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Support Weapons


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#21 Pygar

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Posted 16 April 2013 - 04:04 PM

View PostTex1013, on 16 April 2013 - 03:49 PM, said:


I'm a little late to the party, but here's what I'll offer for you...

In TT (tabletop), LRMs had the single greatest engagement range of any weapon in the game - this meant that they had relatively high hit odds at ranges that the longest range direct fire weapons could only hit on a boxcars (double sixes on 2d6 - in other words, really low odds)

As someone mentioned, light fast mechs got bonuses from speed, but curiously, the speed to-hit penalty tt was relatively low - it was *cover* that really made a the huge difference for lights (they could move across significant distance, which was a to-hit penalty, and then end successfully in cover, which was another decent to-hit penalty - a light caught out in the open could still be hit relatively reliably)

TT LRM's were *balanced*, by the random hit-location system, and by the fact that mechanically, usually only a percentage of the missiles fired, hit (usually between 50-75% of what you fired hit, although you could get really lucky and hit with all)

Missiles also hit in *salvos*, which futher distributed their damage (i.e. you'd fire 15 missiles, hit with 12, which got split into 2 groups of 5 and a group of 2)- which meant that LRM's were rarely *Kill* weapons, but they were inordinately good at softening up targets on your approach, which made it easier for your ac/10 or 20 or large laser salvo to make it past armor and kill weapons/equipment/mechs.

That being said, TT-wise, ALL weapons were technically *kill* weapons, because the random hit location table gave EVERY weapon a chance to get a lucky crit inside torso, or head hits, but in general practice, LRM's utility was measured by effectively reducing armor during an approach to the enemy, at which point shorter range, higher damage weapons tended to be *kill* weapons

so, when people talk about LRM's being *support* weapons, that's not *quite* true, but it ended up being more or less true in practice - in some of the examples being used above, LRM's effectively became area denial weapons, forcing those people that wanted to preserve their armor, to take LOS blocking routes to their targets, or reduce the effective speed of their approach by forcing them into cover

this is also backed up by the "minimum range" of LRM's, that made them significantly less effective once mechs made it into close range combat, where devestating weapons like ML salvos and AC20's could really shine.

Turning Battletech into a real-time simulator has always presented...issues...as far as replicating the tactical utility/limitations of various Btech weapons systems - honestly, for my own part, the single biggest problem I currently have with MWO missiles is the lack of missile salvo spread. This was a HUGE point of balance for LRM's in TT, as far as I was concerned, and allowing LRM's (and streaks) to home in on CT, and then impact like real missiles, seems to have caused some of the serious balance issues that initially plagued LRM's...and all the "fixes" since seem to be trying to keep the initially broken premise and "balancing" lrm's by introducing dmg nerfs, unnecessary splash damage, and absurdly wide-sweeping all-or-nothing ECM effects

still, I think I *get* the missile impact idea they were going for - as near as I can tell, missiles (srms, streaks AND LRM's) all seem to be real physical objects on the field - they're given flight paths, homing, etc - and their impact point *appears* to be wherever they actually impact the mech (so, I fire a volly of 20 LRM's at a mech, and at the last minute, he turns to the left, all those lrm'***** the left arm because the left arm is between where the missiles are and the CT that they're homing in on) and so this *spreads* the damage more *realisitically*...is what I think they're thinking.

But I'm not sure it's working all that well

Keep in mind, that even in TT, LRM's were a cheesy exploit weapon. Because they had long range, could be fired indirectly, and were automatically split into groups of 5, they actually exploited the random to-hit location table of Btech. Firing a batch of LRM 15's could, ostensibly, give you 3 opportunities to hit head or ct crit by random chance, whereas an ac20 did a lot more damage, but you only got to roll once on the hit location table

this was, in fact, the reasoning behind the original LB autocannons - their damage was split exactly like LRM's were, and so they suddenly had a new class of weapons that got to exploit the hit-location-table odds by rolling multiple times in an attempt to get armor bypass or head hits

so, LRM's have *always* been...a difficult weapon to balance in Btech - and I think MWO still has a ways to go in this department

hope that helps, assuming anyone read it


I did, and most of that is spot on.

A couple points: The average roll on missiles/salvo hit was 60%, and the average roll on the to-hit table would land you a hit on one of the 3 torsos. You couldn't fire LRMs indirectly unless you had a spotter, and if you did have a spotter it was with a 2 point penalty to hit (which is a lot on 2d6) and your spotter could not fire any of their own weapons while spotting for you. Missiles were ok kill weapons if you had really really lucky rolls on the dice, the fact that they would occasionally really thump somebody (or crit seek) when you got lucky dice is what kept TT missile boats viable.

I am on this thread because I have seen LRMs in MWO be waaaaaaaaaaaaaaaaay too flippin good compared to "original cannon" too many times- and the most recent nerf actually has them fairly close to how they should work... they could maybe do with an-ever-so-microscopic damage buff, but not very much of one, if at all.

Edited by Pygar, 16 April 2013 - 04:40 PM.


#22 Vrekgar

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Posted 16 April 2013 - 04:18 PM

View PostTeam Leader, on 16 April 2013 - 02:53 PM, said:

Are machine guns support weapons? Because by your definition, no. And they certainly aren't anything else... Hmmmmm. LRMs are a support weapon because they are supposed to soften up a target and strip a little bit of armor before you get in to closing distance. They're not supposed to be be killing mediums in 2 volleys. They're totally capable of killing mechs though if theyre severely damaged.


There is no support only Lethal and less than lethal.

A sufficient number of LRM's launched simultaneously multiple times should kill.

Its just people were running very large mechs with many very large launchers and then we had a bug crop up that exacerbated a fundamental flaw in the missile damage system (The insane damage ramp bug that screwed with Splash damage)

#23 Quxudica

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Posted 16 April 2013 - 04:25 PM

View PostPraehotec8, on 16 April 2013 - 02:50 PM, said:

I have read in many forum threads regarding the LRM debate that they are in canon supposed to be "support" weapons. I don't necessarily wish to start about about the current power of LRMs, but rather to discuss what "support weapon" means in MWO. Anyone care to address these questions?

1.) what is a support weapon in canon, and why are they classified as such. What made them useful in TT?

2.) What should a support weapon do in MWO? How should they be balanced in regards to "lethal" weapons (non-supporting weapons)?

3.) If, as many have implied, support weapons should only strip armor, but not be effective making the final blows (often), what benefit is there in taking support weapons over lethal weapons (particularly in specialized mechs such as the canon version of the catapults)? i.e. why not just grab another PPC or AC20 instead? Discuss for both premades and PUGs.

Again, I ask this not as a discussion of the current state of LRMs, but in all earnestness to better clarify the role of weapons in MWO.


The biggest problem with LRMs being anything other then support weapons is simply the fact they require far to little effort to be used effectively. The game does 90% of the aiming for you, you only need to know not to fire into obstacles and your ranges. This is completely at odds with the core concept of a skill based game. Personally I think LRMs should not have even been included since they are proving a nightmare to balance even without the bugs considered, they instead should have included mech mortars as our stand off mech mounted artillery. Mortars could be aimed by actual players judging angle and even burst height for multi-munition shells, giving them a much greater skill ceiling then LRMs have.

#24 Galenit

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Posted 16 April 2013 - 04:55 PM

View PostTie Ma, on 16 April 2013 - 03:41 PM, said:

easiet way to balance LRMs. is to drastically reduce its effectiveness in indirect fire. while increasing its power while the user has line of sight.

Suggested this some time ago .....

Let them do little damage without los or dumbfired.
Let them do a little bit more with los.
Let them do moderate damage with los+ artemis or tag
Let them do a lot of damage with los+tag+artemis.

This can be realized with missiledamage and spread (without los or dumbfired the missiles scatter over a large radius, not so much hit the target but they have a chance to hit other mechs around (maybe 20m radius around the target?). With los the radius is much smaller (10m?)and more missiles will hit the target . With los+tag or artemis all missiles will hit all over the mech. With los+tag+artemis all missiles will hit centertorso.

Edited by Galenit, 16 April 2013 - 04:56 PM.


#25 FupDup

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Posted 16 April 2013 - 05:03 PM

My Medium Lasers are support weapons because they "support" my team by killing people. :D

#26 IceSerpent

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Posted 16 April 2013 - 05:46 PM

View PostPraehotec8, on 16 April 2013 - 02:50 PM, said:

I have read in many forum threads regarding the LRM debate that they are in canon supposed to be "support" weapons. I don't necessarily wish to start about about the current power of LRMs, but rather to discuss what "support weapon" means in MWO. Anyone care to address these questions?

1.) what is a support weapon in canon, and why are they classified as such. What made them useful in TT?

2.) What should a support weapon do in MWO? How should they be balanced in regards to "lethal" weapons (non-supporting weapons)?

3.) If, as many have implied, support weapons should only strip armor, but not be effective making the final blows (often), what benefit is there in taking support weapons over lethal weapons (particularly in specialized mechs such as the canon version of the catapults)? i.e. why not just grab another PPC or AC20 instead? Discuss for both premades and PUGs.

Again, I ask this not as a discussion of the current state of LRMs, but in all earnestness to better clarify the role of weapons in MWO.


There's no such thing as "support weapon" in TT (or BT in general for that matter). There are some highly specialized weapons that may by considered "support" depending on one's point of view, i.e. Arrow IV (arty), machine guns (primarily anti-infantry), flamers (anti-infantry + soft CC). LRMs are generally a primary weapon system, there's nothing "support"-ish about them.

#27 Silentium

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Posted 16 April 2013 - 06:08 PM

Everyone knows LRMs are for laying mine fields :D

I remember playing with my friend and his brother, who always used thunders. His rounds sucked, just sitting there, watching him roll dice.

#28 Rocdocta

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Posted 16 April 2013 - 06:46 PM

i see support weapons in MWO the same as on say a WW2 naval battlegroup. In an aircraft carrier group the main weapons are the aircraft whilst the support weapons are the AAA or submarines. In MWO no matter how many LRMs you have, they will never be the main killing weapon as if the enemy brawlers hop from cover and push forwards they will kill the LRM boats (taking cas along the way of cause).

So i see the support weapons as anything that is not the main assault weapon system. in my stalker i see the 4 ERLL as the main guns and the 2 med lasers and 2 ssrms as ancillary support weapons.





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