What Happened To Missiles?
#1
Posted 05 April 2013 - 01:05 PM
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
Posted 05 April 2013 - 01:07 PM
Kinda nerfed right now, look for changes soon.
#3
Posted 05 April 2013 - 01:08 PM
Until they are rebuffed I highly advise you steer clear of them entirely. They kinda tickle at most now.
#4
Posted 05 April 2013 - 01:08 PM
Edited by Blue Boutique, 05 April 2013 - 01:09 PM.
#5
Posted 05 April 2013 - 01:09 PM
#6
Posted 05 April 2013 - 01:09 PM
Edited by 3rdworld, 05 April 2013 - 01:10 PM.
#8
Posted 05 April 2013 - 01:10 PM
Edited by Shumabot, 05 April 2013 - 01:11 PM.
#9
Posted 05 April 2013 - 01:10 PM
#10
Posted 05 April 2013 - 01:10 PM
Dishevel, on 05 April 2013 - 01:09 PM, said:
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
Posted 05 April 2013 - 01:13 PM
Blue Boutique, on 05 April 2013 - 01:08 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.
Edited by Victor Morson, 05 April 2013 - 01:13 PM.
#12
Posted 05 April 2013 - 01:13 PM
TheLastSiteUC, on 05 April 2013 - 01:05 PM, said:
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
Posted 05 April 2013 - 01:14 PM
TheLastSiteUC, 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
Posted 05 April 2013 - 01:15 PM
Victor 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
Posted 05 April 2013 - 01:17 PM
Shumabot, 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
Posted 05 April 2013 - 01:20 PM
#17
Posted 05 April 2013 - 01:20 PM
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
Posted 05 April 2013 - 01:27 PM
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
Posted 05 April 2013 - 02:30 PM
What about not being able to lock anyone?
#20
Posted 05 April 2013 - 02:38 PM
TheLastSiteUC, on 05 April 2013 - 02:30 PM, said:
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.
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