Lrms Are A Waste Of Tonnage And Bad
#61
Posted 29 April 2013 - 09:19 PM
The increased flight speed has an additional benefit as well. Most people boat LRMs pretty heavy but there are builds with single missiles racks stock - that everyone hates. Why? Ever try holding a lock for your piddly single LRM10/15 whiel you have other weapons you need to bring to bear?
I tried a dragon with LRM in the CT and some other long range weapons planning to harrass at range. I would fire my LRMs but having to hold that lock often meant missing the chance to fire my other weapons at more viable targets. While you can lose lock then get it again, my overall DPS and effective damage suffered because i spent so long guiding LRMs.
With a faster flight speed people may not be able to simply get cover with ease but it might allow people to take a single LRM rack and have it be more useful with thier other weapon combinations.
These things might mean that LRMs can look worse on paper damage wise, but the effect they have on the battlefield might be increased (Indirect fire as well)
#62
Posted 29 April 2013 - 09:29 PM
Here's a fact: Missiles will not be returned to their previous high damage status. The current situation with the LRMs shows the damage is just about right. Perhaps a tad lower than it should be but not anywhere near as high as it had been for a long time.
I know from my experiences both using LRMs and from purposely allowing myself to be an LRM pincushion that the damage is just about right now. The major factor in their effectiveness is IF they hit and how often they hit. That is why the missile warning has to go: It removes a god-mode omniscient message that somewhere, out of sight, 1km away, missiles are leaving launch tubes and they're coming for you. Added ammo enables a sustained fire at a target which is no longer possible due to limited ammo and the lower damage output.. there's no need to increase damage to missiles, just give us more per ton to toss at 'em.
#63
Posted 29 April 2013 - 11:45 PM
1) Flight speed increase. (Would really like)
2) Some ability to fire LRMs directly forward (proper direct fire). (Not really required)
3) The ability to be somewhat viable without a ******* TAG. (Not really required)
4) Increased missile/ton. Mathematically, 240 would be the best fit. In fact, anything that uses ammo could stand to have it's ammo/ton revised. (Would really like)
Current damage is a bit low, but i can deal with it, and i'd say keep the missile warning. AMS might need to be buffed if LRM speed is increased, depending on how things go.
#64
Posted 29 April 2013 - 11:59 PM
I'll be playing the awesome Kerbal Space Program for a few more weeks yet by the looks of it.
#65
Posted 30 April 2013 - 12:57 AM
Rebas Kradd, on 29 April 2013 - 07:56 PM, said:
Are you seriously trying to make uninformed opinions some kind of creative virtue? Please.
As far as the situationality of weapon systems, I've covered that in my analysis, which you didn't read. Please either inform yourself, or don't post - random ignorance is not constructive to the thread.
Edited by Void Angel, 30 April 2013 - 01:01 AM.
#66
Posted 30 April 2013 - 01:00 AM
Afoxi, on 29 April 2013 - 11:45 PM, said:
1) Flight speed increase. (Would really like)
2) Some ability to fire LRMs directly forward (proper direct fire). (Not really required)
3) The ability to be somewhat viable without a ******* TAG. (Not really required)
4) Increased missile/ton. Mathematically, 240 would be the best fit. In fact, anything that uses ammo could stand to have it's ammo/ton revised. (Would really like)
Current damage is a bit low, but i can deal with it, and i'd say keep the missile warning. AMS might need to be buffed if LRM speed is increased, depending on how things go.
Actually, they're doing number 1. =) It's in the latest weapon balance announcment. As far as increased ammo capacity, I'm not sure about that idea - do we really want to balance weapon systems around having to fire 2.4 times more to deal competitive damage? You get into problems with the relative mobility of weapon platforms faster that way, for example.
#67
Posted 30 April 2013 - 01:04 AM
Skyfaller, on 29 April 2013 - 09:29 PM, said:
Here's a fact: Missiles will not be returned to their previous high damage status. The current situation with the LRMs shows the damage is just about right. Perhaps a tad lower than it should be but not anywhere near as high as it had been for a long time.
I know from my experiences both using LRMs and from purposely allowing myself to be an LRM pincushion that the damage is just about right now. The major factor in their effectiveness is IF they hit and how often they hit. That is why the missile warning has to go: It removes a god-mode omniscient message that somewhere, out of sight, 1km away, missiles are leaving launch tubes and they're coming for you. Added ammo enables a sustained fire at a target which is no longer possible due to limited ammo and the lower damage output.. there's no need to increase damage to missiles, just give us more per ton to toss at 'em.
"Blah, blah, I'm right despite the factual and logical arguments arrayed against me, because I say I am - and you're just a whiner who wants some unreasonable thing I made up." /credibility
Shoo.
Edited by Void Angel, 30 April 2013 - 01:06 AM.
#68
Posted 30 April 2013 - 02:21 AM
#69
Posted 30 April 2013 - 02:58 AM
No AMS? No warning.
AMS? A warning when missiles enter 350-400m range to give 1-2s before AMS starts engaging incoming missiles.
#70
Posted 30 April 2013 - 03:55 AM
Kitane, on 30 April 2013 - 02:58 AM, said:
No AMS? No warning.
AMS? A warning when missiles enter 350-400m range to give 1-2s before AMS starts engaging incoming missiles.
That is actually a pretty good idea man.
Everyone else has to watch the skies for incoming.
#71
Posted 30 April 2013 - 04:01 AM
KKillian, on 27 April 2013 - 07:21 AM, said:
Indeed I have them on one of my mechs as a support mech. They work pretty good as a way to soften people up for my team mates to be able to kill them.
#72
Posted 30 April 2013 - 05:18 AM
#73
Posted 30 April 2013 - 05:39 AM
Actually the 50xLRM A1 is my most played mech atm. I usually get 2-5 Kills.
#74
Posted 30 April 2013 - 05:48 AM
Kitane, on 30 April 2013 - 02:58 AM, said:
No AMS? No warning.
AMS? A warning when missiles enter 350-400m range to give 1-2s before AMS starts engaging incoming missiles.
Farpenoodle, on 30 April 2013 - 02:21 AM, said:
These 2 are actually great ideas.
#75
Posted 30 April 2013 - 07:13 AM
Victor Morson, on 27 April 2013 - 09:57 AM, said:
Play something other a PUG, then re-read this and weep for your lost innocence.
What I am going to say is essentially agreeing with what both sides are saying in this thread.
I have a 732 Highlander I run with 2 aLRM 15's with tag, a gauss, and 2 MLS. Would it be more effective with 3 PPC's instead of the ML/LRM combo- almost certainly. But I hate being part of the same old, same old that everyone is running right now.
I've run the mech in 8 mans more than a few times and have been very effective. It would be much easier to do with the cookie cutter setup, but I have more fun with the LRM's right now. Even in 8 mans people frequently make mistakes once short range combat starts and they expose themselves to ranged fire. This is when the LRM's can hurt, but they are less than impressive as direct fire weapons right now.
My conclusion is that LRM's are still viable, despite needing LoS and tag for good damage, but they could definitely stand to be buffed a little.
#76
Posted 30 April 2013 - 08:15 AM
Kitane, on 30 April 2013 - 02:58 AM, said:
No AMS? No warning.
AMS? A warning when missiles enter 350-400m range to give 1-2s before AMS starts engaging incoming missiles.
I always thought AMS was a good warning for incoming Missiles. I personally want to urn off Betty's Missile warning.
#77
Posted 30 April 2013 - 10:01 AM
Vodrin Thales, on 30 April 2013 - 07:13 AM, said:
What I am going to say is essentially agreeing with what both sides are saying in this thread.
I have a 732 Highlander I run with 2 aLRM 15's with tag, a gauss, and 2 MLS. Would it be more effective with 3 PPC's instead of the ML/LRM combo- almost certainly. But I hate being part of the same old, same old that everyone is running right now.
I've run the mech in 8 mans more than a few times and have been very effective. It would be much easier to do with the cookie cutter setup, but I have more fun with the LRM's right now. Even in 8 mans people frequently make mistakes once short range combat starts and they expose themselves to ranged fire. This is when the LRM's can hurt, but they are less than impressive as direct fire weapons right now.
My conclusion is that LRM's are still viable, despite needing LoS and tag for good damage, but they could definitely stand to be buffed a little.
The difficulty is that each side's position excludes the other side's - that's why there are (roughly) two sides. But you're right that LRMs are not totally broken - you can still pull down moderately decent damage numbers. But the fact that using ERPPCs is easier means that it's a better weapon at most (if not all) levels of skill.
I suspect that part of the reason different people are so divided about LRMs is related to Elo. Since (relatively) high LRM damage depends on your enemies leaving cover and not harassing you close-in, the effectiveness of LRMs is probably more affected by enemy behavior than direct-fire weapons - since people ALWAYS have to expose themselves to fight with lasers, autocannons, etc. This means that players fighting in different Elo brackets may well see different results, and why an analysis of the numbers, now that we've had time to test the system, cannot be arbitrarily discarded. Especially since Elo is not available to us as a stat.
#78
Posted 30 April 2013 - 02:33 PM
LRM 15 - 7 tons + 4 tons for ammo - 11 tons.
or ERPPC, 7 tons, and 4 tons for heatsinks.
no one in their right mind uses LRMS with the meagre dmg they do right now. I have yet to run into an LRM boat that killed me since the hotfix.
Edited by Colonel Pada Vinson, 30 April 2013 - 02:33 PM.
#79
Posted 30 April 2013 - 03:50 PM
This is true even considering the indirect-fire capability of the LRM. Assume you've got a teammate with TAG, voice chat with your spotter, and no interference - optimal conditions for indirect fire. As long as you're not doing damage that is at least comparable to an ERPPC or similar weapon by tonnage, you are still holding the short end of the stick. Why? Because even though you're able to keep up a hearty pounding from safety, if you were in direct contact with the enemy, they would have to split damage to kill you. If they don't split damage and focus fire, you're golden! Pound away with superior dps and pinpoint damage. If they do split their fire, that's just so much damage that they didn't throw at whoever else is using direct-fire weapons - so you've actually enhanced the combat longevity of your teammates as well as doing superior damage.
Note that this is only a comparison between long-range weapon systems. Due to a glorious and happy circumstance I like to call the Brawler Backlash, people are finally getting tired of their 90-ton poptarts and bringing dedicated brawlers to the fight as well. This is leading to many up-close, personal, graphic, and extremely satisfying demonstrations of the fact that using all snipers is only a truly viable tactic when both teams are doing it. However, for those 'mechs who are still performing a long-range role, the previous comparison still applies in spades - in fact, it makes LRMs even less attractive in direct proportion to the increased number of brawlers in a match.
#80
Posted 01 May 2013 - 04:39 AM
It seems to be a matter of expectations. The people arguing emotionally say that LRMs are fine because they expect them to be "softening up" weapons. I don't know where you got that idea, but when I think of missiles I think of a tactical strike on a vulnerable target that is decisive and devastating.
Personally I expect that if I dedicate almost an entire 85t Stalker or 65t Catapult to launching LRMs that I should deal some decent damage. If you insist on putting so many limitations on them, then they need to do more damage to compensate.
As of right now the damage/ton is too low.
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