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So Lrms Get Pounded With The Nerf Bat...


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#81 Dreamslave

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Posted 22 March 2013 - 10:37 AM

View PostCharlie Brumfield, on 21 March 2013 - 09:40 PM, said:

So I like playing a fire support mech. I loved LRM before the last patch and though they were perfect. Last patch they got a bit buggy and everyone was using them. So i jump in MWO to run a match or two and find out theres a hot fix. Ok sweet LRMs will be back to prepatch effectiveness there won't be a ton of crappy support pilots out there and i can go back to playing the second line fire support role i enjoy playing. .. Come to find out my DDC w/ 3xlrm15 now has a firepower rating of 40... yes that's right 40. Well that sucks I'll run my new Jag A then with 4xlrm15. It has a fire power rating of 49.

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.


Well there's your first problem: wasting an Assault mech on LRM Support. Too slow, not very mobile, cannot get to high-ground for better positioning, let alone wasting an entire Assault mech on hiding behind your team.

#82 Mechwarrior Buddah

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Posted 22 March 2013 - 10:45 AM

View PostZolaz, on 21 March 2013 - 11:30 PM, said:

PGI fixes things like a bull in a china closet.


but, they TOLD US they didnt want to knee jerk ECM so they knee jerk LRMs instead ******* brilliant move guys

View PostRoyalewithcheese, on 22 March 2013 - 10:06 AM, said:

IMO this splash + TT base damage = perfect.


IF armor was at base values Id agree

#83 ollo

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Posted 22 March 2013 - 10:23 PM

View PostZolaz, on 21 March 2013 - 11:30 PM, said:

PGI fixes things like a bull in a china closet.


They like to "brix" and "feak" things...

#84 ollo

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Posted 22 March 2013 - 10:31 PM

View PostDreamslave, on 22 March 2013 - 10:37 AM, said:


Well there's your first problem: wasting an Assault mech on LRM Support. Too slow, not very mobile, cannot get to high-ground for better positioning, let alone wasting an entire Assault mech on hiding behind your team.


and here's your problem: http://www.sarna.net/wiki/Longbow

#85 xxx WreckinBallRaj xxx

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Posted 22 March 2013 - 10:33 PM

LRMs were fun before ECM patch. Since then it's been a shat role, like the unwanted retarded stepchild of MW. We're still waiting for ECM/BAP to get balanced. People think that players like myself want LRMs to be OP like they were in this week's patch until hotfixed, but that's never been the case. I'm actually non-biased(a rare thing on these forums) and want every device, every weapon, every role, to be viable. That currently means wanting the ECM to get an axe taken to it and the BAP to get a well deserved buff. Either, or both, would help fix LRMs.

#86 Ravingdork

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Posted 22 March 2013 - 10:35 PM

I don't boat missile weapons. I'm a brawler who favors hunchbacks. In particular, I pilot an HBK-4SP with four medium lasers and two SRM6s.

Before this nefarious nerf, I made ~200,000 credits every three games. Now, it takes me six or more games to earn that much. My armament has been so reduced in damage potential that my formerly highly effective support brawler is now barely more effective than a light mech, except he doesn't have the luxury of running circles around his enemies and dodging fire effectively like they can. I can't seem to kill anyone now. Some opposing players have even taken to ignoring me!

This nerf doesn't just hurt boats, it hurts everyone who uses missile weapons. MWO is now one step closer to just being another shooter. I pray that the pendulum swings back the other way a bit. This "patch" (*laughs* *spits*) was just too much.

I can understand bringing LRMs down a bit (but not nearly this much), but why touch SRMs at all? They were perfectly fine! Unlike LRMs, you can't fire those from the safety of a far mountain range or lock on for an easy fire and forget victory. I just don't know what possessed the game's developers into caving into a bunch of whiny newbs who don't know how to use cover properly.

In short, this update sucks. I hate it. I can't wait till it's undone.

#87 Lyoto Machida

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Posted 22 March 2013 - 10:43 PM

View PostRavingdork, on 22 March 2013 - 10:35 PM, said:

I don't boat missile weapons. I'm a brawler who favors hunchbacks. In particular, I pilot an HBK-4SP with four medium lasers and two SRM6s.

Before this nefarious nerf, I made ~200,000 credits every three games. Now, it takes me six or more games to earn that much. My armament has been so reduced in damage potential that my formerly highly effective support brawler is now barely more effective than a light mech, except he doesn't have the luxury of running circles around his enemies and dodging fire effectively like they can. I can't seem to kill anyone now. Some opposing players have even taken to ignoring me!

This nerf doesn't just hurt boats, it hurts everyone who uses missile weapons. MWO is now one step closer to just being another shooter. I pray that the pendulum swings back the other way a bit. This "patch" (*laughs* *spits*) was just too much.

I can understand bringing LRMs down a bit (but not nearly this much), but why touch SRMs at all? They were perfectly fine! Unlike LRMs, you can't fire those from the safety of a far mountain range or lock on for an easy fire and forget victory. I just don't know what possessed the game's developers into caving into a bunch of whiny newbs who don't know how to use cover properly.

In short, this update sucks. I hate it. I can't wait till it's undone.


"Nefarious nerf"...thats pretty funny actually.

#88 xxx WreckinBallRaj xxx

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Posted 22 March 2013 - 10:56 PM

SRMs were actually OP as hell before this nerf. A1s could blow apart Atlases 1vs1, which is downright stupid. If you weren't an Assault, typically, you'd be crippled after 1 volley then dead after the next. Again, it was stupid. As a Light I found myself legged the instant any SRM stacker was near me due to the spread pattern doing far too much damage and easily hitting legs with some of the missiles. Then I'd be dead a few seconds later to his allies or his next volley.(That's how it works for a Light once you're legged or stop moving, you die <5 seconds later) I'm open for players playing whatever they like, but when something is very clearly OP and needs a nerf, that's what it should get.

In any case, these are not permanent changes. They plan to overhaul ECM/missiles and/or BAP for rebalancing.

#89 SPencil

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Posted 22 March 2013 - 10:57 PM

Did LRMs need a nerf? Yea, they did. Did they need to be nerfed this hard? Not quite.

Dropping the damage was the right move, but I don't think to the degree that they did. So a little more damage, and make the missiles a bit faster, and I'd think that would be perfect.

edit: Be quiet, Bluten.

Edited by SPencil, 22 March 2013 - 10:59 PM.


#90 xxx WreckinBallRaj xxx

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Posted 22 March 2013 - 11:00 PM

Why? I typed great posts in here.

Edit: No, SPencil.

Edited by Bluten, 22 March 2013 - 11:01 PM.


#91 Hedonism Robot

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Posted 22 March 2013 - 11:01 PM

Wow they are fine still, I played my LRM boat for 4 games tonight and got top dmg each one with over 800 dmg 2 of the 4. You need to not go by the stupid firepower stat on the client, it tells literally nothing about how much dmg your mech can output. Use tag if they are in line of sight, if not then be grateful you have a weapon that lets you kill them without even being able to see them.

#92 MN03

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Posted 23 March 2013 - 12:25 AM

View PostHedonism Robot, on 22 March 2013 - 11:01 PM, said:

Wow they are fine still, I played my LRM boat for 4 games tonight and got top dmg each one with over 800 dmg 2 of the 4. You need to not go by the stupid firepower stat on the client, it tells literally nothing about how much dmg your mech can output. Use tag if they are in line of sight, if not then be grateful you have a weapon that lets you kill them without even being able to see them.

Yep, same experience. I was also whining about LRMs being too much nerfed. But after playing it intensively it's fine. I'm still topping the scoreboards, it just takes more effort. I do want a missile speed increase and more ammo (9 tons of ammo at times not enough).

Edited by MN03, 23 March 2013 - 12:26 AM.


#93 Krell Darkmoon

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Posted 23 March 2013 - 01:32 AM

LoL

We needed another one of these "My LRMs got nerfed" threads.

Cause there wasn't 100's of them already.....

GET OVER IT



#94 Revorn

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Posted 23 March 2013 - 01:38 AM

View PostKrell Darkmoon, on 23 March 2013 - 01:32 AM, said:

LoL

We needed another one of these "My LRMs got nerfed" threads.

Cause there wasn't 100's of them already.....

GET OVER IT





If you dont like the Thread, dont read it.


btw, writing in big Fonts dont makes your point of View more valuable. :P :)

#95 Scryed

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Posted 23 March 2013 - 03:06 AM

View PostVoidcrafter, on 22 March 2013 - 12:57 AM, said:

Ke?
You're not talking seriously, are you not?
I would seriously like people to actually play against LRMs with configuration that does not include LRMs, before saying things like that...
They're almost fine now, I think they need few more hits from the nerf bat :)
You can actually still (almost)die from 2xLRM20s and actually one LRM20 salvo can cut your hand off(providing it has left 30 from 40 armor). And that's even without Artemis.
What the hell do you want from long range lock weapon? To insta-kill any sort of mech out there, while you're sitting on your lazy back 700m away from the fight?
And hell yea - ECM should make you suffer. Don't even start again, that "when someone gets under 200m..." cause the punishment for LRM boating not only should be that - but you should be killed instantly, cause you had no imagination to build something versatile.
Stop already with this crap, seriously.
And start playing with something, that actually requires skill alright?


No I'm seriously wondering why does the community think this? You move your fat arm and click a mouse with a single finger for both direct fire weapons and missiles. But on a serious note:
  • You have to keep your crosshairs on target for missiles and direct fire weapons, so same "skill," yes in the LRM world you have the advantage of distance so the enemy's angular velocity is lower, same with long range direct fire weapons, so again same "skill"
  • In shorter range direct fire weapons scenarios you're near your target, in the environment with them, so target dodging via building or outcropping isn't really relevant, so your direct fire weapons take less "skill"
  • With LRMs you have to take into account a pretty long arrival time, and the scene of battle can change drastically before your payload arrives, so you need pretty good foresight and calculating "skill"
  • You pretty much have to have a target and have it locked to be of any use for missiles, unlike direct fire weapons, pew pew to your heart's content so less to monitor with direct fire so less "skill"
  • There are loads of ways to defeat missiles, ECM, physical obstacles, AMS, etc so you need more "skill" for missiles to overcome those enemies, for direct fire weapons you only need to worry about physical obstacles so less "skill"
  • Once your payload leaves the launchers it's up to the server gods, with direct fire weapons you can readjust or in duration weapons like lasers, can still hit even with a crap initial click
So what takes more "skill" again?





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