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Cryin' In The Rain: Lrms V. The Erppc


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#1 Void Angel

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Posted 25 April 2013 - 12:46 AM

It's been a while since I posted anything concrete on the forums - due to external factors, I'd been playing very little MWO since about mid-March. Meahwhile, due to problems with splash damage scaling with Artemis missile groupings, damage from explosive weapons of both varieties (SRMs and LRMs) had spiked through the roof, creating situations were many LRM boats were actually pulling down numbers in the neighborhood of 1800 damage in a single match. This was horrifyingly wrong, and so the design team put a stop to it in a hotfix on March 21st. After explaining the problem, they told us this:

View PostPaul Inouye, on 21 March 2013 - 02:46 PM, said:

The Hotfix What it addresses: I'm going to ask you to help us test these values by FEEL. Not by playing SpreadsheetWarrior. Missiles are STILL a very big threat to the target but just aren't doing these chart topping damage numbers. THIS IS THE MOST IMPORTANT PART OF THIS MESSAGE: This is a TEMPORARY fix to quell the damage done by missiles at this time. We are fully investigating the damage model AND focusing on the grouping of missiles and will update as soon as we can on how any changes will be managed/implemented.
A very reasonable request, and one I've attempted to satisfy since I learned of the nerf. In fact, after briefly returning to my brawling configuration (with a definite jump in effectiveness, even being out of practice,) I elected to use the Assault v. the World tournament to engage in some intensive personal testing of the effectiveness of LRMs on a non-boat Atlas.

Spoiler
The results were abysmal. While the ER beam weapons did respectable damage, the LRMs simply did not perform. Part of this was due to the prevalence of ERPPC sniper and poptart builds; particularly on Friday night, the majority of many matches consisted of poptart highlanders. Sniper prevalence makes life difficult for anyone using LRMs, because you have to expose yourself to flank them, and you have to flank them in order to hit them with missiles when they stand behind a hill. Even in line of sight combat, however, my 22 tons of LRM launchers didn't deal enough damage to my enemy to be a threat. I seriously felt like I was throwing wet kittens at them - cute, and they scratch you up a little, but they're not a real threat.

The ERPPC, on the other hand, was devastatingly effective when used against me. 3 ER PPCs (21 tons of weaponry, compared to my 22) would deal smashing damage to the precise same location - just under a third of my 96 points of CT forward armor. These systems would deal full damage to me out to 810m, which would allow the firing 'mech 8.1 seconds to get back into cover if I launched LRMs at the same time they fired. Even if it took them half my flight time to acquire me and shoot, they'd still have over 4 seconds to escape my LRMs. Obviously this is more than enough time to walk behind a building or hillside - or to simply shut off the jump jets and let gravity take its course. Thus, the only way to deal full damage with LRMs is to catch a 'mech completely out in the open, with no cover nearby. This is a difficult proposition, as every map contains multiple means of cover.

However, even if I am able to deal full damage with my LRMs, my launchers are still outperformed on the basis of DPS/ton by the ERPPC. ER PPCs are longer-ranged than my LRMs (albeit at reduced damage,) and an equivalent tonnage of charged particle projector will simply outslug my my missile launchers - while dealing all their damage to whatever location their marksmanship can manage, instead of scattered over my torso. Certainly the ER PPC runs far hotter per ton than any LRM system, but that will only matter in a prolonged engagement where I'm not dead in three shots - in other words, if my enemy is charging me over a long stretch of open terrain starting at 1000m, and I can just plaster him without distractions from his team. This is not likely to happen; the maps are designed to prevent this from becoming necessary, and anyone who's been playing for a week will avoid running over vast open stretches while under fire at all costs.

Finally, contrary to popular opinion, LRMs are actually more difficult to use (i.e. hit people with) than direct-fire weapons against any opponent who is trying to avoid them. Certainly, their tracking ability makes them seem like easy-mode, fire-and-forget weapon systems, but this is not the case. In order to deal damage with LRMs, you need to position yourself so that your volleys avoid his cover. Unless you're firing into a brawl that's taking place on open terrain, this means that you're off to the side of the main battle lines - and broadcasting your position to any interested party with bright rocket flares as soon as you open fire. Further, if your enemy breaks targeting lock, you must spend precious instants to re-lock once you re-acquire him, and LRMs are of course non-functional at less than 180m. The result is that unlike ERPPCs, which remain a devastating weapon at close ranges, the risk of flanking with an LRM 'Mech is much higher than if you were armed with an ERPPC.

In summary, the ERPPC outperforms the LRM in every metric but heat efficiency. It has greater range, more focused damage, and is easier to hit with under most combat conditions. Furthermore, the ERPPC is an all-range powerhouse, having the third-highest dps/ton of any non-laser weapon (dealing all of its damage in a single pulse,) and shares the title for fourth-highest absolute range in the game. These advantages more than offset the LRM's advantage in heat efficiency, particularly when considering the weight of ammunition required to keep an LRM launcher in the fight during heavy combat (one ton of ammunition for an LRM20 would last for 23.75 seconds of firing.) The ERPPC, a multipurpose beam weapon, is outperforming the LRM, a specialized long-to-mid-range weapon system... in the LRM's own field of specialization.

The LRM is not a totally broken system; it does do some damage, and may well be more effective if used by a full-on Stalker or Awesome missile boat rather than my hybrid Atlas build - or as part of a deliberate strategy by a premade team. Purely on its own merits, however, it is a markedly sub-par weapon system and is in need of some serious love. The planned changes to missile flight speed will help significantly, but this will do nothing for the low damage of the weapon system in instances where my missiles were hitting home anyway. Perhaps most tellingly, players I talk to and see in-game have largely stopped using anti-missile systems, even going to far as to call people out for "wasting tonnage" on them. Until their damage is comparable to their difficulty and weight requirements, LRMs will continue to be an unattractive weapon system.



Now, we know that all weapon systems are being looked at constantly - that's not just a beta thing; that's how administration of live games works as well. I'd simply like to know where the development team feels we are concerning the relative effectiveness of LRMs - and what, if any, changes beyond than the missile speed buff are possible in the near future.
(Alternately, feel free to slap me upside the head and point me at a post if I missed something.)

Edited by Void Angel, 25 April 2013 - 03:20 PM.


#2 Troutmonkey

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Posted 25 April 2013 - 01:45 AM

That's quite an essay you've written there...
Give me an hour or so to get through all that.

OK, TLDR Version:
LRMs Suck now,
ERPPC is OP,
and you're wondering when LRMs are going to be buffed again.

I concur.

Edited by Troutmonkey, 25 April 2013 - 01:51 AM.


#3 trrprrprr

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Posted 25 April 2013 - 02:10 AM

Just make ppc/er ppcs to use some kind of ammo and case solved, there wont be 5x or 6x ppc builds as they would req alot of bullets(some kind of battery chargers or whatever)

#4 Vrekgar

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Posted 25 April 2013 - 05:23 AM

View Posttrrprrprr, on 25 April 2013 - 02:10 AM, said:

Just make ppc/er ppcs to use some kind of ammo and case solved, there wont be 5x or 6x ppc builds as they would req alot of bullets(some kind of battery chargers or whatever)

And the thousand nations of the Tabletop empire will decend upon you. And their screams, will blot out sanity!

----

LRMs are categorically bad right now. I put their effectiveness around that of machine guns and flamers. All three can do some damage but nobody who plays seriously would consider them something to use besides on a troll build.

Its pathetic that Jump snipers dont even really hide behind cover anymore. They just jump so people have a more difficult time hitting their CT and they are completely out in the open. Back before the great LRMAGEDDON these guys would be dead from that stupid behavior.

#5 Void Angel

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Posted 25 April 2013 - 09:17 AM

Eh, I wouldn't put LRMs that low on the totem pole, but they do need a bit of a boost.

#6 Herodes

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Posted 25 April 2013 - 02:12 PM

Very good write-up, thank you for the time invested.
Although unexperienced and a bad player, I do share your POV.

As a casual gamer looking for fun and the Battletech feeling, LRMS are cool to use though. They have a nice touch to them and I hope they are returned to the place they rightfully own and will be buffed some.

#7 StalaggtIKE

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Posted 25 April 2013 - 02:22 PM

Well stated, Void Angel. Sniper builds are allowed to thrive thanks to the near futile effects of missiles. Even prior to the bugged damage or the hotfix, LRM coerced pilots to boat them in order to be effective. LRM require a good looking at.

#8 Void Angel

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Posted 25 April 2013 - 03:09 PM

Eh, people keep saying that LRMs trump snipers, but really, isn't it the other way around? A sniper can walk (or jump) out of cover, shoot at me, and be back in cover before my missiles land; In order to hurt him, even with a spotter, I have to flank his cover, which exposes me to attack - possibly even from the sniper himself. Viable LRMs are certainly a way to pressure snipers, particularly with teamwork, but I actually find them to be a greater threat to brawling 'mechs who have to keep in close contact with my team do deal damage.

#9 Herodes

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Posted 25 April 2013 - 03:26 PM

Agreed.

But with LRMs I get the opportunity to force snipers behind cover and thus allowing my team to advance more safely, even if I do not do a lot of damage or die in the process. That might not be clever performance-wise, but it sure feels heroic :ph34r:

#10 Bunko

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Posted 25 April 2013 - 03:41 PM

View Posttrrprrprr, on 25 April 2013 - 02:10 AM, said:

Just make ppc/er ppcs to use some kind of ammo and case solved, there wont be 5x or 6x ppc builds as they would req alot of bullets(some kind of battery chargers or whatever)


I love people like this, shows they have no idea this game is based on a table top game that is 20-30 years old. Certain things MWO has liberties in doing others they don't without breaking from the core of where the game is from.

If you want to fix PPCs, increase the heat back to what they should be at per Table Top. ER/PPCs will be shot 1/4 less often cause of heat issues.

#11 shabowie

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Posted 25 April 2013 - 04:57 PM

View PostVoid Angel, on 25 April 2013 - 12:46 AM, said:

A very reasonable request...


I disagree. It has never been, nor ever will be, reasonable to request people use their gut for the job of a graphing calculator. There are and will be obvious imbalances in the game as long as PGI insist on using this approach to balancing the game.

Even SRMs AC20 and other brawling weapons are entirely outclassed in the ERPPC/Gauss high alpha dominated gameplay going on right now.

View PostBunko, on 25 April 2013 - 03:41 PM, said:

If you want to fix PPCs, increase the heat back to what they should be at per Table Top. ER/PPCs will be shot 1/4 less often cause of heat issues.


Heat capacity being too high and dissipation too low is the root of the problem.

Edited by shabowie, 25 April 2013 - 05:21 PM.


#12 Void Angel

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Posted 26 April 2013 - 12:30 AM

View Postshabowie, on 25 April 2013 - 04:57 PM, said:

I disagree. It has never been, nor ever will be, reasonable to request people use their gut for the job of a graphing calculator. There are and will be obvious imbalances in the game as long as PGI insist on using this approach to balancing the game.

Even SRMs AC20 and other brawling weapons are entirely outclassed in the ERPPC/Gauss high alpha dominated gameplay going on right now.



Heat capacity being too high and dissipation too low is the root of the problem.

It's not reasonable to ask people to refrain from theorycrafting numbers they don't have, and cannot predict, until they see how the changes work in practice?

#13 Theodor Kling

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Posted 26 April 2013 - 02:01 AM

SRMs are not out classed by ERPPCs. I frequently nearly kill those snipers ( nearly, because there is always someone else getting the kill after I reduced the armour to a farce ...grrrr)

But I agree LRMs should get a slight buff. Not much, just enough to ake them a viable supression weapon.
even not changing anything to targeting or dmg, or speed, you could achieve a lot with multible ammo types. Those 6 PPC stalkers would learn to fear LRM builds if we could load inferno LRMs.
Not to mention the great use of thunder lrm in conquest :)

#14 DarkDevilDancer

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Posted 26 April 2013 - 11:50 AM

Unless i make a really bad choice i almost always have cover i can duck behind when i hear the missile warning meaning they do little to nothing.

LRMs were broken thats not in doubt and i look forward to the fix but we dont want a repeat of last time where all both sides did was line up behind cover and unleash a few thousand missiles for the first 7 minutes.

Either PPC cooldown needs to go up or their heat should be raised slightly so large lasers once again seem like a viable choice.

I dont mind sniping but i recognize something needs to be done to encourage combat at all ranges.

#15 Void Angel

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Posted 26 April 2013 - 12:36 PM

View PostTheodor Kling, on 26 April 2013 - 02:01 AM, said:

SRMs are not out classed by ERPPCs. I frequently nearly kill those snipers ( nearly, because there is always someone else getting the kill after I reduced the armour to a farce ...grrrr)

But I agree LRMs should get a slight buff. Not much, just enough to ake them a viable supression weapon.
even not changing anything to targeting or dmg, or speed, you could achieve a lot with multible ammo types. Those 6 PPC stalkers would learn to fear LRM builds if we could load inferno LRMs.
Not to mention the great use of thunder lrm in conquest :ph34r:

Suppressive fire works because the suppressed targets know that if they pop their head up and eat a round, they're going to die; LRMs don't match that profile. Technically, it's also primarily an anti-infantry tactic. You don't use suppressive fire against an armored vehicle, because the dynamics of vehicular combat are different from infantry - essentially, you use heavy weapons that can kill it, or you run and hide.

If LRMs are designed to be a "support," or "supression" weapon (and therefore not do competitive damage/ton,) you'd use them to force targets back under cover, or to "soften" targets for the "kill shot guys," as someone put it in another thread. Neither of these paradigms will work: in the first instance, Gauss Rifles, Autocannons, PPCs, and even Lasers all fire quickly enough that targets can deal damage effectively while you waste your rounds venting frustration on a hillside. In both cases, if the level of damage is designed only to "soften" targets, all the enemy has to do in order to gain the advantage is man up and fight.

Edited by Void Angel, 26 April 2013 - 12:50 PM.


#16 Helsbane

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Posted 26 April 2013 - 12:51 PM

If they want to keep LRM damage scaled to where it is currently, they need to move like, oh I don't know, MISSILES. The average military missile can break mach 1 with our current miltary tech, so why can I get out and walk faster than missiles from 1K years in the future? SRM speed seems a touch slow, but LRMs are horrid, crawling lazily across the sky on their hunt for those that are situational awareness impaired or legged mid field. I've seen cheap-*** truckstop fireworks move faster!

#17 Skyfaller

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Posted 26 April 2013 - 01:17 PM

You point out the real problem with the LRMs now.

However, I think their damage is OK now.. its just that there are a few elements in the game that all build up and work together to turn the LRM into a crap weapon.

Consider:

IF warning message is removed the LRM has a chance to reach target and hit at ranges past 400m.

IF damage is ok (yet low) then ammo per ton needs to be increased.



So, if they remove the missile launch warning and double the ammo per launcher the LRMs suddenly shift into balance as a true, good sustained fire support weapon.

#18 MustrumRidcully

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Posted 26 April 2013 - 01:36 PM

View PostVoid Angel, on 25 April 2013 - 03:09 PM, said:

Eh, people keep saying that LRMs trump snipers, but really, isn't it the other way around? A sniper can walk (or jump) out of cover, shoot at me, and be back in cover before my missiles land; In order to hurt him, even with a spotter, I have to flank his cover, which exposes me to attack - possibly even from the sniper himself. Viable LRMs are certainly a way to pressure snipers, particularly with teamwork, but I actually find them to be a greater threat to brawling 'mechs who have to keep in close contact with my team do deal damage.

I think the benefit of LRMs against snipers is: Only one guy needs to have sight on the target for all the LRMs to be able to home in one the guy. Snipers have to all be able to see the same target to focus fire. That can make quite a difference for flanking.

I think they can both counter each other, and it depends a lot on what the rest of the team is doing on which side can get the upper hand here. I know that when I sneak upon a Sniper with a Medium Mech, I'd rather have some LRM boats that home in on my target then Snipers that can't see my target.

Except of course in the current meta where direct-fire Snipers simply work much better than LRM boats.

#19 Void Angel

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Posted 26 April 2013 - 02:52 PM

View PostHelsbane, on 26 April 2013 - 12:51 PM, said:

If they want to keep LRM damage scaled to where it is currently, they need to move like, oh I don't know, MISSILES. The average military missile can break mach 1 with our current miltary tech, so why can I get out and walk faster than missiles from 1K years in the future? SRM speed seems a touch slow, but LRMs are horrid, crawling lazily across the sky on their hunt for those that are situational awareness impaired or legged mid field. I've seen cheap-*** truckstop fireworks move faster!

Actually, there's already a speed boost planned - but while it should be a great improvement to the weapon system, LRMs still under-perform in situations where you're already scoring hits (and thus where missile speed doesn't matter.)

#20 Maliconus

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Posted 26 April 2013 - 03:07 PM

View PostHerodes, on 25 April 2013 - 03:26 PM, said:

Agreed.

But with LRMs I get the opportunity to force snipers behind cover and thus allowing my team to advance more safely, even if I do not do a lot of damage or die in the process. That might not be clever performance-wise, but it sure feels heroic ;)

Snipers don't hide from LRM's they take cover from the other Snipers





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