Hotfix March 21/2013 - Missile Fix And Server Downtime
#621
Posted 05 April 2013 - 01:34 PM
#622
Posted 05 April 2013 - 02:10 PM
Suit yourself, but you are making MWO rather one dimensonal gameplay of brawling or near brawling. Previous MechWarrior games embraced the idea of a long range tactical game also. So, you couldn't bring LRMs to a city map and you were unwise to bring AC20's to an open map.
I remember some players chastising the Devs for ruining their SRM or AC20 mech with Alpine map and so the same will happen with good LRMs, but that's just too bad, stop boating AC20s and SRMs when you don't know the map.
#623
Posted 05 April 2013 - 05:28 PM
Any update/news on a fix? My A1 is like a confetti cannon.
#624
Posted 05 April 2013 - 06:20 PM
The temporary fix is begining to feel like the knockdown temporary fix.
The only difference is, the knockdown fix made scouts more viable, while the LRM/SRM fix made LRM absolete.
Because AMS and ECM stopped beeing used streakcats are back. SSRM still hit center torso and with less of nerf to them are still very much viable.
#625
Posted 06 April 2013 - 06:47 PM
JimSuperBleeder, on 05 April 2013 - 05:28 PM, said:
Any update/news on a fix? My A1 is like a confetti cannon.
Mount 5 SRM6 and one LRM10 (for assists), or even 6 SRM6.
Install Artemis. You can melt faces up to 270m now.
Yes, SplatCats have been weakened, but they're still viable.
Takes me about 4 alphas on average to kill a Heavy.
Best wishes,
Daniel.
#626
Posted 10 April 2013 - 09:40 AM
#627
Posted 11 April 2013 - 01:35 AM
SRMs overnerfed
sSRMs overnerfed
Half mounth already gone, nice TEMPORARY fix
Edited by Miken, 11 April 2013 - 01:40 AM.
#628
Posted 11 April 2013 - 04:05 AM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
If you where curious paul they, "FEEL" weak as hell.
#630
Posted 11 April 2013 - 12:16 PM
#631
Posted 11 April 2013 - 02:04 PM
#632
Posted 12 April 2013 - 12:54 AM
You seriously broke the LRM's in the previous patch...they became the God weapon...
Then with this "hot-fix" you did a classic Dev Team OVERREACTION....you nerfed missile damageto .7 and found once you virtually eliminated splash damage...that your simplistic targeting model put ALL missile damage on the ct. Thus you found that by fixing one huge problem...you created an opposite game balance problem that is just as critical..
With the inclusion of the ECM as the God coverage...coupled with the nerfing of the LRM's the totally worthless sensor suite that now does not reliably detect Enemy mechs on radar...and the hud bug that washes out the iff identification of friends and foes...and the incredibilly slow speed of the lrm.....and the STUPID mickey mouse notification that enables any mech to hide in cover before the lrm's actually hit....and the totally WORTHLESS indirect fire modeling that makes these totally worthless in their prime battletech role....and on and on and on...
Well now the LRM's are the highest skill weapon in thegame....that takes up huge space in the mech...and does virtually NO SIGNIFICANT DAMAGE WHATSOEVER!!!!!
Thus now NO ONE TAKES LRM's ....and the game has devolved into long range sniping camps....and the dance of death....out in the open...and light scout mechs have become the most devistating mechs on the field...because their lag shields coupled make them invunerable to missile hits when they are running at 150 mph.
So your touted hot fix...devolves into yet another crisis....in which you have fundamentally changed the game balance into yet another Gears of War....with mech rather than human skins on the units... Ie direct fire...and BORING
You might want to think and PLAYTEST these things before you dump yet another stillborn child....upon our laps...
You guys overreacted....and the beta of MWO is the poorer for it...
#633
Posted 12 April 2013 - 01:40 AM
The targeting reticle is there...but missile lock does not work...nada....its like I do not have any missiles at all...
Total broken...waste of time....
Ah well obviously the development team wants this to be gears of war with mech skins...
NO MORE MISSILE GAME for me....its officially dead in the water....
#634
Posted 12 April 2013 - 07:55 AM
Edited by Sheraf, 12 April 2013 - 07:55 AM.
#635
Posted 12 April 2013 - 08:05 AM
#636
Posted 12 April 2013 - 08:06 AM
#637
Posted 13 April 2013 - 02:40 AM
Splash damage limit 1m. Nowadays 1.8m still reflects through some mechs, and tend to expode hitted areas opposite armor.
Aka missiles hit to front, damage is reflected to back and rear armor wears off.
SRM damage 2.0 (this low 'cause of Splatcats)
A-SRM damage 1.8 (guidance system eats warhead)
SSRM damage 1.8
LRM damage 1.5
A-LRM damage 1.4 (guidance system eats warhead)
#638
Posted 13 April 2013 - 06:15 AM
VXJaeger, on 13 April 2013 - 02:40 AM, said:
Splash damage limit 1m. Nowadays 1.8m still reflects through some mechs, and tend to expode hitted areas opposite armor.
Aka missiles hit to front, damage is reflected to back and rear armor wears off.
SRM damage 2.0 (this low 'cause of Splatcats)
A-SRM damage 1.8 (guidance system eats warhead)
SSRM damage 1.8
LRM damage 1.5
A-LRM damage 1.4 (guidance system eats warhead)
Other than the fact that ECM counters SSRM almost 100% (a great gameplay design, who doesn't like not being able to fire?), this change would make SSRMs 100% better than SRMs, almost all mechs need to have ASRMs to be effective, and SSRMs are just a better version in every way.
I mean when SSRM-4 and 6 are here, in the current system, and the suggested one, we wouldn't see any SRMs or ASRMs anymore.
#639
Posted 13 April 2013 - 06:21 AM
#640
Posted 13 April 2013 - 09:19 AM
Davers, on 11 April 2013 - 12:16 PM, said:
Frankly, your wrong. Wrong, wrong, wrong. LRMs are a *little* underpowered right now, but I use them to great effectiveness to chisel away armour while someone is closing the gap or playing poppaprick behind a ridge. Some of my highest damage rounds lately have been in an AWS-8V with ERPPCs, LLs and an artemis equipped LRM20 rack.
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