

Lrm's Are A Joke
#81
Posted 22 April 2013 - 08:46 AM
Its slow, pretty much heatmagnet. But same as 5x ppc... only i do 52.5alpha damage and almost never miss in 300-500meter range. Can pull off two alphas, with few secon delay, plus have 20damage in lasers to do serious damage too.
PS. forgot to put armor in legs, but two tons are more than enough for that!
#82
Posted 22 April 2013 - 09:10 AM
Rhent, on 21 April 2013 - 06:23 PM, said:
Like all Highlanders, very easy to remove a weapon system (asymetrical load outs), via focused firing. If you want a stable boat, take a 5S, dual AMS and 4 LRM15's + tag and 2 ML. Of course that was when LRM's did 1.8 damage a missile and not .7 a missile now.
My 5S setup was optimized for LRM, AMS and close range laser combat.
XL300+2 DHS+1 DHS in torso (13DHS total)
4 med pulsers
4 LRM15+artemis
4 tons LRM ammo
1 TAG
2 AMS + 1 ton ammo
Armor reduced a little bit in legs and arms (no less than 50 armor in any) to accommodate loadout.
It used to be a solid build when LRM did decent damage. Now its just a waste of tonnage to equip them. I ran tests with this setup in the practice map and I had to waste nearly 3 tons of missile of ammo just to take down the static atlas with LRMs from the front. Its just silly.
Now, I do LIKE the current damage the LRM do. It is not an OMFG damage weapon and its just right as it is now for damage per volley. The problem is the very low ammo plus the low damage plus the flight time plus the missile warning system all combining to make the LRM a futile weapon system. SSRMs are a better choice now than LRMs.
To make LRM functional again the devs need to:
1- Remove missile warning.
2- Double ammo per ton
3- Lower heat by -1 or -2 since the weapon now does about 40% less damage than it did before.
4- Increase missile speed linearly. Now its a static 100m/s ... it should launch at 20m/s and be traveling at 200 or 300 m/s by the time it reaches 1km range.Cockpit-shaking effect should, if possible to code, also change with missile speed. Getting hit by an LRM traveling at 100m/s (about 500m range?) should hit like an AC5 .. at 1km it should hit like an AC20 when @ 200m/s. Under 500m it should impact like an AC2.
5- TAG should make more missiles impact the part of the mech that is being lased. If now the mech's CT receives 40% of the missile swarm then if you TAG the RT for example then a good % of the volley (50%?) should hit there.
NARC could be changed so that it only makes missiles without a lock all 'lock' to the NARC'd mech. That would enable light mechs to stick a probe on target and have all LRM weapons fired without a lock or those that lose lock in mid-air home in on it.
#83
Posted 22 April 2013 - 01:21 PM
Skyfaller, on 22 April 2013 - 09:10 AM, said:
My 5S setup was optimized for LRM, AMS and close range laser combat.
XL300+2 DHS+1 DHS in torso (13DHS total)
4 med pulsers
4 LRM15+artemis
4 tons LRM ammo
1 TAG
2 AMS + 1 ton ammo
Armor reduced a little bit in legs and arms (no less than 50 armor in any) to accommodate loadout.
It used to be a solid build when LRM did decent damage. Now its just a waste of tonnage to equip them. I ran tests with this setup in the practice map and I had to waste nearly 3 tons of missile of ammo just to take down the static atlas with LRMs from the front. Its just silly.
Now, I do LIKE the current damage the LRM do. It is not an OMFG damage weapon and its just right as it is now for damage per volley. The problem is the very low ammo plus the low damage plus the flight time plus the missile warning system all combining to make the LRM a futile weapon system. SSRMs are a better choice now than LRMs.
To make LRM functional again the devs need to:
1- Remove missile warning.
2- Double ammo per ton
3- Lower heat by -1 or -2 since the weapon now does about 40% less damage than it did before.
4- Increase missile speed linearly. Now its a static 100m/s ... it should launch at 20m/s and be traveling at 200 or 300 m/s by the time it reaches 1km range.Cockpit-shaking effect should, if possible to code, also change with missile speed. Getting hit by an LRM traveling at 100m/s (about 500m range?) should hit like an AC5 .. at 1km it should hit like an AC20 when @ 200m/s. Under 500m it should impact like an AC2.
5- TAG should make more missiles impact the part of the mech that is being lased. If now the mech's CT receives 40% of the missile swarm then if you TAG the RT for example then a good % of the volley (50%?) should hit there.
NARC could be changed so that it only makes missiles without a lock all 'lock' to the NARC'd mech. That would enable light mechs to stick a probe on target and have all LRM weapons fired without a lock or those that lose lock in mid-air home in on it.
LRM's need to do significantly higher base damage back to 1.8 a missile than they do now and they need to travel at 250 M/S (max warning is 4 seconds). With AMS, ECM, and Warnings/cover, you do not connect that often with LRM's, on average most players see a 33% hit rate. If you take a LRM at 0.8 a missile than take 1/3rd less of it, you are doing barely .5 damage a missile. Now if you take 1.8 damage a missile and take 1/3rd less of it, you are doing 1.2 a missile.
You start to get respectable damage with LRM's then, especially when you factor in armor has been doubled.
The only time you have to worry about LRM's now is when there are 3 LRM boats on the field, all firing LRM 60's at a target and by the time 600 LRM's have landed on an Atlas in the open not taking cover, the Atlas might actually lose a torso.
#84
Posted 22 April 2013 - 04:05 PM

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I got called useless and so in one game by two highlanders.... we got agains ppc/erpps... even enemy jenners had er ppcs, so got striped off of armor pretty fast and died with 212damage done. So i get called all kind of crap, but then i saw those pro scores one had 150dmg, other 170dmg. in a few battles ive met one of those pros, he had a laser stalker(enemy side) and again i did 650 damage, while he 610:D
SO NO, LMRS AInt WEAK. OK, its pretty brainless and deadly, but best is to engage in to battle with others, keeping enemy ~200-300 meters away if possible and then all magic happens(if teammates aint cowards or brainless idiots)
PS: if maby someone here new and dont know; TAG = bye bye to ECM users and BAP gives me better range to target players....im genius cos this new build is very fun to play with

Edited by trrprrprr, 22 April 2013 - 04:08 PM.
#85
Posted 22 April 2013 - 04:11 PM
Rhent, on 22 April 2013 - 01:21 PM, said:
The only time you have to worry about LRM's now is when there are 3 LRM boats on the field, all firing LRM 60's at a target and by the time 600 LRM's have landed on an Atlas in the open not taking cover, the Atlas might actually lose a torso.
it really depends in range, if an Atlas is ~600-700 meters away, hes dead meat from one lrm boat, if hes closer and have 100% hp and use arms to shield, then yea, lrm is a dead meat.
#86
Posted 22 April 2013 - 04:25 PM
Edited by Menetius, 22 April 2013 - 04:25 PM.
#87
Posted 22 April 2013 - 04:59 PM
trrprrprr, on 22 April 2013 - 04:05 PM, said:
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I got called useless and so in one game by two highlanders.... we got agains ppc/erpps... even enemy jenners had er ppcs, so got striped off of armor pretty fast and died with 212damage done. So i get called all kind of crap, but then i saw those pro scores one had 150dmg, other 170dmg. in a few battles ive met one of those pros, he had a laser stalker(enemy side) and again i did 650 damage, while he 610:D
SO NO, LMRS AInt WEAK. OK, its pretty brainless and deadly, but best is to engage in to battle with others, keeping enemy ~200-300 meters away if possible and then all magic happens(if teammates aint cowards or brainless idiots)
PS: if maby someone here new and dont know; TAG = bye bye to ECM users and BAP gives me better range to target players....im genius cos this new build is very fun to play with

While I appreciate what you did. I really cannot stress enough how that damage is not indicative of a game against people who know what they are doing.
LRM's when completely ignored (and by completely I mean, no one takes cover, no one ECM's you, etc.) and you can sit at 400M with 4 LRM 15's and empty ALL of your ammo. You will do damage.
The thing is...that just means the people you are playing against aren't that good. And the rest of the players on your team can't aim.
There is no reason you should be doing 800 damage with LRM's at this point.
Edited by Nicholas Carlyle, 22 April 2013 - 05:00 PM.
#88
Posted 22 April 2013 - 05:45 PM
trrprrprr, on 22 April 2013 - 04:05 PM, said:

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I got called useless and so in one game by two highlanders.... we got agains ppc/erpps... even enemy jenners had er ppcs, so got striped off of armor pretty fast and died with 212damage done. So i get called all kind of crap, but then i saw those pro scores one had 150dmg, other 170dmg. in a few battles ive met one of those pros, he had a laser stalker(enemy side) and again i did 650 damage, while he 610:D
SO NO, LMRS AInt WEAK. OK, its pretty brainless and deadly, but best is to engage in to battle with others, keeping enemy ~200-300 meters away if possible and then all magic happens(if teammates aint cowards or brainless idiots)
PS: if maby someone here new and dont know; TAG = bye bye to ECM users and BAP gives me better range to target players....im genius cos this new build is very fun to play with

You are able to do that kind of damage because the secret of using cover has lost with time

Edited by Sheraf, 22 April 2013 - 05:45 PM.
#89
Posted 22 April 2013 - 10:05 PM

Because those screenshots are outliers. You said those were your best and that means your average is pitiful. Your LRM boat is dead weight on every team so far more often you're harming your team more than helping it. Your one legitimately good round is all you really have to show for a weekend's worth of work? That's pretty awful. For the few matches your lack of usefulness didn't hurt your team, the multitude of losses you probably racked up and don't want to admit to paint the true picture of how much guys like you hurt the team. You're just like every hill humping bush wookie in Battlefield 3 who spends the whole round trying to snipe people from a mile away while his team loses every cap and ultimately the game.
And who am I? I'm the guy that spends matches facepalming every time he sees some do nothing assault driver in an LRM boat contribute nothing to the team and only helps cost us a match. It may be "just a pug game" but it's still infuriating when you lose soley because you've got dead weight on your team.
OK *** HERE IS ALL MY DROPS TONIGHT AS A LRM HIGHLANDER:
Highlander: http://mwo.smurfy-ne...a2f041818d0f3c8
Here it is:







Now for full disclosure this was with a 2-3 man drop after our Monday Funday 1v1. However, my mates never spotted targets for me. Heh, look at there classes they did little but kill a light or 2 around me.
#90
Posted 23 April 2013 - 12:52 AM
Sure, i have 5x ppc stalker that did yesterday almost 1,2k damage and killed 7 enemy mechs but thats not the point.
IF (as someone asked for 1.8damage per missile) ill be ending most games with 1k damage as of now i have an average or 500-600. But in same time all who whine here just ******* fail to use lrms properly or want to do 1k damage easy? if they really boost lrms, it will be enough to have two lrm boats in team to just **** all eight of enemy players in moments. No ecm no nothing will help em.
And again, more i play, more people i see, and most of these wannabe pro players just ******* fail, they rarely cap bases, rarely do some strategics, all they do is follow some large group of mechs and snipe from behind em.... in the end doing an pretty low damage. Call me a waste of space, but yet, i manage to do 2x better than him in the fight.... so you really are so pathetic ignorant noobs and dont see that lrms are just fine? doin 3alphas with 4x 15lrms in clear terrain gives me already ~200damage(barely alive assault)
I REALLY FAIL TO SEE HOW THE DAMN LRMS SUX!!
#91
Posted 23 April 2013 - 12:58 AM
#92
Posted 23 April 2013 - 01:41 AM

Hey it even means something to have Artemis and keep LOS now. This almost doubles the damage I deal with LRMs. My 2 ALRM 20 kitty scores 300 - 600 damage per match and up to 3 kills with those 'crappy' LRMs. Also some Lasers as backup weapons are awesome.
If they were a joke people wouldn't hide behind the next best rock or building anymore as soon as they get the incoming missile warning.
#93
Posted 23 April 2013 - 01:53 AM
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