So Lrms Get Pounded With The Nerf Bat...
#1
Posted 21 March 2013 - 09:40 PM
I hit 4 mechs in that match with 2 or 3 salvos each. I did 40 damage. all shots were within 300m with tag. Not arty on the jag yet. I think the nerf was a bit much.
And no i don't care to debate the use of lrms with all the brawler splatcat and atlas drivers. Yall like to bump oilys and blow a load of alpha strike in a mechs face, i prefer to rain explosives on their head from hundreds of meters away. both are valid play styles. unfortunately now i have to go join the bump oilys crowd to be effective.
#2
Posted 21 March 2013 - 09:46 PM
#3
Posted 21 March 2013 - 09:47 PM
Before the current fix

and after the current fix
#4
Posted 21 March 2013 - 09:56 PM
Charlie Brumfield, on 21 March 2013 - 09:40 PM, said:
I think the idea is that LRMs soften the target up before you or a friend closes in for the actual kill. They still have their place. But now instead of building LRM boats that carry nothing else, you've got to bring a different gun or two, to be able to finish somebody off after you've peppered them with LRMs.
Edited by Signal27, 21 March 2013 - 10:26 PM.
#5
Posted 21 March 2013 - 10:07 PM
They removed the ******** minimum range (But TT! -**** Its a stupid idea)
They reduced LRM damage to say (1 - 1.4) damage range and no splash
Make LRMs considerably more accurate
Make LRMs faster
Its almost like LRMs would work like they did in every other mechwarrior game and would be useful other than boating!
Crazy I know!
#6
Posted 21 March 2013 - 10:14 PM
#7
Posted 21 March 2013 - 10:24 PM
#8
Posted 21 March 2013 - 10:26 PM
As was said by the devs somewehre, splash is desireable for LRMs due to the fact that the LRMs are currently pretty precise.
Basically what I'd like is a boost to the speed (50-75 mps at most), a slight relative reduction in strength vs AMS (fratricide would be perfect, if it came with an AMS ammo consumption increase), and maybe some loosening or widening of the basic LRM pattern. Artemis and TAG can still concentrate it, but it should start out wider than it is, I think.
Any other improvements should be matched by an increase in AMS effectiveness vs LRMs.
And get rid of that annoying "incoming missile" notification, at least in the case of SSRMs. I always get told they're inbound after they hit.
#9
Posted 21 March 2013 - 10:38 PM
Charlie Brumfield, on 21 March 2013 - 09:40 PM, said:
I hit 4 mechs in that match with 2 or 3 salvos each. I did 40 damage. all shots were within 300m with tag. Not arty on the jag yet. I think the nerf was a bit much.
And no i don't care to debate the use of lrms with all the brawler splatcat and atlas drivers. Yall like to bump oilys and blow a load of alpha strike in a mechs face, i prefer to rain explosives on their head from hundreds of meters away. both are valid play styles. unfortunately now i have to go join the bump oilys crowd to be effective.
Its funny how they gave us that "we dont want to knee jerk the fix" with ECM when they knee jerk everything else
#10
Posted 21 March 2013 - 10:39 PM
#11
Posted 21 March 2013 - 10:41 PM
Signal27, on 21 March 2013 - 09:56 PM, said:
I think the idea is that LRMs soften the target up before you or a friend closes in for the actual kill. They still have their place. But now instead of building LRM boats that carry nothing else, you've got to bring a different gun or two, to be able to finish somebody off after you've peppered them with LRMs.
correction you rip the LRMs out of your mech and pretend they never existed, heat sinks are a better use of the tonnage
CutterWolf, on 21 March 2013 - 10:39 PM, said:
you lie
#12
Posted 21 March 2013 - 10:42 PM
CutterWolf, on 21 March 2013 - 10:39 PM, said:
Lol, I was on River City in my 6 LL Stalker, started getting LRMs fired at me by two different mechs as soon as I hit the water, walked all the way across, watching "Incoming missiles" the whole way, I took a good 10-15 flights, and my armor was yellow at the end.
-no AMS btw
Edited by Mechwarrior Buddah, 21 March 2013 - 10:43 PM.
#13
Posted 21 March 2013 - 10:46 PM
mwhighlander, on 21 March 2013 - 10:07 PM, said:
They removed the ******** minimum range (But TT! -**** Its a stupid idea)
Hell no. I don't want an 4 LRM 20 cat running around doing past 80 damage an A.S. for up to 1000m (you know damn well they will do this)
mwhighlander, on 21 March 2013 - 10:07 PM, said:
They reduced LRM damage to say (1 - 1.4) damage range and no splash
Maybe... but reduce the splash, not rip it out
mwhighlander, on 21 March 2013 - 10:07 PM, said:
Make LRMs considerably more accurate
Hell no, LRMs are support weapons thy are supposed to be inaccurate and be more accurate with specialized equiptment
mwhighlander, on 21 March 2013 - 10:07 PM, said:
Make LRMs faster
AW HELL NO, some Light mechs have the ability to run AWAY FROM missiles, LIKE THE FREAKING SPIDER.
#14
Posted 21 March 2013 - 10:55 PM
mwhighlander, on 21 March 2013 - 10:07 PM, said:
They removed the ******** minimum range (But TT! -**** Its a stupid idea)
They reduced LRM damage to say (1 - 1.4) damage range and no splash
Make LRMs considerably more accurate
Make LRMs faster
Its almost like LRMs would work like they did in every other mechwarrior game and would be useful other than boating!
Crazy I know!
Please read this thread:
Hotfix March 21/2013 - Missile Fix And Server Downtime
Just about everything in your post is wrong. You're welcome.
#15
Posted 21 March 2013 - 10:56 PM
KinLuu, on 21 March 2013 - 10:53 PM, said:
1) I feel that the ammount of shots per ton of ammo should be increased for both LRMs and SRMs. This is especially important for Mechs that intent to use one or two LRMs as backup weapon - e.g. most stock Mechs. If you have only one or two tons of ammo per launcher, your mech does have no staying power. This would be a quality of life improvement without completely destroying the balance.
2) Time to target for LRMs could be decreased. I am unsure if this is needed, but it would make LRM a better choice for high elo games, aka a better choice against players that are not completely stupid. Maybe increase missile speed by 30-50%?
3) With the decreased DPS per launcher, it might be a good idea to look at the generated heat. LRMs are now a sustained DPS weapon and are much more affected by heat than before.
#16
Posted 21 March 2013 - 11:15 PM
I just did 12 shots of LRM 15's to a DDC at 400M with tag and got 82 damage for the game. he was on his own and had no AMS
#17
Posted 21 March 2013 - 11:16 PM
Renthrak, on 21 March 2013 - 10:55 PM, said:
Please read this thread:
Hotfix March 21/2013 - Missile Fix And Server Downtime
Just about everything in your post is wrong. You're welcome.
You missed his point. He was only speculating WHAT IF the listed things were true.
#18
Posted 21 March 2013 - 11:19 PM
#19
Posted 21 March 2013 - 11:30 PM
#20
Posted 22 March 2013 - 12:16 AM
Can't you guys read?
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