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Hot Load Lrms


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#1 kilgor

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Posted 24 March 2013 - 05:29 AM

To me, LRMs seem about right on the damage they do, but might need a tiny change. They still hurt when you can't make it to cover fast enough. However, because of their reduced damage, they need to be able to utilize them at short range, so why not allow hot loading them? Keep an arc trajectory, so they don't become the new SRMs and perhaps reduce the damage by more or even have an initial short range mode firing delay while it switches to hot loading.

#2 Mechkilla

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Posted 24 March 2013 - 05:32 AM

You do know for what that L in LRM stand? Ok, now you can imagine this: NO.

#3 Moromillas

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Posted 24 March 2013 - 05:35 AM

You would be the first poster I've seen that has tested LRM's and said the damage was fine. You did thoroughly test them didn't you?

#4 Zaptruder

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Posted 24 March 2013 - 05:37 AM

Just wait for the clans to get here. Their LRMs have no minimum range.

#5 N0ni

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Posted 24 March 2013 - 05:38 AM

View Postkilgor, on 24 March 2013 - 05:29 AM, said:

they need to be able to utilize them at short range

200m is close enough. Anything short of that is what SRMs are for.

#6 SgtMagor

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Posted 24 March 2013 - 05:47 AM

we should be able to dumb fire Lrms and streaks, the pilot should have the option to dumb fire, or wait for a target lock. ther should be no reason why you can't use an lrm like a srm. as long as there is no target lock.

#7 GODzillaGSPB

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Posted 24 March 2013 - 05:50 AM

View PostMoromillas, on 24 March 2013 - 05:35 AM, said:

You would be the first poster I've seen that has tested LRM's and said the damage was fine. You did thoroughly test them didn't you?


Most tests I've read go like this: "Here, I shot xy amount of LRMs and did not get xy kills. LRMs are broken".

I could've done these tests myself without even starting the game game. It's easy, really: "Before 1.8, now 0.7. 0.7 is less than 1.8. Broken." Obviously. :(

Well, they still do a good job of stripping (my) armor, but I guess that's not enough for most players. They want kills. Guess it doesn't even matter that you get more CBills for assists than for kills alone. It's all about the frag. :D

#8 Joseph Mallan

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Posted 24 March 2013 - 05:57 AM

View PostDead Eye 01, on 24 March 2013 - 05:38 AM, said:

200m is close enough. Anything short of that is what SRMs are for.Clan Tech or Optional rules.
Fixed that.

Edited by Joseph Mallan, 24 March 2013 - 05:57 AM.


#9 Pale Jackal

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Posted 24 March 2013 - 06:00 AM

It's way too easy to hit with dumbfire LRMs at short range against any medium or heavier 'mech.

Granted, I am annoyed that if I have TAG, I still can't engage enemy 'mechs with ECM beyond 750m. I have a dedicated anti-ECM tool and it's useless within LRMs viable range?

#10 Moromillas

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Posted 24 March 2013 - 06:01 AM

View PostGODzillaGSPB, on 24 March 2013 - 05:50 AM, said:

Most tests I've read go like this: "Here, I shot xy amount of LRMs and did not get xy kills. LRMs are broken".

I could've done these tests myself without even starting the game game. It's easy, really: "Before 1.8, now 0.7. 0.7 is less than 1.8. Broken." Obviously. :(

Well, they still do a good job of stripping (my) armor, but I guess that's not enough for most players. They want kills. Guess it doesn't even matter that you get more CBills for assists than for kills alone. It's all about the frag. :D

I think balance and parity is what everyone wants, or at least I hope.

What I've seen is a lot different. That is, missiles hitting home, and dealing marginally less damage. Less than say, February.

#11 kilgor

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Posted 24 March 2013 - 06:03 AM

I've killed people with LRMs and been killed by LRMs since the LRM damaged was reduced. The thing is, firing missiles at someone within minimum range should do some kind of damage, even if it's just blunt force damage because the warheads didn't have time to arm. I think being more subjective, because LRM boats were killing people very quickly compared to any other 'Mech with boated weapons, so now, it is more in line with other boats.

But, in the end, the damage reduction does encourage missile carriers like the Catapault A1 or C4 to carry an LRM/SRM combo instead of all LRMs.

#12 Carrioncrows

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Posted 24 March 2013 - 06:09 AM

I suggested rules for Hot Load LRMS here: http://mwomercs.com/...eedback-thread/

But Hot Load LRMs basically activated your missiles while they were within the launchers making them extremely volatile The whole reason the LRM has a minimum 180m is so green pilots wouldn't kill themselves in case their firing lanes where not clear of debris or a golden BB hit a LRM primed in it's launcher setting off a internal explosion that would end in your mechs destruction.

#13 Henree

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Posted 24 March 2013 - 06:15 AM

View PostGODzillaGSPB, on 24 March 2013 - 05:50 AM, said:


Most tests I've read go like this: "Here, I shot xy amount of LRMs and did not get xy kills. LRMs are broken".

I could've done these tests myself without even starting the game game. It's easy, really: "Before 1.8, now 0.7. 0.7 is less than 1.8. Broken." Obviously. :(

Well, they still do a good job of stripping (my) armor, but I guess that's not enough for most players. They want kills. Guess it doesn't even matter that you get more CBills for assists than for kills alone. It's all about the frag. :D

well if in 7 minutes firing lrms at multiple targets with line of sight, hitting them results in 159 damage and 0 kills for my in an a1 this probably means you went against a fleet of a1's and actively sought out to be shot by them for most of the match before destroying them, that or you are making stuff up because you are inept at using cover/lrm and unable to read the missile incoming warning and allways stay further than 180 mtrs from any lrm carrier.

Edited by Henri Schoots, 24 March 2013 - 06:16 AM.


#14 MadPanda

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Posted 24 March 2013 - 06:56 AM

View PostGODzillaGSPB, on 24 March 2013 - 05:50 AM, said:

Well, they still do a good job of stripping (my) armor, but I guess that's not enough for most players. They want kills. Guess it doesn't even matter that you get more CBills for assists than for kills alone. It's all about the frag. :(


WHAT?! A game with giant robots shooting each other in an arena type setting and people care about KILLS?! LUNACY! Best game for me is when nobody gets killed and we all get along!

#15 Sheraf

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Posted 24 March 2013 - 08:04 AM

View PostZaptruder, on 24 March 2013 - 05:37 AM, said:

Just wait for the clans to get here. Their LRMs have no minimum range.


Clan LRM as it is now is a joke even without minimum range. :D


View PostMadPanda, on 24 March 2013 - 06:56 AM, said:


WHAT?! A game with giant robots shooting each other in an arena type setting and people care about KILLS?! LUNACY! Best game for me is when nobody gets killed and we all get along!


No one should die tragically from fighting. I call for ban of all lethal weapons :)

Edited by Sheraf, 24 March 2013 - 08:05 AM.


#16 Deamhan

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Posted 24 March 2013 - 09:07 AM

View PostPale Jackal, on 24 March 2013 - 06:00 AM, said:

Granted, I am annoyed that if I have TAG, I still can't engage enemy 'mechs with ECM beyond 750m. I have a dedicated anti-ECM tool and it's useless within LRMs viable range?


Only if it's your TAG. TAG has a max range of 750m however if someone else on your team paints a target, you can be beyond 750m and lock on.

#17 Rippthrough

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Posted 24 March 2013 - 09:10 AM

View PostHenri Schoots, on 24 March 2013 - 06:15 AM, said:

well if in 7 minutes firing lrms at multiple targets with line of sight, hitting them results in 159 damage and 0 kills for my in an a1 this probably means you went against a fleet of a1's and actively sought out to be shot by them for most of the match before destroying them, that or you are making stuff up because you are inept at using cover/lrm and unable to read the missile incoming warning and allways stay further than 180 mtrs from any lrm carrier.


And yet the first game I tried LRM's after the patch, 5 kills, 500 damage.

Whilst the damage is a touch low, it's not miles away.
Problem between keyboard and chair perhaps?





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