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Lrm's Are A Waste Of Tonnage


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Poll: LRM's are a waste of tonnage (102 member(s) have cast votes)

LRM's are a waste of tonnage

  1. YES (48 votes [47.06%])

    Percentage of vote: 47.06%

  2. NO (54 votes [52.94%])

    Percentage of vote: 52.94%

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#41 Victor Morson

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Posted 24 March 2013 - 01:01 AM

View PostKomtur, on 24 March 2013 - 12:15 AM, said:

What you want is: Clicking a button ... killing the first Mech with one shot ... clicking a button ... killing the second Mech with one shot ... clicking a button ... killing the third Mech with one shot ... clicking a button .... and so on
After 30 seconds the match is over and you are the winner.


If you think LRMs have been overpowered (at any point other than the bug last Tuesday) you are a terrible / very green pilot that needs to relearn everything they think they know about how missiles and their counters work.

I am getting really tired of people who don't understand a thing,but want to demonize it because it killed them. I mean, seriously, at least TRY to think for yourself how to counter something - or read a guide - before immediately joining a sea of other knee-jerk, ill-thought voices about it.

LRMs are a pathetically damaging, easily avoided, slow moving projectile that can't accurately shoot through ECM, and can't hit with most of it's pathetic firepower without LOS, has a huge minimum, really explosive ammo and needs a multiple secondary systems (Artemis, TAG, etc.) to reach any potential whatsoever.

They used to be ALMOST damaging enough to justify on some designs. They are now a non-threat unless you plod with the intelligence of a zombie directly at your target in the wide open.

In fact, the primary reason I cite for this sudden cry against LRMs has more to do with green/casual pilots not understanding the least bit how to adapt to big, wide open maps and doing just that: Gunning your slow moving 'mech right through a giant valley towards lines of LRM 'mechs does not make LRMs overpowered, it makes your tactics unsuited to the terrain.

So yeah. If you insist on your only strategy being "Lumber at target, mash fire button" LRMs used to ruin your day. That doesn't mean they should have been nerf'ed.

Edited by Victor Morson, 24 March 2013 - 01:04 AM.


#42 Major Derps

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Posted 24 March 2013 - 01:09 AM

No, but these posts are a waste of forum space. All your QQing is pointless at this point. Why? They were hotfixed, not nurfed, and the hotfix was temporarily put in place, to rectify a horrendous damage increase, while they worked on the actual numers.

#43 Paula Fry

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Posted 24 March 2013 - 01:16 AM

This was a Hotfix and you complain about stuff that is being changed again in short Time. So what is the use of this Thread?
To tell us ur MAD?
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#44 Victor Morson

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Posted 24 March 2013 - 01:18 AM

View PostMokey Mot, on 24 March 2013 - 01:09 AM, said:

No, but these posts are a waste of forum space. All your QQing is pointless at this point. Why? They were hotfixed, not nurfed, and the hotfix was temporarily put in place, to rectify a horrendous damage increase, while they worked on the actual numers.


They were nerf'ed.

It went like this:
Monday: LRMs are barely tolerable on the right 'mech.
Tuesday: LRMs hit with the power of a thousand suns.
Wednesday: LRMs are slightly more effective than slingshots, maybe.

Wednesday's result was the intended result from the start.

Just to clarify for the rest of the thread: When people are talking about the LRM NERF they are not talking about the Tuesday bugged missiles.

Edited by Victor Morson, 24 March 2013 - 01:19 AM.


#45 qki

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Posted 24 March 2013 - 01:21 AM

View PostRhent, on 23 March 2013 - 10:54 PM, said:

After looking at the current patch and the potential damage output that LRM's can put out, LRM's are a useless weapon system.

Why would you take a weapon that does:
-substandard damage
-gives a 5 second warning so you can dodge it
-has a weapons system out there that can eliminate it


Two patches back, the damage that LRM's put out gave people a reason to carry AMS and ECM, but now, LRM's are just bad. In the current "short term fix" I'm sitting here soaking up 3 400M blasts from a LRM60 carrier, laughing armor going orange, however two patches back, I would have took critical damage pulling that bone head maneuver.

Its not worth testing LRM carrier with this 'short term' patch. I'll stick with PPC's.



That's the problem with you wankers - you still think you SHOULD be doing that kind of damage. Forget it - it's over, gone!

LRMs are not doing SUBstandard damage. The pre hotfix situation was not standard - stop using it as your baseline comparison.

#46 Thorqemada

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Posted 24 March 2013 - 01:24 AM

I feel its pretty possible to judge the content quality of a post from the poster alias quality alone without knowing the content!

Edited by Thorqemada, 24 March 2013 - 01:25 AM.


#47 Zolaz

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Posted 24 March 2013 - 01:45 AM

Rock says scissors are fine, nerf paper. That is what happened to LRMs. Well, what really happened is PGI messed up the code and then nerfed LRMs ... again. Im not sure why PGI keeps "fixing" the same things over and over again. It is like they have no vision of what the end game is suppose to look like.

#48 Major Derps

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Posted 24 March 2013 - 02:20 AM

View PostVictor Morson, on 24 March 2013 - 01:18 AM, said:


They were nerf'ed.

It went like this:
Monday: LRMs are barely tolerable on the right 'mech.
Tuesday: LRMs hit with the power of a thousand suns.
Wednesday: LRMs are slightly more effective than slingshots, maybe.

Wednesday's result was the intended result from the start.

Just to clarify for the rest of the thread: When people are talking about the LRM NERF they are not talking about the Tuesday bugged missiles.

Missiles were already 'double dipping' with their splash damage before the bug that resulted from the patch. The bug was an extension of this problem, and an unexpected result of another fix. So they were never to be nurfed, per se, but fixed.

Edited by Mokey Mot, 24 March 2013 - 02:58 AM.






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