100 Lrm's Into The Face, See The Result Here
#201
Posted 22 March 2013 - 12:47 AM
#202
Posted 22 March 2013 - 12:52 AM
#203
Posted 22 March 2013 - 12:54 AM
Edit: Somehow I wanna try that now.
Edited by Tragos, 22 March 2013 - 12:55 AM.
#204
Posted 22 March 2013 - 12:57 AM
#205
Posted 22 March 2013 - 01:00 AM
Tennex, on 21 March 2013 - 04:30 PM, said:
while they fix missile spread. and then tweak the numbers up from there.
This is a gutting of the heart and soul weapon of the mechwarrior universe. you cannot nerf MLas, Gauss or LRMS its just NOT OKAY in any batteltech based IPs
edit something needed to be done, like rollback whatever ****** up the missles in the first place, prior to tuesdays patch they were perfect, then they were OP, now they are paint scratchers again.
Edited by Merrik Starchaser, 22 March 2013 - 01:02 AM.
#206
Posted 22 March 2013 - 01:07 AM
#207
Posted 22 March 2013 - 01:07 AM
MadPanda, on 21 March 2013 - 05:09 PM, said:
I didn't take out anything m8. He is running 3xUAC5, they all jammed and are thus red.
Reading the comments so far, evidence is something that has very little value around here. All the butt-hurt people who got wrecked with LRM's are now just glad that they are nerfed to useless. These people don't care about balance. They are just gloating over a dead corpse.
Yep, those people now also got new evidence of "AMS is useless". Right now with such low LRM damage anyone taking AMS is just plain stupid. Game developers just ****** up again.
#208
Posted 22 March 2013 - 01:11 AM
#209
Posted 22 March 2013 - 01:15 AM
Basically Long Range Missiles should be just that, effective only outside of 400m+ so they don't become medium/short range weapons (in place of, say, medium lasers)
This can be explained by the warheads taking more time to arm so inside that range it can still impact but not armed i.e. like duds.
So in summary:
Pro: LRMs should have superior long range damage, maybe even increase the range a bit since we're getting bigger maps
Con: They should be useless for medium and short range (compared to weapons that are designed for medium and short range) so do not in any way replace these other range limited weapons
Edited by DogmeatX, 22 March 2013 - 01:17 AM.
#210
Posted 22 March 2013 - 01:20 AM
#211
Posted 22 March 2013 - 01:27 AM
And after that you're talking about justice?
You're joking right?
#212
Posted 22 March 2013 - 01:36 AM
#213
Posted 22 March 2013 - 01:37 AM
stjobe, on 21 March 2013 - 04:29 PM, said:
Why should it? Stock the Phract has 32+52+32 armour on those torsos.
LRMs are finally making sense again.
And he even didn't had Artemis or Tag. With both the noob stalker would have killed the Catapract.
LRM's should either get a small damage boost and a nerf to boating or remain at the current state with a faster fly speed.
karish, on 21 March 2013 - 04:44 PM, said:
Rofl? If you are not good enough to be able to use LRMs than switch to SRM and bigger energy weapons.
Edited by Lyrik, 22 March 2013 - 01:41 AM.
#214
Posted 22 March 2013 - 01:40 AM
This is not how the game is fun. Safe for you, that is.
Also, I take your post with a sense of irony: A build like this is part of the problem, part of the reason so many people were complaining about LRMs. You too are at fault. I hope you realize that.
#215
Posted 22 March 2013 - 01:51 AM
#216
Posted 22 March 2013 - 01:51 AM
Would a Hexa-Stalker have been off so much better than you?
stjobe, on 21 March 2013 - 05:29 PM, said:
70 is just the direct-damage part, then there's additional 30+ points depending on how many hitboxes the 1.8m splash intersects. If they all intersect three hitboxes, that's an additional 90 damage, for a total of 160.
Incidentally, this is why I believe splash damage should be removed completely, it plays merry hell with damage balancing.
It could work if the splash damage was fixed and just how it was spread was variable.
Let's say a LRM deals 1 damage pin-point and 0.5 damage as splash. If hits 1 second component, it deals 0.5 to that. If hits 5, it deals 0.1 to each.
But I am not sure it can be programmed like that. Or rather I am not sure how difficult it would be to program it like that.
#217
Posted 22 March 2013 - 01:52 AM
Quote
Are you nuts? You shot one volley that was split because of the small launchers on the mech. Shooting a LRM 10 from a narc hardpoint on a raven results in 10 "volleys" being shot according to your logic.
#218
Posted 22 March 2013 - 01:56 AM
MadPanda, on 21 March 2013 - 04:21 PM, said:
Result: He lost his center torso armor and his CT internals are at yellow. His left/right torso are now at orange armor.
Looks good to me for a indirect fire support weapon platform. Or did you think you're supposed to kill everybody at range without much effort like it used to be since tuesday patch?
#219
Posted 22 March 2013 - 01:58 AM
My D, DDC, 3F, A1 and C1 are all now mothballed due to SRM/LRM nerfs while I grind cbills on the Ilya.
#220
Posted 22 March 2013 - 02:02 AM
Nightcrept, on 21 March 2013 - 07:06 PM, said:
He cored him with 100 missiles. What does that say for the normal player who doesn't boat them?
It says don't use lrm's. That is the point.
Don't use lrm's.
If you do not boat them, you have other weapons, right? The LRMs and the other weapons will hopefully get the job done, right?
THe question you have to ask yourself: Is an LRM weaker, equally strong, or stronger than a similar weight alternative in ballistic and energy weapons?
On a Hunchback, you might have 3 Medium Lasers and an AC/20. You don't expect a single AC/20 to core another medium or a light in two shots.
So why would a Trebuchets with 3 MLs and 2 LRM15s be able to pull that off?
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