Jump to content

What Happened To Missiles?


21 replies to this topic

#1 TheLastSiteUC

    Rookie

  • 5 posts

Posted 05 April 2013 - 01:05 PM

Llast year I made an account and downloaded the game, but I didn't get to play all that much before real life got involved.I finally got to come back to it today and it looks beautiful! New maps, new mechs, and it's pretty.
But what happened to missiles? I fired an LRM10 into an atlas at least 15 times, and granted not all of them hit, bit it did practically no damage? Then for some reason my HUD got weird and I couldn't lock anyone at all, dunno what that's about. Should I report that as a glitch?


What happened to missiles?

Cheers
TLSUC

#2 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 April 2013 - 01:07 PM

Oh... so many things. So many things.

Kinda nerfed right now, look for changes soon.

#3 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 05 April 2013 - 01:08 PM

They got massively nerf'ed, partly due to complaining and partly due to an explosives issue.

Until they are rebuffed I highly advise you steer clear of them entirely. They kinda tickle at most now.

#4 Blue Boutique

    Member

  • PipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 481 posts

Posted 05 April 2013 - 01:08 PM

They were patched a few weeks ago with a improved flight path but there was a bug that multiplied the splash damage. It was taking out Atlas class mechs with a 60 missile volley so they scaled them back until they fixed it.

Edited by Blue Boutique, 05 April 2013 - 01:09 PM.


#5 xDeityx

    Member

  • PipPipPipPipPipPipPip
  • 753 posts

Posted 05 April 2013 - 01:09 PM

The HUD thing was probably ECM. Welcome back.

#6 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 05 April 2013 - 01:09 PM

PGI tried to balance them.

Edited by 3rdworld, 05 April 2013 - 01:10 PM.


#7 Dishevel

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 762 posts
  • LocationOrange County, CA

Posted 05 April 2013 - 01:09 PM

View PostRoadbeer, on 05 April 2013 - 01:07 PM, said:

Oh... so many things. So many things.

Kinda nerfed right now, look for changes soon.

Kinda?
Granted after that one patch they were ridiculously OP.
But they over nerfed them by an order of magnitude.

#8 Shumabot

    Member

  • PipPipPipPipPipPipPipPip
  • 1,695 posts

Posted 05 April 2013 - 01:10 PM

They actually require some modicum of skill to use now, rather than just being the noob tube of MWO. They do a smidge less damage than they should, but you were probably just missing with the majority of them. The spread and travel speed make their numbers really deceiving, and it's hard to tell if they're impacting since the enemy target flashes whether one missile hits or 20. Expect a fix to them sometime in the next month or so.

Edited by Shumabot, 05 April 2013 - 01:11 PM.


#9 Royalewithcheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,342 posts

Posted 05 April 2013 - 01:10 PM

Nerfed into the ground, especially LRMs.

#10 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 April 2013 - 01:10 PM

View PostDishevel, on 05 April 2013 - 01:09 PM, said:

Kinda?
Granted after that one patch they were ridiculously OP.
But they over nerfed them by an order of magnitude.


The guy is just getting back to the game and made his first post, I wasn't going to get all DOOM on him. So I soft-balled it a bit :)

#11 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 05 April 2013 - 01:13 PM

View PostBlue Boutique, on 05 April 2013 - 01:08 PM, said:

They were patched a few weeks ago with a improved flight path but there was a bug that multiplied the splash damage. It was taking out Atlas class mechs with a 60 missile volley so they scaled them back until they fixed it.


When we're talking about the "damage before" we mean in February, not the 1 day they were LRN (Long Range Nukes), heh :)

Nobody is asking for them the way they were that one day. I love LRMs as a concept and push buffing them all the time to a usable level and even I stopped playing after the day of LRM M.A.D. until it got fixed.

Edited by Victor Morson, 05 April 2013 - 01:13 PM.


#12 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 05 April 2013 - 01:13 PM

View PostTheLastSiteUC, on 05 April 2013 - 01:05 PM, said:

What happened to missiles?

They finally acknowledged that splash damage did way too much damage, tried to remove it, and discovered that the missile code is a broken mess in more than one place. You can read about it here: http://mwomercs.com/...ated-2013-03-15
and here: http://mwomercs.com/...server-downtime

#13 Blue Boutique

    Member

  • PipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 481 posts

Posted 05 April 2013 - 01:14 PM

View PostTheLastSiteUC, on 05 April 2013 - 01:05 PM, said:

.
But what happened to missiles? I fired an LRM10 into an atlas at least 15 times, and granted not all of them hit, bit it did practically no damage?


You do know that the armor was doubled for all mechs so 105 damage spread all over an Atlas is practically light damage.

#14 Shumabot

    Member

  • PipPipPipPipPipPipPipPip
  • 1,695 posts

Posted 05 April 2013 - 01:15 PM

View PostVictor Morson, on 05 April 2013 - 01:13 PM, said:


When we're talking about the "damage before" we mean in February, not the 1 day they were LRN (Long Range Nukes), heh :)

Nobody is asking for them the way they were that one day. I love LRMs as a concept and push buffing them all the time to a usable level and even I stopped playing after the day of LRM M.A.D. until it got fixed.


You asked for them to act in that exact way the last time you talked about LRMs. You wanted twice as much damage, three times the current aoe spread, and if I remember right, twice the travel speed... Short memories here in the goldstore.

Edited by Shumabot, 05 April 2013 - 01:15 PM.


#15 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 April 2013 - 01:17 PM

View PostShumabot, on 05 April 2013 - 01:15 PM, said:


You asked for them to act in that exact way the last time you talked about LRMs. You wanted twice as much damage, three times the current aoe spread, and if I remember right, twice the travel speed... Short memories here in the goldstore.


Stalker?
Troll?
Hybrid?
You decide

#16 Commander Kobold

    Member

  • PipPipPipPipPipPipPipPip
  • The Territorial
  • 1,429 posts
  • LocationCanada

Posted 05 April 2013 - 01:20 PM

PGI "fixed" them

#17 Lorcan Lladd

    Member

  • PipPipPipPipPipPipPipPip
  • 1,037 posts

Posted 05 April 2013 - 01:20 PM

Let me put it this way: a trio of Missile hardpoints are worth as much as a single Ballistic hardpoint or a pair of Energy hardpoints since the last couple of patches and hotfixes - a bunch of SRM6 or SSRM2 launchers are much less efficient than a single AC/20 or trio of Large Lasers. :)

To be more specific, individual LRM and SSRM/SRM damage has been reduced from 1.8 to 0.7 and from 2.5 to 1.5 respectively; in addition, their splash damage capabilities have been severely reduced with regards to radius.
As with everything related with MWO, however, it could change in the future, especially as the developers improve fix missile trajectories and splash damage which have been deemed broken in their current implementation.

Edited by Lorcan Lladd, 05 April 2013 - 01:21 PM.


#18 Peiper

    Member

  • PipPipPipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 1,444 posts
  • Google+: Link
  • LocationA fog where no one notices the contrast of white on white

Posted 05 April 2013 - 01:27 PM

When they find a way to apply missile damage randomly across and around the mech, then missiles will be fixed. They are close to the right damage now already, only ECM has prevented them from doing what they normally do in every other iteration of the game back to tabletop. Once ECM is fixed so that missiles can once again lock on like normal (albeit without the bonuses of artemis, narc, and C3(tag) working) then we'll see the return of missiles to the great triumvirate of weapon types in MWO.

Or we won't, and ECM will remain an area cloaking device (known under the acronym FUBAR) and MWO will die a slow death.

#19 TheLastSiteUC

    Rookie

  • 5 posts

Posted 05 April 2013 - 02:30 PM

Ok, big nerf. (Interesting.. hope they fix them.)

What about not being able to lock anyone?

#20 Royalewithcheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,342 posts

Posted 05 April 2013 - 02:38 PM

View PostTheLastSiteUC, on 05 April 2013 - 02:30 PM, said:

Ok, big nerf. (Interesting.. hope they fix them.)

What about not being able to lock anyone?


Oh, that's ECM. One of the effects is that it reduces the range you can target stuff at. You can counteract this with:
  • TAG - pretty much standard issue on LRM mechs now - if you're not in an ECM bubble (your map will read "low signal" if you're close to an ECM mech), you can use it to get a lock on an ECM-shielded mech.
  • Direct-fire sniping. PPC/ERPPC is more heat efficient now, and Gauss is still good. Those are the weapons that are most commonly used at long range now.
  • An ally with ECM in "counter" mode - this can block enemy ECM, but of course requires coordination with your team.
  • Advanced Sensor Range module - this increases the range you can target ECM mechs at.
  • PPC - this shorts out ECM for 4 seconds. It's not really enough time to reliably get and maintain a lock, but it is something.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users