I love everything BT and MW, I just don't agree that we should base a FPS MW Game on a freaking board game.)

#178 Phaesphoros

    Member

  • PipPipPipPipPipPipPip
  • 513 posts

Posted 21 March 2013 - 06:37 PM

I'm so sry for the PGI guys who have to read all of this... I admit I didn't so most likely you'll have stumbled on this before:
To me, large volleys of missiles now do a sane amount of damage, but LRM5 and especially SRM2 now feel useless.

I know you don't want us to play Statwarrior/SpreadsheetWarrior. But my beloved SRM2 (not streak) now has 3 dmg pin-point (1 t + ammo, 270 m max) compare to ML 5 dmg pin-point (1 t + heatsink, 270/540 m). QQ
/End of SpreadsheetWarrior

It feels just like it sounds: 4*SRM2 feels incredibly weak, especially when combined with 2 LBX for maximum splat effect (JM6-A ftw!). You literally spread the damage all over an enemy mech, even if 100-150 m away.

#179 Pater Mors

    Member

  • PipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 815 posts

Posted 21 March 2013 - 06:38 PM

I honestly thought I was gonna log on and have to deal with a forum wide case of the waaah!'s but it's actually pretty good. Haven't played yet, won't get to until tonight, but thanks for the fix guys.

LRMs have never really bothered me anyway, but if it's going to promote more variation in the mech's and loadouts we see each match then great!

#180 Killashnikov

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 187 posts
  • LocationSydney

Posted 21 March 2013 - 06:38 PM

Hi guys,
Have you considered how this will affect the required ammunition to bring down a mech? (For missiles). As it stands I think (by feel) it will be a bit high. It may be necessary to slightly increase ammunition load per ton?





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users