

Hotfix March 21/2013 - Missile Fix And Server Downtime
#201
Posted 21 March 2013 - 07:24 PM
Now I don't get incoming missile notification often until I've already been nailed by a few volleys.
My CT goes red while nothing else has been hit, in seconds. Just a moment ago on River City Night: Hit by 3 volleys of LRM (out of about 8 coming at me) before missile warning went off. So I back up, only having been hit by about half of those 3 volleys (rest hit building on way to me): My CT was dark red in my ATLAS-D (94 frontal CT armor): Jagermech came around the corner and blew my armor off WITH 1 SHOT OF AN AC2.
And on the other hand: Missiles just miss like crazy. I'll further explain;
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.
As well, about a quarter of the time so far SINCE hotfix: I can't get a lock. No locking icon appears at all. Just typical red target box as though I don't even have missiles.
#202
Posted 21 March 2013 - 07:24 PM
Bluten, on 21 March 2013 - 07:13 PM, said:
Streaks weren't nerfed FYI, only SRMs and LRMs. 3L remains as OP as ever.
Taken right from this thread's first post:
LRMs drop from 1.8 damage per missile to 0.7 damage per missile.
SRMs drop from 2.5 damage per missile to 1.5 damage per missile.
Do you see Streaks mentioned here? I do not. Maybe they just didn't list it, but we'll have to actually find out, just like we did with missiles in the first place. They didn't list that huge missile bug either.
Edited by Bluten, 21 March 2013 - 07:25 PM.
#203
Posted 21 March 2013 - 07:25 PM
I want LRM/SSRM/SRM to be good but not overpowered and I want the same to be true of ECM. Hopefully this fix to missiles spur a reconsideration as to how much ECM is 'needed' as a counter to them.
#204
Posted 21 March 2013 - 07:25 PM
ECM is still a huge issue and also greatly effects which mechs are competitive. If ECM only reduced targeting range by say 20 percent, made locks take longer, and negated the bonuses of TAG, and ARTEMIS then I feel it would still be viable, but not overpowered.
Edited by Jern, 21 March 2013 - 07:49 PM.
#205
Posted 21 March 2013 - 07:28 PM

#206
Posted 21 March 2013 - 07:33 PM
D1G17AL, on 21 March 2013 - 07:22 PM, said:
or better the more missles fired the wider the spread is (attributing to the guidance systems having to track with more missles) that way boating them is slightly nerfed while taking fewer/sing launchers become more vialble
#207
Posted 21 March 2013 - 07:38 PM
#208
Posted 21 March 2013 - 07:49 PM
#209
Posted 21 March 2013 - 07:51 PM
#210
Posted 21 March 2013 - 07:52 PM
#211
Posted 21 March 2013 - 07:52 PM
It actually feels like other weapons are more viable now than at any point since last May.
#212
Posted 21 March 2013 - 07:54 PM
Stanton Langley, on 21 March 2013 - 07:52 PM, said:
Sounds like it is where it should be. 2xLRM15 is not much, no matter how much ammo you are packing.
#213
Posted 21 March 2013 - 07:57 PM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
To me it feels right.
Missiles are still viable
and can still get good kills
but have taken on
a very necessary support role
as opposed to being
the best weapon system out there.
I'm beginning to see
some mediums again
which is very promising.
In all,
I think this was the best
balancing action
PGI has taken to date.
Note: Tested from both sides - with LRM/SRM/SSRMs and without. So, in the spirit of MW:O, this feels much more like a team based game again with actual roles being useful. Thank you.

#214
Posted 21 March 2013 - 08:11 PM
I'm not denying they needed a fix, but as a user posted earlier in this thread, a damage cap on the splash damage with a fading splash radius should definitely be explored. The issue was the multiplicative damage coefficient, lowering the splash radius may have fixed that on it's own. I suggest you guys explore the Damage:Splash ratio on missiles, with a max damage cap applied per missile, in internal testing,
#215
Posted 21 March 2013 - 08:14 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...
Nice workup.
#216
Posted 21 March 2013 - 08:16 PM
#217
Posted 21 March 2013 - 08:16 PM
#218
Posted 21 March 2013 - 08:16 PM
Death Dealer 199, on 21 March 2013 - 03:53 PM, said:
The only reason to expect a mech to die from 4 volleys of a 7 (+1) ton weapon is that it was previously overpowered. Balance wise thats like being miffed that your PPC cant take out an opponent by hitting it 4 times in random locations around the mech (or in most cases even concentrated solely on CT)
#219
Posted 21 March 2013 - 08:19 PM
This is not an adjustment. it is a chainsaw nerf. The new performance of LRM is horrid. Completely horrid.
I just rained EIGHT TONS(!!!) of Artemis LRM ammo down onto my enemies and most of them hit their targets square on. Guess how many kills I got. ONE! That is beyond the pale. If LRM stay like this, they are no viable weapon system any more.
#220
Posted 21 March 2013 - 08:26 PM
The other issue this is going to lead to is now ECM is even more powerful than before the patch. It was already difficult enough to get a lock and have my missiles track in the 4 second PPC window but now even if I get off perfect shots the damage feels like a pittance. Really, I'm not firing off explosive smart projectiles anymore, I'm throwing nerf footballs with bottlerockets strapped to their backs. The entire missile family feels anemic.
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