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Missile Hotfix Feedback.


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Poll: Your thoughts on missiles. (471 member(s) have cast votes)

LRM's

  1. Underpowered (209 votes [44.37%] - View)

    Percentage of vote: 44.37%

  2. About right (250 votes [53.08%] - View)

    Percentage of vote: 53.08%

  3. Overpowered (12 votes [2.55%] - View)

    Percentage of vote: 2.55%

SRM's

  1. Underpowered (170 votes [36.09%] - View)

    Percentage of vote: 36.09%

  2. About right (286 votes [60.72%] - View)

    Percentage of vote: 60.72%

  3. Overpowered (15 votes [3.18%] - View)

    Percentage of vote: 3.18%

Streak SRM's

  1. Underpowered (102 votes [21.66%] - View)

    Percentage of vote: 21.66%

  2. About right (305 votes [64.76%] - View)

    Percentage of vote: 64.76%

  3. Overpowered (64 votes [13.59%] - View)

    Percentage of vote: 13.59%

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#81 Dimitry Matveyev

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Posted 23 March 2013 - 02:18 PM

View PostSybreed, on 23 March 2013 - 01:56 PM, said:


Yeah, don't get your hopes up. Let's say I talked to some people and chances of having such a system implemented are slim to none...


Let's say, I know that :P . But it was worth to try.

#82 Marineballer

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Posted 23 March 2013 - 02:24 PM

A little buff for LRM would be good.

Now its 0.7 ground damage.
Maybe 0.8 or 0.9 damage would be good.

This would be 14% or 28% more damage (with splashdamage) like it is implemented today.

But overall its nearly right

Edited by Marineballer, 23 March 2013 - 02:24 PM.


#83 starmax

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Posted 23 March 2013 - 02:32 PM

Ok so Im a LRM's kind of guy.. now that you have patch LRMs I can not kill a thing And I was getting good at it... So all you have made this game is a Close up Fight game... and not a snip game or what ever... Its the wrong thing to do to tweek down LRMs cause I still get killed anyway,, put it back the way it was PLEASE $%^&*(

#84 DEN_Ninja

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Posted 23 March 2013 - 02:34 PM

View PostMarineballer, on 23 March 2013 - 02:24 PM, said:

A little buff for LRM would be good.

Now its 0.7 ground damage.
Maybe 0.8 or 0.9 damage would be good.

This would be 14% or 28% more damage (with splashdamage) like it is implemented today.

But overall its nearly right


Which is funny cause AMS shoots down roughly 25% of missiles. Even if I fired at someone with an LRM10 from a Trench Bucket, 2-3 missiles are shot down. Leaving 7-8 missiles. 6.3-7.2 damage pure.

I am asking for a perfect shot too. A mech out in the open. Close enough to get hit quickly. In sight long enough for the missiles to travel. This is asking a lot.

I'd rather they do 1 or 1.1 damage or increase projectile speed and ammo per ton. 200 or 220 per ton.

#85 Durankil

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Posted 23 March 2013 - 02:35 PM

why does everyone say that lrm´s are support weapons. when i remember correctly on the TT you roll first all other weaponsystems with punch before you role for lrms and srms because they scatter over the whole mech and because of this you had a higher chance to crit and destroy components. this in mwo seems not to be possible because of the realtime dynamic so volleys are shot to ct, cause of the lock on. sure lrms were after the patch far too strong. the balancing in TT was that ac20 and other one shot weaponsystems hit one hitlocation and so you can take every mech out with 4 ak 20 hits into centertorso. in the gamemechanics in mwo lrms do this too and that is were the balance ist broken. and i really like too see what happens with this community when clanweaponsystems enter the game. its always fun to see when a clan lrm 20 is shot in point blank because clan weapons can do that. ^^

#86 Lightfoot

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Posted 23 March 2013 - 02:35 PM

View PostDimitry Matveyev, on 23 March 2013 - 01:37 PM, said:

That is what should be done to prevent boating, in my opinion. But after that weapons can be normaly balanced.


You could give size to the Hardpoints, but the system you propose is centered at a missile nerf to the CPLT-A1. It doesn't offer enough variation.

MWO has to come to a decision about whether 6xSRMs or SSRMs is okay and if it is then it needs to make that possible on most Missile focused mechs. Then they can balance Missiles. What makes the A1 so OP'd is it's the only Missile Mech that can carry 6x missiles so it sits at the top of a system that needs to work for mechs that can only carry 3-4 max. Rather than go to your suggested system, they could just remove 2 missile hardpoints from the A1 and make them energy and get basically the same balance in game.

#87 starmax

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Posted 23 March 2013 - 02:44 PM

To Please Players In the Old But Great MW days when you went into a meck Lab you could pick the weapon of chose,,, MWO needs to do this,, and then you would Pick in a Match What weapons you wanted to use in match,,, This would solve weapons power!!

#88 Henree

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Posted 23 March 2013 - 02:49 PM

View PostLightfoot, on 23 March 2013 - 02:35 PM, said:

they could just remove 2 missile hardpoints from the A1 and make them energy and get basically the same balance in game.

That is a catapult c4 and is already in the game.
See you know nothing about the lrm role and mechs.

#89 Vrekgar

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Posted 23 March 2013 - 02:49 PM

View PostLightfoot, on 23 March 2013 - 02:35 PM, said:


You could give size to the Hardpoints, but the system you propose is centered at a missile nerf to the CPLT-A1. It doesn't offer enough variation.

MWO has to come to a decision about whether 6xSRMs or SSRMs is okay and if it is then it needs to make that possible on most Missile focused mechs. Then they can balance Missiles. What makes the A1 so OP'd is it's the only Missile Mech that can carry 6x missiles so it sits at the top of a system that needs to work for mechs that can only carry 3-4 max. Rather than go to your suggested system, they could just remove 2 missile hardpoints from the A1 and make them energy and get basically the same balance in game.


But then your left with a C4.... The A1 is distinctive because it only has missile slots. Its always going to be a boat no matter what. What your talking about is removing the variant entirely and starting from scratch.

#90 Dimitry Matveyev

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Posted 23 March 2013 - 02:56 PM

View PostLightfoot, on 23 March 2013 - 02:35 PM, said:


You could give size to the Hardpoints, but the system you propose is centered at a missile nerf to the CPLT-A1. It doesn't offer enough variation.

MWO has to come to a decision about whether 6xSRMs or SSRMs is okay and if it is then it needs to make that possible on most Missile focused mechs. Then they can balance Missiles. What makes the A1 so OP'd is it's the only Missile Mech that can carry 6x missiles so it sits at the top of a system that needs to work for mechs that can only carry 3-4 max. Rather than go to your suggested system, they could just remove 2 missile hardpoints from the A1 and make them energy and get basically the same balance in game.


But it is about the size of hardponts (and the number of tubes for missiles). Maybe I don't have enouhg language skill to explain it correctly. A1 cat is given only as an example.

Edited by Dimitry Matveyev, 23 March 2013 - 02:58 PM.


#91 DEN_Ninja

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Posted 23 March 2013 - 03:07 PM

View PostDimitry Matveyev, on 23 March 2013 - 02:56 PM, said:


But it is about the size of hardponts (and the number of tubes for missiles). Maybe I don't have enouhg language skill to explain it correctly. A1 cat is given only as an example.


Basically he means for the case of Catapults the limitation of LRM Launchers should be based on both hardpoints and the quantity of the tubes for the model.

So a A1 could have a 20-40 Variation in tubes but the C4 would be only 15-30 Both only having 2 hardpoints in each arm.

#92 starmax

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Posted 23 March 2013 - 03:14 PM

Just Set The LRMs back the way they were and all Have Fun like we are suppose to do in this game ..Its getting to tech,, man!!!!lol

Edited by starmax, 23 March 2013 - 03:15 PM.


#93 Kahoumono

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Posted 23 March 2013 - 03:35 PM

I think the problem is not with the weapons but with the boating of weapons. I had a Treb3C with LRM15, ER PPC, 2 MLas and TAG, a pretty balanced build. 25 matches pre-hotfix I was doing close to an average of 500dmg per round, 25 matches post? I couldn't break 250 on average. Compare the results with my Raven2X running 2 LLas and SRM6. Pre and post, the 2X is doing over 400dmg per round. Lets not even consider the 3L. I feel the LRMs are underpowered compared to SRM and SSRM which are about right.

Best fix to alleviate boating would be diminishing returns in dmg of stacked weapons or the geometric increase of heat output of stacked weapons fired within a 1-2 second interval. This would encourage balanced builds, spread out the damage so you don't get 6ppcs in one spot and most importantly introduce another layer of skill for weapon and heat managment.

#94 Henree

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Posted 23 March 2013 - 03:37 PM

seriously an a1 boating has no short range defence whatsoever
there is minimum range of 180 where missiles do 0 damage
there is ecm
and bodies can use cover
the need for lock and line of sight

-if it can not take an approaching enemy out an a1 will allways loose unless the adversary is playing cod style
It would seem that a lot of people who are in favor of having useless lrms like playing cod style.

also a large percentage of the mechs that had their legs blown off forgot to mention they have minimum leg armor so they could boat other weapons.

Edited by Henri Schoots, 23 March 2013 - 03:38 PM.


#95 Stanton Langley

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Posted 23 March 2013 - 03:54 PM

Kind of at the point where the only way to adequately express my displeasure is to take a break from the game. If I only want to brawl I can play infinity blade. Despite my disappointment, I hope that I find the game more enjoyable when I return.

#96 Henree

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Posted 23 March 2013 - 04:00 PM

View PostStanton Langley, on 23 March 2013 - 03:54 PM, said:

Kind of at the point where the only way to adequately express my displeasure is to take a break from the game. If I only want to brawl I can play infinity blade. Despite my disappointment, I hope that I find the game more enjoyable when I return.

yea well i also like mwo because of the mwo crowd so...but i am starting to feel maybe i need a break too.
maybe it would be possible to refund mc and cbills, xp and gxp spent on lrm mechs like the a1 and the other two lrm catapults if the nerf stays. I did not know the product i bought would so radically change. Here's hoping on a return to how it was before the changes (cheers!)

Edited by Henri Schoots, 23 March 2013 - 04:02 PM.


#97 Meldorn Vaash

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Posted 23 March 2013 - 04:00 PM

I think a slight bump to LRMs (increase from .7 to 1.0 dmg per missile) and make AMS more effective (shoot faster to knock more missiles out of the sky) and that should about balance it out.

The only pilots that should be whining after that are the ones that like to STAND STILL IN OPEN AREAS... Just saying...

SRMs are fine.

SSRMs are good, I wouldn't be sad to see SSRM 4s find their way into the game. Soon-ish...

#98 Lightfoot

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Posted 23 March 2013 - 04:04 PM

View PostTichorius Davion, on 23 March 2013 - 03:07 PM, said:


Basically he means for the case of Catapults the limitation of LRM Launchers should be based on both hardpoints and the quantity of the tubes for the model.

So a A1 could have a 20-40 Variation in tubes but the C4 would be only 15-30 Both only having 2 hardpoints in each arm.


That can't work really. It's just visual model and missiles shouldn't be the only weapon in MWO that needs to match it's external model. They already count the tubes for determining the fired salvo size and that is a primary sin in Battletech. Battletech rules indicate if the mech can mount the weapon, the weapon is always the same on every mech. Missiles don't vary in function based on the mech model.

View PostHenri Schoots, on 23 March 2013 - 02:49 PM, said:

That is a catapult c4 and is already in the game.
See you know nothing about the lrm role and mechs.


rofl!! It was just an analogy, didn't mean to step on any A1 pilot's toes. :)

Edited by Lightfoot, 23 March 2013 - 04:09 PM.


#99 MonkeyCheese

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Posted 23 March 2013 - 04:08 PM

Look people are happy with low powered ssrms who woulda guessed that....

#100 jakucha

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Posted 23 March 2013 - 04:20 PM

Missiles could use a slight buff which they'll be getting whenever the devs sort out the splash damage issues.

Edited by jakucha, 23 March 2013 - 04:21 PM.






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