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Lrms Are A Waste Of Tonnage And Bad


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#81 Khell DarkWolf

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Posted 04 May 2013 - 03:33 AM

LRMs have always been dangerous in BT.

One suggestion I have seen was have the AMS be the one to give you the "warning incoming missiles" notification because its a feature built in with your AMS system. Want to stop LRM's? Make room for it and slap it on.

The next thing the devs are going to introduce is a missile flight speed increase.

This is good and all, but realistically we have two scenarios:

- If they are going to keep the damage as-is currently. Then the launcher weights have to be reduced by 50% to be a real supportive addition to loadouts

- If weights are the same, then artemis (or LRM's pathing in general) needs to stop target centering only on CT's and we need to have a damage increase to 1.2 per missile atleast and go from there. We all know 1.8 was too high, the damage should spread across a mech and not be hitting only those CT's.

Either or is the only realistic approach to start shifting the meta and dynamics of future games in MWO. We still have to find that happy medium.

#82 Kanjejou

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Posted 04 May 2013 - 06:56 AM

if missilles deal small damages thery need to be less ammo dependant one ton of missille was enough to wreak a medium even when spalshing a lot, mech here can now take multiple lrm 20 to the face ans still don't give a damn and you need like 2 ton for a single lrm 10 launcher

Edited by Kanjejou, 04 May 2013 - 06:58 AM.


#83 Wynteryth

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Posted 04 May 2013 - 09:21 AM

As I read the posts, I really have to wonder how many of you have actually played Mechwarrior other than the fubared games called MW3 and MW4.

LRMs were never supposed to be a direct fire weapon. Each Missile in a volley is supposed to do 1 point of damage if it hits. By their very nature, LRMs don't have a very good hit rate (even with a target lock). And when they do hit, the damage is supposed to be spread out over the mech. LRMS (hell, Missiles in the BattleTech universe in general) are not pin-point systems.

LRM Ammo should be the same as it was in BT/MW.

LRM20 Ammo = 6 shots per ton
LRM15 Ammo = 8 Shots per ton
LRM10 Ammo= 12 Shots per ton
LRM5 Ammo = 24 Shots per ton.

If the LRMs weren't set up like that previously, then THAT was the nerf, not how they are now.

Edited by Wynteryth, 04 May 2013 - 09:23 AM.


#84 Wynteryth

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Posted 04 May 2013 - 09:25 AM

View PostKanjejou, on 04 May 2013 - 06:56 AM, said:

if missilles deal small damages thery need to be less ammo dependant one ton of missille was enough to wreak a medium even when spalshing a lot, mech here can now take multiple lrm 20 to the face ans still don't give a damn and you need like 2 ton for a single lrm 10 launcher


I think that your understanding of how LRM damage is done is the problem. LRM damage is not done to a single part of the mech. It's spread out. That is why it seems that a mech can take "multiple lrm20 to the face and still don't give a damn".

#85 Wynteryth

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Posted 04 May 2013 - 09:32 AM

View PostKhell DarkWolf, on 04 May 2013 - 03:33 AM, said:

LRMs have always been dangerous in BT.

One suggestion I have seen was have the AMS be the one to give you the "warning incoming missiles" notification because its a feature built in with your AMS system. Want to stop LRM's? Make room for it and slap it on.

The next thing the devs are going to introduce is a missile flight speed increase.

This is good and all, but realistically we have two scenarios:

- If they are going to keep the damage as-is currently. Then the launcher weights have to be reduced by 50% to be a real supportive addition to loadouts


So, you propose fubarring the game because you don't like how the LRMs were set up? The current weight is what they have been for 25 years. The damage should be 1 point per missile. That is how BattleTech was set up. A game that was balanced just gine.

View PostKhell DarkWolf, on 04 May 2013 - 03:33 AM, said:

- If weights are the same, then artemis (or LRM's pathing in general) needs to stop target centering only on CT's and we need to have a damage increase to 1.2 per missile atleast and go from there. We all know 1.8 was too high, the damage should spread across a mech and not be hitting only those CT's.


Even if the Artemis is targetting CT all the time, the damage is supposed to be spread out. LRMs are not pinpoint weapons.

View PostKhell DarkWolf, on 04 May 2013 - 03:33 AM, said:

Either or is the only realistic approach to start shifting the meta and dynamics of future games in MWO. We still have to find that happy medium.


The happy medium should be to stop screwing with the damages and heat, set them to how they were originally set in the BT universe. This incessant need of developers to change what isn't broken is part of what got people upset with MW3 and MW4.

#86 Victor Morson

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Posted 04 May 2013 - 09:33 AM

The road map has been announced: Damage is being restored + HSR added + 20% speed increase.

This is a victory for missile fans, for sure.

#87 Khell DarkWolf

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Posted 04 May 2013 - 09:57 AM

View PostWynteryth, on 04 May 2013 - 09:32 AM, said:

So, you propose fubarring the game because you don't like how the LRMs were set up? The current weight is what they have been for 25 years. The damage should be 1 point per missile. That is how BattleTech was set up. A game that was balanced just gine.


The problem is that was Table top, this is online and the game has become watered down to a First person mech shooter. Die hard BT fans want it one way, the surplus masses want their call of duty of mechs.

I for one am sick of the CoD version that we have now. This no longer feels like BT.


View PostWynteryth, on 04 May 2013 - 09:32 AM, said:



Even if the Artemis is targetting CT all the time, the damage is supposed to be spread out. LRMs are not pinpoint weapons.


Did I not just agree with what you said here? LRMs shouldn't be pinpoint, I strongly advocated damage to be spread out. Reread what I said please.


View PostWynteryth, on 04 May 2013 - 09:32 AM, said:


The happy medium should be to stop screwing with the damages and heat, set them to how they were originally set in the BT universe. This incessant need of developers to change what isn't broken is part of what got people upset with MW3 and MW4.


With the current development, it is highly unlikely we will get either. A revert to original BT stats nor a change in how the game currently plays out mechanically.

Devs appear to have feet firmly placed to be stubborn in this matter. :|
The happy medium will be when we can have all usage of weapons and tech and not have a slanted favor of only certain equipment being used constantly as a meta/flavor of the month. No one fears LRMs, thus their viability is on the fence.

Only when we have achieved balance with tweaks can they stop being messed around.





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