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How To Fix Lrms


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#21 Noobzorz

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Posted 02 April 2013 - 04:21 PM

Table Top Comparisons: A Meaningless Bunch of ******** by Danielle Steel.

#22 Monkeystador

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Posted 02 April 2013 - 04:23 PM

View PostPygar, on 02 April 2013 - 03:56 PM, said:

They ARE fixed already...in TT LRM 20 would get an average of 12 damage, spread out over 3 hit locations. (Or in TT, they were not really great weapons unless you had really good luck on the dice...LRM20 launcher better to compare to a PPC weight/range/damage wise than to an AC20)

Seriously, I know it's a drag if you got used to them the way they were for a bit here...but right now LRMs are actually working closer to how they should than they have since I have been playing MWO.


Forget about TT. It doesnt matter one bit. The game experience in MWO now counts. And its a fact that the missiles are sluggish and are easy to dodge and are also not really hitting any faster moving target.

#23 Pygar

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Posted 02 April 2013 - 04:35 PM

View PostMonkeystador, on 02 April 2013 - 04:23 PM, said:


Forget about TT. It doesnt matter one bit. The game experience in MWO now counts. And its a fact that the missiles are sluggish and are easy to dodge and are also not really hitting any faster moving target.


Umm,no...how about you forget missiles? The game experience in MWO turns to crap when LRMs get more powerful, because people like me who have been playing MW in some form or another for almost 30 years know they are supposed to be "cheap" support damage, not the most prominent weapon on the battlefield. (Read also:easy button weapon for bad pilots)

QQ less and learn2aim moar.

Edited by Pygar, 02 April 2013 - 04:36 PM.


#24 Shinikaru

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Posted 02 April 2013 - 06:54 PM

At first I thought LURMS were ok, then I started paying attention to my ammo count.
I miss LURMS.

(T T)

View PostPygar, on 02 April 2013 - 04:35 PM, said:


Umm,no...how about you forget missiles? The game experience in MWO turns to crap when LRMs get more powerful, because people like me who have been playing MW in some form or another for almost 30 years know they are supposed to be "cheap" support damage, not the most prominent weapon on the battlefield. (Read also:easy button weapon for bad pilots)

QQ less and learn2aim moar.


they currently don't even stand up as support damage, they are too low damage with tonnage/damage done and missed targets due to range/cover taken into account.
As a slight jibe thou, you edit your post and leave in "moar", I find that hard to take seriously.

#25 Monkeystador

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Posted 03 April 2013 - 08:08 AM

View PostPygar, on 02 April 2013 - 04:35 PM, said:


Umm,no...how about you forget missiles? The game experience in MWO turns to crap when LRMs get more powerful, because people like me who have been playing MW in some form or another for almost 30 years know they are supposed to be "cheap" support damage, not the most prominent weapon on the battlefield. (Read also:easy button weapon for bad pilots)

QQ less and learn2aim moar.


Yeah sure dude. I actually play alot of direct fire weapons. My skills are good enough to precisely hit a Jaeger over 400meters into his side torso with a ballistic weapon.
But i also do test out other stuff to provide feedback for PGI. My testing so far showed that hit rate increases if you equip the advanced decay module and BAP. It is noticeable but thats it. Nowhere near overpowered

Faster locks -> earlier firing
all missiles bundled into one volley ( no streaming )
Longer target decay time -> higher chance to hit.

If all of these three combined i can do some support to my team. But that is with a A1 and 50 LRMs , JJ and alot of moving around to get good angles. Not to mention that i carry 1400 rounds. That setup overheats like a ***** if you have to continously fire and i carry all ammo in a side torso with XL Engine. So now tell me again this is the easy mode.
Also is very uncommon for me to do more than 400damage with all the missiles.

STanding in the open and keeping lock for 7 seconds to have missiles make it the 750meters far out target is not really pleasant either. Adding the lock time you are out for > 8seconds in this scenario and while keeping the look moving around is restricted too.

Next step is to use Artemis launchers.

#26 Dimento Graven

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Posted 03 April 2013 - 08:38 AM

View PostPygar, on 02 April 2013 - 04:35 PM, said:


Umm,no...how about you forget missiles? The game experience in MWO turns to crap when LRMs get more powerful, because people like me who have been playing MW in some form or another for almost 30 years know they are supposed to be "cheap" support damage, not the most prominent weapon on the battlefield. (Read also:easy button weapon for bad pilots)

QQ less and learn2aim moar.

Hmm, I've been playing as long as you and my opinion of what LRMs are 'supposed' to be differs significantly from yours.

Your L2P l33tism is sad. Your calling LRM's "easy mode" considering all the crap PGI has done to make sure they aren't the insta-kill that so many, many, MANY, other cheesebuilds in this game are is a lot of arrogant ignorance.

SOME small tweaking to balance LRMs against the other weapons might help a bit.

#27 Scratx

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Posted 03 April 2013 - 08:43 AM

Stop playing Spreadsheet Warrior.

#28 Royalewithcheese

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Posted 03 April 2013 - 08:47 AM

View PostScratx, on 03 April 2013 - 08:43 AM, said:

Stop playing Spreadsheet Warrior.


Let me consult my feels, then.

...

According to my feels, LRMs and SRMs need a bit of a buff.

This has been a message from Royalewithcheese's feels.

#29 Roland

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Posted 03 April 2013 - 08:49 AM

I think the overall missile balance right now is actually pretty good.

I'd perhaps like it better if they had a shorter flight time... If they moved to the target a bit faster, I think they'd be about perfect.

#30 MaddMaxx

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Posted 03 April 2013 - 08:52 AM

View PostAppogee, on 02 April 2013 - 12:12 PM, said:

LRMs are easy mode. You should be embarrassed to be using them at all, not arguing for them to do more damage :(


View PostDimento Graven, on 02 April 2013 - 12:59 PM, said:

Wow, such a magnificent troll post.


Well in truth, given the actual validity and actual basic facts in that statement, it would have to rank right up there, concerning the validity and actual basic facts also contained within the OP.

Everyone is on a roll today it seems... LOL :(

Edited by MaddMaxx, 03 April 2013 - 08:52 AM.


#31 Dimento Graven

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Posted 03 April 2013 - 09:34 AM

View PostRoland, on 03 April 2013 - 08:49 AM, said:

I think the overall missile balance right now is actually pretty good.

I'd perhaps like it better if they had a shorter flight time... If they moved to the target a bit faster, I think they'd be about perfect.

I think it would be excellent to try just that and see what the results would be.

After all, it's not increasing the amount of damage the missles do, simply changing a vector of flight time to, possibly, reduce a few missed shots here and there...

#32 Dimento Graven

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Posted 03 April 2013 - 09:38 AM

View PostMaddMaxx, on 03 April 2013 - 08:52 AM, said:




Well in truth, given the actual validity and actual basic facts in that statement, it would have to rank right up there, concerning the validity and actual basic facts also contained within the OP.

Everyone is on a roll today it seems... LOL :(

Missles aren't "easy mode". Anyone who says so MUST be playing incredibly stupidly, or is (as I mentioned before) arrogantly ignorant.

After all, it's only "easy" to get kills with LRMs when your target stupidly runs through open field, or stands still on a prominence so that the missles can't help but hit.

Yes, THAT is easy... But of course those same stupid tactics also make it easy for energy and ballistic weapons too, so, I guess every weapon is "easy" mode...

Edited by Dimento Graven, 03 April 2013 - 09:38 AM.


#33 Maliconus

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Posted 03 April 2013 - 10:55 AM

View PostAppogee, on 02 April 2013 - 12:12 PM, said:

LRMs are easy mode. You should be embarrassed to be using them at all, not arguing for them to do more damage ;)


'Cause Face Hugging Brawling is Hard.

#34 Qurin

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Posted 12 April 2013 - 05:24 PM

Easy or not it all depends how you use your weapons. You can hit target moving 130 kph but it all depends on circumstances. Avoiding pack of LRM missile is not hard but you probably recive some damages (AMS realy helps). LRM boats that launch it are easy pray (of course if they dont have support that guards them). And now for me LRM seems like medium range fire weapons becouse of damege. Long range = area damage. Artemis can help compress the area but not too much and to do this you have too see your target. Launching LRM because someone of your teammates see target will prove in poor accuracy.

But in the end what can i known since i play rarely. :)

#35 Deamhan

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Posted 12 April 2013 - 07:39 PM

People really need to learn what "fire support" means.

It means that the firing you are doing is in support of those on the front line. In has nothing to do with lethality.

As for LRMs, they could go with a semi TT mechanic.

In TT you role to see if the missile hit and then role to see what body part is hit for each missile.
In MWO, they home in on the locked target delivering their initial damage, then splash. They focus primarily on CT hitting any body part that happens to be in the way.

compromise

Remove splash damage.
Up the damage to an even 1 per missile
Cause each missile to select a hit box with a % chance based location.

Head: 5%
CT:20 %
Side Torso: 20% per
Arms: 10% per
Legs: 10% per





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