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*dons Flame Resistant Suit* I Don't Think Lrm's Are Under Powered! **runsaway**


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#21 Nankam

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Posted 21 April 2013 - 04:15 PM

LRMs are much less effective than they used to be when used by a lone wolf LRM boat, however they are still quite good as a secondary weapon. They are a great way to soften up a target's armor before engaging in closer range combat, and are also good at providing long range fire support for teammates in need of assistance. With teamwork and coordination, they can still be devastating. All it takes is a couple lights with tag and some synchronized firing to kill an out of position mech in a matter of seconds.

Sure they need a bit of tweaking, but the way LRMs exist in the game now as a secondary support weapon I think is a much better implementation than those doom stalker LRM boats we used to see all the time.

#22 Aklor

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Posted 21 April 2013 - 04:23 PM

LRMs hurt because for some reason they all seem to damage the CT and only the CT.

#23 Tennex

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Posted 21 April 2013 - 04:23 PM

they could use a tiny buff to damage. and also a buff to travel time.

#24 Leiska

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Posted 21 April 2013 - 04:44 PM

Instead of removing splash, I think a better implementation might be to nerf the damage and significantly widen the splash radius to frequently hit most of the locations of a mech and possibly even nearby mechs. This way they'd output heavy total damage but have low pinpoint kill potential and realize their role as battlefield artillery.

Right now you can't really utilize LRMs against a competent pilot, though. ECM or no, those missiles are not going to hit. Even in my non-ECM assaults I dodge almost all missiles fired at me. This is why they also need a significant flight speed buff and the added splash radius could help them provide some damage even if the salvo only partially hits directly on the target.

Edited by Leiska, 21 April 2013 - 04:56 PM.


#25 Lefty Lucy

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Posted 21 April 2013 - 04:48 PM

View PostAklor, on 21 April 2013 - 04:23 PM, said:

LRMs hurt because for some reason they all seem to damage the CT and only the CT.


Yup. I'm pretty sure that homing weapons are bugged right now to only hit the CT. It's going to be really difficult to assess LRM and streak balance until all the bugs are worked out and fixed.

#26 Barnaby Jones

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Posted 21 April 2013 - 04:49 PM

The wide splash damage was what was causing variable damage totals based on target mech size... their "fix" was to nerf splash size, nerf splash damage (linear drop off to 0 damage from the point of impact at the max radius) and nerf actual missle damage.

Missles need a flight speed increase first and foremost, then balancing of missle damage, splash damage, and impact location specifics can be sorted out on a much more even playing field with respect to the big/small mechs, and the slow/fast mechs.

#27 FrostCollar

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Posted 21 April 2013 - 04:56 PM

View PostLefty Lucy, on 21 April 2013 - 04:48 PM, said:


Yup. I'm pretty sure that homing weapons are bugged right now to only hit the CT. It's going to be really difficult to assess LRM and streak balance until all the bugs are worked out and fixed.

Yes, they are.

This was the official reason for why splash damage wasn't just removed outright during LRMageddon.

#28 Lefty Lucy

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Posted 21 April 2013 - 05:12 PM

View PostFrostCollar, on 21 April 2013 - 04:56 PM, said:

Yes, they are.

This was the official reason for why splash damage wasn't just removed outright during LRMageddon.


Yeah, I was watching a video of a streak cat the other day, and even though graphically the missile were impacting all over the target mech, it was front CT every time. That's been my experience in game as well piloting my Jenner. When I run into a 3L with streaks my front CT goes first, even if he is directly behind me.

#29 Willie Sauerland

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Posted 21 April 2013 - 05:27 PM

View PostLefty Lucy, on 21 April 2013 - 05:12 PM, said:



Yeah, I was watching a video of a streak cat the other day, and even though graphically the missile were impacting all over the target mech, it was front CT every time. That's been my experience in game as well piloting my Jenner. When I run into a 3L with streaks my front CT goes first, even if he is directly behind me.


I have run out of likes for the day,
so I have to QFT.



#30 FrostCollar

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Posted 21 April 2013 - 05:38 PM

View PostLefty Lucy, on 21 April 2013 - 05:12 PM, said:

Yeah, I was watching a video of a streak cat the other day, and even though graphically the missile were impacting all over the target mech, it was front CT every time. That's been my experience in game as well piloting my Jenner. When I run into a 3L with streaks my front CT goes first, even if he is directly behind me.

View PostWillie Sauerland, on 21 April 2013 - 05:27 PM, said:

I have run out of likes for the day,


so I have to QFT.

Well I still have likes! And it's a serious issue that needs to be fixed before LRMs can truly be balanced. An increase in damage before that will make them seem too powerful, and then we're back at square one. Also, missile HSR can't come soon enough.

Edited by FrostCollar, 21 April 2013 - 05:38 PM.


#31 Keifomofutu

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Posted 21 April 2013 - 05:53 PM

View PostFrostCollar, on 21 April 2013 - 04:56 PM, said:

Yes, they are.

This was the official reason for why splash damage wasn't just removed outright during LRMageddon.


How would removing splash damage make the problem worse? They currently still only hit CT with splash so how is splash helping?

#32 FrostCollar

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Posted 21 April 2013 - 05:56 PM

View PostKeifomofutu, on 21 April 2013 - 05:53 PM, said:


How would removing splash damage make the problem worse? They currently still only hit CT with splash so how is splash helping?

The justification (which I am not defending) was that with splash removed but elevated damage in place they were still too powerful, so modest splash and a severe damage nerf were used instead.

#33 Lefty Lucy

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Posted 21 April 2013 - 06:01 PM

View PostKeifomofutu, on 21 April 2013 - 05:53 PM, said:


How would removing splash damage make the problem worse? They currently still only hit CT with splash so how is splash helping?


I'm guessing that missiles were only hitting the CT all along, but slash damage just spread it out so it looked like more locations were being hit.

#34 Barnaby Jones

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Posted 21 April 2013 - 06:01 PM

View PostFrostCollar, on 21 April 2013 - 05:56 PM, said:

The justification (which I am not defending) was that with splash removed but elevated damage in place they were still too powerful, so modest splash and a severe damage nerf were used instead.

I think they said they tried to balance out the loss of dmage from splash being removed by adjusting the grouping of the volley, and that resulted in near pinpoint CT coring from missles... Trading one broken situation for another...

#35 Barnaby Jones

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Posted 21 April 2013 - 06:07 PM

http://mwomercs.com/...erver-downtime/

Specifically

"I know I did, but here's the kicker and yet another part of the mystery of missile damage. We tried removing splash damage and it did exactly what you think it was going to do. Pinpoint on target damage. Cool right? Yes... but...

Doing this exposed a problem with the grouping/clustering of missiles. We now have a high percentage of any incoming missile targeting the CT. This is BAD."

#36 Johnny Reb

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Posted 21 April 2013 - 06:29 PM

Mr. Rain http://mwo.smurfy-ne...e32c6806d75cb56 says lrms are a fine boat able alternative to jump sniping. JJ and target decay make lrms a novel and effective platform in pug play. Mr. Rain rides the pine in 8 man.

#37 hammerreborn

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Posted 21 April 2013 - 06:33 PM

You think LRMs are fine because they are currently bugged to be almost exclusively hitting the CT, which is the only upside they have at the moment.

#38 TruePoindexter

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Posted 21 April 2013 - 06:35 PM

Eh... I've not been impressed by them. I've ran into a few people trying to use them (both on my team and on the enemy's). Their damage is weak to moderate. They still are very powerful against the slow advancing assault mech caught w/o cover. I've also seen an interesting tactic where a Highlander mounting LRMs poptarts above cover with a lock already firing their volley at the peak of their jump. This starts the LRMs at a very high angle already allowing them to arc almost straight downwards striking targets behind vertical cover. It was an interesting tactic to see and I'm curious how well it worked out - the two people doing this were on my team so I could only see how they were doing it - not the effectiveness.

#39 Johnny Reb

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Posted 21 April 2013 - 06:41 PM

I have been running lrm highlanders this weekend and I really like the jj lrm fire with target decay. In all seriousness you need alot of lrms to be somewhat effective and then you also never want to fire on scouts unless they are the only targets left.

#40 Das Wudone

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Posted 21 April 2013 - 07:10 PM

ecm is useless against ppc spam which is the current meta now. so when u bring either lrms or streaks make sure u at least have 1 ppc or a tag. problem solved.





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