So Lrms Get Pounded With The Nerf Bat...
#61
Posted 22 March 2013 - 07:26 AM
there is more to this than simple "lrms are OP", this is a heat problem as well that goes right back to boating / firing TONS of big alphas in a row and getting away with it. Amplified now by fluid flush.
This is why mech3 made you explode if you fired more than X amount of guns in 1 alpha and went to hot.
#62
Posted 22 March 2013 - 07:30 AM
Thontor, on 22 March 2013 - 07:21 AM, said:
The only issue I got with your logic is - if you put 3xLRM15s in your atlas, how much weight would you got to put something, that would be deadly enough to kill a med+ mech that came barely scratched in under 200m your range?
I've fought some of those and I don't exactly consider them dangerous with the any the other two weapons they got
It's a waste of ATLAS life force for me.
Edited by Voidcrafter, 22 March 2013 - 07:32 AM.
#63
Posted 22 March 2013 - 07:40 AM
And daaaaaaaaamn.
I ended up on alpine peeks close to our base. I noticed a cent going for cap. This is a noobish cent right here, since he is completely alone, completely out in the open. So i start unloading on the man from about 500m and he panics and runs back to his team. He is running at about 70-80kph perpendicular to my direction. I got as close as 400m to him.
200 missiles i ulnoaded on the guy with a perfect LOS, nothing between us. Wanna guess what my damage was? 80 damage. 80 damage on a r'tard out in the open, his only defense, paniking and running away. 80 damage delt for 1.1 tons of ammo and during 20 seconds. And you call this fair? Balanced? This is the equivalent of 3.8 small lasers...
I perfectly agree that LRMS were OP. No doubt about that. But this... I died a little inside seeing this.
And this is why we can't have nice things...
#64
Posted 22 March 2013 - 07:46 AM
Otto Cannon, on 21 March 2013 - 09:47 PM, said:
Before the current fix

and after the current fix

This sums things up about perfectly- I was pissed off the other day when missiles got their unintended buff....but yeah, don't want to see them get turned into a joke. Maybe a hotfix for the hotfix?
#65
Posted 22 March 2013 - 07:51 AM
#66
Posted 22 March 2013 - 08:17 AM
Dude, get a Spider and boat machine guns - THEN I allow you to complain.
#67
Posted 22 March 2013 - 08:20 AM
#68
Posted 22 March 2013 - 08:32 AM
truditu, on 22 March 2013 - 08:20 AM, said:
Most of the people saying "Lrms are fine" are enjoying their dual gauss/AC20/UAC5/etc out in the open.
#69
Posted 22 March 2013 - 08:37 AM
MN03, on 22 March 2013 - 07:25 AM, said:
did you even play when splash damage was bugged?
#70
Posted 22 March 2013 - 08:37 AM
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.
If that's so, what is the benefit of taking them instead of other weapons that do the actual killing? No question, in the recent patch, LRMs were ridiculous, but every time I see this argument it just seems flawed. Playing in a PUG group I mostly fire direct LOS LRMs, and I want to be able to dish it out, and get kills sometimes. I can accept mostly weakening (and indeed, I often switch targets once mine is near death), but that doesn't mean that LRMs should be largely unable to get kills.
#72
Posted 22 March 2013 - 08:59 AM
Thontor, on 22 March 2013 - 08:45 AM, said:
Not true. You have to take in account the fact that not all missiles will hit, the enemy is on the move and so on. For an example see my ealrier post. 200 LRMs thrown at a centurion from 500m with line of site and no obstacles while he was moving. Total damage: 80.
#73
Posted 22 March 2013 - 09:07 AM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
This is a TEMPORARY fix to quell the damage done by missiles at this time.
In other words, the point of this hotfix wasn't to make things right, it was to make the game playable. So please, for the love of all things giant and stompy, put the whining on hold until April 3rd, because everything said here is going to become obsolete on April 2nd.
#74
Posted 22 March 2013 - 09:10 AM
IrrelevantFish, on 22 March 2013 - 09:07 AM, said:
In other words, the point of this hotfix wasn't to make things right, it was to make the game playable. So please, for the love of all things giant and stompy, put the whining on hold until April 3rd, because everything said here is going to become obsolete on April 2nd.
so... all those that say the missiles are as they should be now are just clueless and stupid?
#75
Posted 22 March 2013 - 09:16 AM
#76
Posted 22 March 2013 - 09:26 AM
MN03, on 22 March 2013 - 08:39 AM, said:
I havent played at all since the 20th. got tired of waiting for the hotfix and bought civ5 to play.
after making about 10 mil with my catapult that is.
Edited by Battlecruiser, 22 March 2013 - 09:26 AM.
#77
Posted 22 March 2013 - 09:43 AM
Ilwrath, on 22 March 2013 - 09:10 AM, said:
so... all those that say the missiles are as they should be now are just clueless and stupid?
No, they're just jumping the gun, same as those saying missiles aren't as they should be (although my post was directed more at the latter).
To put it another way, arguing about what's happening right now is like arguing about how to upgrade a diesel submarine's generator two weeks before it's decommissioned and we're all transferred to a nuclear sub. The next patch will fundamentally change the mechanics of missile damage, not just their stats, so there is little to be learned from this debate that will still apply when April 2nd rolls around.
Edited by IrrelevantFish, 22 March 2013 - 09:44 AM.
#78
Posted 22 March 2013 - 09:55 AM
Thontor, on 22 March 2013 - 09:25 AM, said:
The damage is fine though.
I agree with you except that a cent going 80kph is not exactly what i consider a "fast" target. It's kinf of a "normal" target.
#79
Posted 22 March 2013 - 10:00 AM
Paul Inouye, on 21 March 2013 - 02:46 PM, said:
It is at these levels that missile combat falls back to a level that we AND the community felt was right for a long period of time before the badness appeared. I'm going to ask you to help us test these values by FEEL. Not by playing SpreadsheetWarrior.
Missiles are STILL a very big threat to the target but just aren't doing these chart topping damage numbers.
THIS IS THE MOST IMPORTANT PART OF THIS MESSAGE:
This is a TEMPORARY fix to quell the damage done by missiles at this time. We are fully investigating the damage model AND focusing on the grouping of missiles and will update as soon as we can on how any changes will be managed/implemented.
#80
Posted 22 March 2013 - 10:06 AM
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