Lrm/srm Missiles A Joke Now.
#41
Posted 22 March 2013 - 07:47 AM
Also, it now seems TAG/NARC/Artemis is much more needed if you want to kill a target with LRMs, which is the way it is suppose to be.
This is why NARC needs a large buff in total removal of the NARC beacon time and an increase in the amount of damage taken to 50 or more points.
#42
Posted 22 March 2013 - 07:49 AM
DarkDevilDancer, on 22 March 2013 - 07:46 AM, said:
What do you mean with "soften up"? Why should I equip a slow moving, heavy to wear and prone to get ****** by cover weapon when I can go PPC's and use them for everything?
#43
Posted 22 March 2013 - 07:53 AM
Ilwrath, on 22 March 2013 - 07:49 AM, said:
What do you mean with "soften up"? Why should I equip a slow moving, heavy to wear and prone to get ****** by cover weapon when I can go PPC's and use them for everything?
Don't use logic, that's not welcome here. LRM is a support weapon, done deal.
#44
Posted 22 March 2013 - 07:53 AM
Ilwrath, on 22 March 2013 - 07:49 AM, said:
What do you mean with "soften up"? Why should I equip a slow moving, heavy to wear and prone to get ****** by cover weapon when I can go PPC's and use them for everything?
You can't fire your PPCs on a target you do not have a direct line of sight with. With a scout, possibly with TAG, you can unload your LRMs on a group hiden behind cover.
That's one among many other uses intended for LRMs,
#45
Posted 22 March 2013 - 07:56 AM
Ilwrath, on 22 March 2013 - 07:38 AM, said:
Yeah that works so well with all the ECM. No it does not. LRM boating before this patch forced you to get close and tag them yourself and if you do that you should be rewarded with premader cheese atlas and what not, going boom!
LRM pubbie life was no free ride into cbill heaven.
You're arguing 2 different points. I commented against what you said:
Ilwrath, on 22 March 2013 - 03:45 AM, said:
Because pressing "R" without having to point your cursor is MUCH less challenging than having to maintain the cursor at the enemy. ECM is a different and separate issue. And no, before this patch, LRM boaters did not have to get close at all to be effective. You should learn to play with LRMs just like this guy did:
Anton Shiningstar, on 22 March 2013 - 06:25 AM, said:
He's still able to be effective even after the patch. Now it separates noob missile spanners from actual good players that actually have to use tactics to get kills. Not just press "R" and click.
#46
Posted 22 March 2013 - 07:57 AM
Elandyll, on 22 March 2013 - 07:53 AM, said:
You can't fire your PPCs on a target you do not have a direct line of sight with. With a scout, possibly with TAG, you can unload your LRMs on a group hiden behind cover.
That's one among many other uses intended for LRMs,
But that just don't work! Ever! Unless you are in a premade on coms the scout may lose target and you have wasted those missiles. LRM's was effective as a artemis boosted direct los weapon. While YOU held tag on your target. If you try to fire over a hill, 90% of the missiles will not even reach the target.
So it was used the same way as PPC's was. It only hit much much harder. But with the fact that the target may use its brains and ******** move into cover. Or even worse, use one of your teams mechs as cover so you get rewarded with a team kill.
Edited by Ilwrath, 22 March 2013 - 07:58 AM.
#47
Posted 22 March 2013 - 08:02 AM
Max Genius, on 22 March 2013 - 07:56 AM, said:
Oh I did just fine with LRM's. And yeah, it was pointless to fire at 800+. I have zero to learn.
Max Genius, on 22 March 2013 - 07:56 AM, said:
Amusing. I see others reporting hilarious low damage.
What tactics? Please tell.
Edited by Ilwrath, 22 March 2013 - 08:02 AM.
#48
Posted 22 March 2013 - 08:05 AM
#49
Posted 22 March 2013 - 08:09 AM
MN03, on 22 March 2013 - 08:05 AM, said:
Yes and the speed was balanced. Yes they hit like a truck (before the fail-patch, they where broken after the patch) but they where slow and if you broke los you disabled Artemis and mostly did not get hit at all, artemis or not. And you needed to use tag. Lots of ECM out there.
If you really got unlucky you got a raven on you and that disables your main weapon. Forcing you to plink at it with whatever backup lasers you got room for after being forced to carry all that ammo and the heavy launchers themself.
Edited by Ilwrath, 22 March 2013 - 08:10 AM.
#50
Posted 22 March 2013 - 08:47 AM
It is not.
Yes damage is at an all-time low, but I still managed 300-500 per match, and stills scored kills.
I realize they are going to tweak the explostion radius, etc. but in their current state I don't think they are far off the numbers, possibilt a 0.1 to 0.2 damage boost. But the days of having to run cover to cover because a single volley of LRMs could disingtagrate your mech are hopefully over.
#51
Posted 22 March 2013 - 09:45 AM
Ilwrath, on 22 March 2013 - 08:02 AM, said:
Now that's amusing. Sign of a guy who's full of himself I see. Sorry son, if you have zero to learn, then why complain? Because you still have a lot to learn on how to use LRMs the way they're implemented now. Just like this guy:
Anton Shiningstar, on 22 March 2013 - 06:25 AM, said:
Ilwrath, on 22 March 2013 - 08:02 AM, said:
From the same noob missile spammers who all had their hell of a time during the few days when the LRM damage was ridiculously high. Might you be one of them? Oh of course not, you have ZERO to learn. Psssssshhhhh
Edited by Max Genius, 22 March 2013 - 09:46 AM.
#52
Posted 22 March 2013 - 09:47 AM
I look forward to any more balance changes that keep the coward scrubs out of the support role while people that can handle it continue to successfully exploit peoples tactical decisions, overconfidence, and mistakes.
#53
Posted 22 March 2013 - 10:05 AM
#54
Posted 22 March 2013 - 10:07 AM
#55
Posted 22 March 2013 - 10:10 AM
- SRM
- AC20
- UAC5
- MLas
- SLas
- AC20
- UAC5
- SRM
- MLas
- SLas
#56
Posted 22 March 2013 - 10:13 AM
#57
Posted 22 March 2013 - 10:33 AM
MN03, on 22 March 2013 - 03:35 AM, said:
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
Edited by darkfall13, 22 March 2013 - 10:44 AM.
#58
Posted 22 March 2013 - 10:34 AM
#59
Posted 22 March 2013 - 10:45 AM
Best fix 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 one encourage balanced builds and two spread out the damage so you don't get 6ppcs in one spot.
#60
Posted 22 March 2013 - 11:38 AM
Scratx, on 22 March 2013 - 03:33 AM, said:
LRMs were an ineffective terrible weapon before this. I keep stressing this: Good players and good teams don't use LRMs. Previously maybe as a niche on a very fast medium but with the reduced damage, not even that.
They travel too slow and are countered too hard. They're a dead weight liability that needs a massive buff from the point they are at now (and not just in damage).
Zyllos, on 22 March 2013 - 07:47 AM, said:
Also, it now seems TAG/NARC/Artemis is much more needed if you want to kill a target with LRMs, which is the way it is suppose to be.
This is why NARC needs a large buff in total removal of the NARC beacon time and an increase in the amount of damage taken to 50 or more points.
I am (and continue to be) in massive favor of NARCs gaining locking capability. It'd change the weapon entirely. It worked wonders for MW: Living Legends NARC.
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