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Hotfix March 21/2013 - Missile Fix And Server Downtime


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#381 MaddMaxx

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Posted 22 March 2013 - 11:02 AM

Anyone been out to the Training area to see what is up yet? Perhaps a new trend has opened. B)

#382 Dracol

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Posted 22 March 2013 - 11:08 AM

View PostMechwarrior 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 Donas

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Posted 22 March 2013 - 11:09 AM

View PostJason Parker, on 21 March 2013 - 03:56 PM, said:

In my view (if that is doable implementation wise) the system should apply the weapon damage of say 2.5 for a SRM Missile as before across the splash radius in a gaussian distribution meaning the total damage within the splash radius adds up to 2.5 with the majority being applied in the center and successively less being applied the further away from center it's applied. This way Splash damage becomes independent of the target and can no longer cascade. Also it would be easier to balance because you can easily change either total damage, splash radius or damage distribution within the radius or all three.


This, Sir, is brilliant in its simplicity and tunability.
+ all.

#384 Mechwarrior Buddah

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Posted 22 March 2013 - 11:10 AM

So Im curious, when do the missile launchers start firing repair drones instead? Because that would actually give them a way to contribute to the fight now

#385 Wildstreak

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Posted 22 March 2013 - 11:15 AM

View PostCallMeGunny, on 21 March 2013 - 07:24 PM, said:

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.

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 Henree

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Posted 22 March 2013 - 11:17 AM

just did a round where i fired 2000 missiles w artemis did 139 damage

#387 Donas

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Posted 22 March 2013 - 11:20 AM

If the values from this temp fix stay, its the end of the SplatCat as an Assassin Mech, for sure.

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 Mechwarrior Buddah

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Posted 22 March 2013 - 11:55 AM

View PostDonas, on 22 March 2013 - 11:20 AM, said:

If the values from this temp fix stay, its the end of the SplatCat as an Assassin Mech, for sure.

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 Aym

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Posted 22 March 2013 - 11:55 AM

View PostUberFubarius, on 22 March 2013 - 09:36 AM, said:

Actually, you can.
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 Henree

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Posted 22 March 2013 - 12:05 PM

View PostThontor, on 22 March 2013 - 12:03 PM, said:

I'm sorry... But the only way that could possibly happen is if you are just bad at ensuring your missiles connect with their targets...
hold on, i thought lrms needed no skill...which is it now?

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 Mechwarrior Buddah

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Posted 22 March 2013 - 12:07 PM

View PostHenri Schoots, on 22 March 2013 - 12:05 PM, said:

hold on, i thought lrms needed no skill...which is it now?

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 Skyfaller

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Posted 22 March 2013 - 12:14 PM

I just tried the game after the change. I'm an LRM boat fan.

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 Signal27

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Posted 22 March 2013 - 12:15 PM

View PostUberFubarius, 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 TheRulesLawyer

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Posted 22 March 2013 - 12:44 PM

Observations after last night
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 Willie Sauerland

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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 Filth Pig

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Posted 22 March 2013 - 01:18 PM

View PostWillie 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 Namicus

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Posted 22 March 2013 - 01:33 PM

I'm finding that my Stalker with 2xsrm6 and 2xsrm4 is doing great damage. It feels just right. Haven't tried lrms though.

#398 Willie Sauerland

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Posted 22 March 2013 - 01:38 PM

View PostFilth 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 Ashvins

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Posted 22 March 2013 - 01:52 PM

So all of you claiming that LRM's are nerfed to the point of un-usability, Remember in TT a LRM 20 would do anywhere between 12-20 damage with the damage being spread over 3-4 locations rolled randomly. At current a LRM does 14 damage to a single location with up to an additional 8 being done to every location within 1.8 meters of the initial hit location. Best case being 2 additional locations on most mechs so call it up to 30 damage from a weapon meant to do 12-20.

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 Sudden Reversal

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Posted 22 March 2013 - 01:53 PM

LRMs are pretty much useless now. Sorry, they FEEL useless.

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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