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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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#1 Rhent

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Posted 23 March 2013 - 10:54 PM

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.

Edited by Rhent, 23 March 2013 - 10:55 PM.


#2 Praehotec8

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Posted 23 March 2013 - 11:03 PM

LRMs feel like they need a bit of an improvement from currently, but they still aren't a complete waste. Boating them however, seems a bit pointless right now. Besides, the current values should change once the splash situation is sorted out.

#3 Rhent

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Posted 23 March 2013 - 11:07 PM

View PostPraehotec8, on 23 March 2013 - 11:03 PM, said:

LRMs feel like they need a bit of an improvement from currently, but they still aren't a complete waste. Boating them however, seems a bit pointless right now. Besides, the current values should change once the splash situation is sorted out.


Oh, LRM's are very bad now. I run PPC, ***/LRM, and LRM carriers, my favorite being a 2 ERPPC / 2 LRM15 build, its usefullness now is significantly less than what it was 2 patches ago. The 4 PPC carrier blows the hybrid away, which always did better damage than a LRM Carrier or PPC Carrier alone. The LRM damage is so spread and does so little damage now its a waste of tonnage, you are better of with a LL or PPC in place of a LRM.

#4 No Guts No Glory

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Posted 23 March 2013 - 11:08 PM

People saying LRMs are balanced as they are currently aren't the ones using them currently.
To say X is balanced you can't just view it from one side of the equation. From what I'm seeing it's just people who've been on the wrong end of LRM boats previously thinking they're balanced now.

As they are, you're better off using any other longrange weapon as you needn't worry about minimum ranges, ECM, Slow travel times, etc. As they are LRM's aren't worth all their disadvantages.

At the very least, up their damage to 0.9 per missile.

#5 Moromillas

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Posted 23 March 2013 - 11:10 PM

58.33% of players haven't used or tested LRM's in the current build.

#6 boomboom517

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Posted 23 March 2013 - 11:19 PM

remove the splash 1 damage per missle tt is balanced use it and for gods sake somne point out machine guns should have no crit finding but 0.2dps if stream fired

#7 Rhent

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Posted 23 March 2013 - 11:19 PM

With the damage avoidance measures put into the game to avoid LRM's, reducing the damage was a ignorant move. Just revert back to LRM damage from 2 patches ago, right before LRM damage went insane. At least then the only way you could do good damage was to mass 50+ LRM's AND get your target out in the open AND get within 400M so they couldn't take cover so quick and you could lay waste. But now, try running that strategy and you are going to get destroyed. A LRM 60 is like a light sandpapering. Even mixing LRM's now is a bad idea with other weapon system (PPC, LL), they just are horrible.

#8 MN03

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Posted 23 March 2013 - 11:25 PM

I don't know what PGI's testing procedures are, but I'm really afraid they test it on test dummies (like the ones in training ground) instead of real mechs. These dummies die if you fart at them.

Edited by MN03, 23 March 2013 - 11:27 PM.


#9 Xandergod

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Posted 23 March 2013 - 11:25 PM

LRMs as of now, have no real value. Mothball those a1's kids.

#10 Cybermech

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Posted 23 March 2013 - 11:27 PM

Look its clear they are not the one hitter they used to be.
You are doing less damage per tonne, so now its more of a support weapon that still needs a small buff.

This of course is until they fix them and going by devs answers there was a comment that ballistics then missiles will be next on the list.
Maybe the lrm fix people are looking for will be a small bit down the road.

#11 Rhent

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Posted 23 March 2013 - 11:28 PM

View PostLexLuther, on 23 March 2013 - 11:25 PM, said:

LRMs as of now, have no real value. Mothball those a1's kids.


Yeah you basically are stuck with PPC's or Gauss for long range now. The funny thing was they called LRM's long range, but with all the measures they put in place in the game to make LRM's easy to dodge, LRM's effectively became a 450M weapon.

I'm wondering if whoever developed Telemetry for MWO actually thought of putting in tracking for the range at which a weapon connects and the damage it does. Because I can gaurantee you, most LRM damage now falls within a 450M range, not 800M+.

#12 Dirty Old Man

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Posted 23 March 2013 - 11:29 PM

Before this patch, LRM was abit on the overpowered side, doing 40+ dmg on a single volley of LRM20 is not nice... thats even without the missle upgrades.

Currently its worst then a pack of SSRM, at least these babies will hit , LRM? Dodged, Covered, Intercepted, ECMed and AMSed.... That was the whole point of making 1 LRM X 2.x damage.... therefore, LRM should be the same as SRM now. 1.5 X 1 LRM missiles. Then it would be just about right.

#13 ShadowDarter

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Posted 23 March 2013 - 11:29 PM

i am using LRMs, and they are perfectly balanced, except for clustering but that has been constantly tweaked since the first days of closed beta.

#14 Rhent

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Posted 23 March 2013 - 11:30 PM

View PostCybermech, on 23 March 2013 - 11:27 PM, said:

Look its clear they are not the one hitter they used to be.
You are doing less damage per tonne, so now its more of a support weapon that still needs a small buff.

This of course is until they fix them and going by devs answers there was a comment that ballistics then missiles will be next on the list.
Maybe the lrm fix people are looking for will be a small bit down the road.


They've already doubled Armor, how much more nerfs can they do to the game? What are they going to do, replace ballistic rounds with nerf footballs so games will go longer? Or knowing Piranha, they will make it where ballistics do a spray of rounds so they do damage like gimped lasers. IOW's, Piranha is trying to find ways to make matches last longer for the casuals who can't turn their torsos.

#15 EvilDave

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Posted 23 March 2013 - 11:32 PM

It is one thing limit their damage and another to make them completly useless.

#16 Ralgas

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Posted 23 March 2013 - 11:37 PM

View PostEvilDave, on 23 March 2013 - 11:32 PM, said:

It is one thing limit their damage and another to make them completly useless.


completely useless is overstating it a little, but they do need more tweaks. Very weak without arty and los

#17 Stanton Langley

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Posted 23 March 2013 - 11:39 PM

Additional ammo per ton is the minimum fix needed to balance the current temporary fix. People like to call LRMs support weapons... I'm not sure what they think LRMs should do. Apparently not damage. My frustration with LRMs is that the liberties taken in their design (not just damage, but flight time, ECM effects, warnings etcetera) make them difficult to use effectively yet because of lock on they are considered easy mode. In tabletop, missiles have the same hit chance as other weapons; I consider myself skilled with LRMs and yet my hit rate is abysmal in comparison to my other weapons. LRMs should do more damage when they hit because they are so easy to avoid being hit by.

If LRMs remain worthless, how will "skilled" players condescend to "noobs" ?!

#18 No Guts No Glory

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Posted 23 March 2013 - 11:45 PM

Limited damage and Easy counters make them useless.

The only fix missiles needed was a reduction of splash radius which is what made them seem so overpowered.

This was done while the Dev's try to fix splash damage.

But then to also reduce their damage by 61% of what it was previously?

The damage reduction and splash radius reduction combined probably effectively reduced their damage by 80%.

#19 xxx WreckinBallRaj xxx

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Posted 23 March 2013 - 11:50 PM

I brought my LRM Carriers out of the trashcan when they were OP. Put them right back after the hotfix. It's a garbage role, and will remain so until we get another missile bug or they decide to fix ECM/BAP. The 2 days the bug was active was 2 days since ECM patch that LRMs were actually worth using. Were they OP? Yes. But any other time, they're garbage. Piranha clearly does not like LRMs though. They dropped ECM in, OP as hell, rendering BAP useless as well, leave them that way for months(still going), but then when a bug that makes missiles OP happens on its own, they rush immediately to fix it 2 days later.

#20 Rhent

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Posted 23 March 2013 - 11:53 PM

View PostNo Guts No Glory, on 23 March 2013 - 11:45 PM, said:

Limited damage and Easy counters make them useless.

The only fix missiles needed was a reduction of splash radius which is what made them seem so overpowered.

This was done while the Dev's try to fix splash damage.

But then to also reduce their damage by 61% of what it was previously?

The damage reduction and splash radius reduction combined probably effectively reduced their damage by 80%.


To a lot of people who couldn't take cover, removing LRM's from play was their version of "balancing".





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