Lrm / Srm Inadequate Weight To The Power
Started by Ellenai, Mar 24 2013 07:35 AM
8 replies to this topic
#1
Posted 24 March 2013 - 07:35 AM
I do not know what was the purpose of the fix, but the game at the moment is destroyed, forcing the players stupid one way of playing - PCC / Lasers In addition, weight and idamage of LRM / SRM / SSRM are inadequat with its price. We were taken last scraps of pleasure from the game. You have chosen bad direction. Personally, I regret that I spent on this game already so much money.
5 Ton Laser makes ~9 DMG
8 ton LRM+A makes - 10,5 not including the need of ammo and hti ratio ( which is funny ) ..and destroy capability ..
Now explain people how to play with it .. and what for ?
5 Ton Laser makes ~9 DMG
8 ton LRM+A makes - 10,5 not including the need of ammo and hti ratio ( which is funny ) ..and destroy capability ..
Now explain people how to play with it .. and what for ?
#2
Posted 24 March 2013 - 12:44 PM
Go play Battletech and you will understand.
#3
Posted 24 March 2013 - 12:57 PM
because SRMs and LRMs were the smart way?
#4
Posted 24 March 2013 - 01:43 PM
You know what this means OP? It means that you still have a lot to learn, grasshopper.
Edited by qki, 24 March 2013 - 01:45 PM.
#5
Posted 24 March 2013 - 08:33 PM
I'd say he has a point. The whole idea of LRM's in my opinion is that there's this ultra slow weapon (they move at a paltry 224 mph, or 360 Km/h, 100 m/s) that gives you 1 full second per 100m of distance to get behind cover (with a minimum of ~2 seconds warning at close range), which also has a full 180m dead zone in which the weapon only serves to heat up the mech firing it.
A weapon this easy to avoid should really pack a whallop when it hits, but presently it just doesn't. Sure, if you manage to launch LRM's at a completely still mech they'll dish a substantial blow to their CT, but nobody just stands there when they get the incoming missiles warning.
As evidence, just today I played a few rounds in a stalker with 4 Artemis LRM15's in it, tag, and a few lasers. I had one of those rare perfect shots on a hunchback who was running straight away from me starting at about 160m. I launched 2 full salvos of LRMs at his back with TAG to tighten the cluster, (120 missiles in total) and even popped a salvo of 4 medium lasers to seal the deal. He had already taken a bit of damage before I fired those 120 missiles, but magically he survived the attack with back armor to spare. If I had gone with 2 salvos of any other weapon system you might pile on a stalker that requires "skill" to aim like say a modest 4 large lasers, 4 PPC's, or even 6 medium lasers, it would have been a simple matter to drill through that back armor and kill him, but mysteriously the massive, clunky rockets which you can basically only land a hit if your opponent isn't paying attention or gets caught with their pants down could not seal the deal.
The whole point of the LRM is a support weapon which you can't safely ignore, but even boating silly amounts of them, there are too many cases where the weapon is far less threatening than a direct fire alternative. As it is, with any 2 mechs standing off at 200m or more with no cover, the one with LRMs will still lose.
A weapon this easy to avoid should really pack a whallop when it hits, but presently it just doesn't. Sure, if you manage to launch LRM's at a completely still mech they'll dish a substantial blow to their CT, but nobody just stands there when they get the incoming missiles warning.
As evidence, just today I played a few rounds in a stalker with 4 Artemis LRM15's in it, tag, and a few lasers. I had one of those rare perfect shots on a hunchback who was running straight away from me starting at about 160m. I launched 2 full salvos of LRMs at his back with TAG to tighten the cluster, (120 missiles in total) and even popped a salvo of 4 medium lasers to seal the deal. He had already taken a bit of damage before I fired those 120 missiles, but magically he survived the attack with back armor to spare. If I had gone with 2 salvos of any other weapon system you might pile on a stalker that requires "skill" to aim like say a modest 4 large lasers, 4 PPC's, or even 6 medium lasers, it would have been a simple matter to drill through that back armor and kill him, but mysteriously the massive, clunky rockets which you can basically only land a hit if your opponent isn't paying attention or gets caught with their pants down could not seal the deal.
The whole point of the LRM is a support weapon which you can't safely ignore, but even boating silly amounts of them, there are too many cases where the weapon is far less threatening than a direct fire alternative. As it is, with any 2 mechs standing off at 200m or more with no cover, the one with LRMs will still lose.
Edited by Atheus, 24 March 2013 - 08:35 PM.
#6
Posted 25 March 2013 - 02:34 AM
greenhorns...
#7
Posted 25 March 2013 - 04:23 AM
Ellenai, on 24 March 2013 - 07:35 AM, said:
I do not know what was the purpose of the fix, but the game at the moment is destroyed, forcing the players stupid one way of playing - PCC / Lasers In addition, weight and idamage of LRM / SRM / SSRM are inadequat with its price. We were taken last scraps of pleasure from the game. You have chosen bad direction. Personally, I regret that I spent on this game already so much money.
5 Ton Laser makes ~9 DMG
8 ton LRM+A makes - 10,5 not including the need of ammo and hti ratio ( which is funny ) ..and destroy capability ..
Now explain people how to play with it .. and what for ?
5 Ton Laser makes ~9 DMG
8 ton LRM+A makes - 10,5 not including the need of ammo and hti ratio ( which is funny ) ..and destroy capability ..
Now explain people how to play with it .. and what for ?
Please recalculate your figures with splash damage included, then we will talk.
#8
Posted 25 March 2013 - 08:28 AM
Ok now realize what are the real speed of Rockets / Bullets ...
AIM-9 Sidewinder Speed Mach 2,5 which gives you 3062,61 [Km/h] wchich gives you .. 1903,017627058 [mph] - i dont mention about AIM120 AMRAAM which speed is over 4 machs
20 cm Kanone (Eisenbahn) speed 925 [m/s]wich gives you 3330 [Km/h] which gives you ... 2069,1660701503 [mph]
In MWO
AC 20 - speed 900 units.
LRM 5,10,15,20 - Speed 100 units
LRM are now the most useless weapon ingame
AIM-9 Sidewinder Speed Mach 2,5 which gives you 3062,61 [Km/h] wchich gives you .. 1903,017627058 [mph] - i dont mention about AIM120 AMRAAM which speed is over 4 machs
20 cm Kanone (Eisenbahn) speed 925 [m/s]wich gives you 3330 [Km/h] which gives you ... 2069,1660701503 [mph]
In MWO
AC 20 - speed 900 units.
LRM 5,10,15,20 - Speed 100 units
LRM are now the most useless weapon ingame
#9
Posted 25 March 2013 - 09:06 AM
Ellenai, on 25 March 2013 - 08:28 AM, said:
Ok now realize what are the real speed of Rockets / Bullets ...
AIM-9 Sidewinder Speed Mach 2,5 which gives you 3062,61 [Km/h] wchich gives you .. 1903,017627058 [mph] - i dont mention about AIM120 AMRAAM which speed is over 4 machs
20 cm Kanone (Eisenbahn) speed 925 [m/s]wich gives you 3330 [Km/h] which gives you ... 2069,1660701503 [mph]
In MWO
AC 20 - speed 900 units.
LRM 5,10,15,20 - Speed 100 units
LRM are now the most useless weapon ingame
AIM-9 Sidewinder Speed Mach 2,5 which gives you 3062,61 [Km/h] wchich gives you .. 1903,017627058 [mph] - i dont mention about AIM120 AMRAAM which speed is over 4 machs
20 cm Kanone (Eisenbahn) speed 925 [m/s]wich gives you 3330 [Km/h] which gives you ... 2069,1660701503 [mph]
In MWO
AC 20 - speed 900 units.
LRM 5,10,15,20 - Speed 100 units
LRM are now the most useless weapon ingame
What exactly are you doing in BattleTech anyway?
To others:
Please note that missiles are in a state of flux as far as effectiveness right now. Stop tarding out about them and wait it out.
It should've been obvious that a few days ago they were annihilating everything in sight, and now they are not.
The game was even patched since then, what could it mean? Just calm your **** and see where it settles.
Edited by Kobura, 25 March 2013 - 09:07 AM.
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