LRM's are weak currently. Let players choose to use slots and weight if strong LRM's bother them. Unerf LRM's and just add more AMS slots. If you decide to go without multi AMS its your fault. I don't even play LRM much but currently they miss to much and!!! don't hurt enough unless a half or more of a team boats them. Just opinion. I barely bother loading AMS in current meta.
1
More Ams Less Lrm Nurf
Started by Xeven, May 11 2013 04:19 PM
2 replies to this topic
#1
Posted 11 May 2013 - 04:19 PM
#2
Posted 11 May 2013 - 04:29 PM
*sighs*
From my Weapon Balancing Feedback Post:
The reason missile damage is low right now is due to a still existing splash damage bug.
Increasing missile damage happens effectively exponentially against certain targets (LRM's were hitting Commandos for up to ~12 damage per missile). Reducing splash damage exposes pathing issues where LRM's deliver too much damage to specific locations (turning them into coring machines if grouped tightly, or causing them to miss too often if grouped loser). Increasing damage increases splash damage, causing mechs with complex geometry to take far too much damage.
As such, they don't need help with the missile damage numbers - those were never the problem. The problem is tuning how splash damage works relative to complex mech geometry and how missile pathing works, and that is not an easily adjustable set of variables. Minor changes can have strange impacts in different situations.
TLDR: Just wait for them to fix the splash bug and pathing issue, which is currently being worked on (see the weapon balancing command chair post), THEN they can address balance, but it should be pretty trivial to balance them once those bugs are fixed.
From my Weapon Balancing Feedback Post:
Wintersdark, on 11 May 2013 - 01:48 PM, said:
The reason missile damage is low right now is due to a still existing splash damage bug.
Increasing missile damage happens effectively exponentially against certain targets (LRM's were hitting Commandos for up to ~12 damage per missile). Reducing splash damage exposes pathing issues where LRM's deliver too much damage to specific locations (turning them into coring machines if grouped tightly, or causing them to miss too often if grouped loser). Increasing damage increases splash damage, causing mechs with complex geometry to take far too much damage.
As such, they don't need help with the missile damage numbers - those were never the problem. The problem is tuning how splash damage works relative to complex mech geometry and how missile pathing works, and that is not an easily adjustable set of variables. Minor changes can have strange impacts in different situations.
TLDR: Just wait for them to fix the splash bug and pathing issue, which is currently being worked on (see the weapon balancing command chair post), THEN they can address balance, but it should be pretty trivial to balance them once those bugs are fixed.
#3
Posted 11 May 2013 - 04:30 PM
Wintersdark, on 11 May 2013 - 04:29 PM, said:
*sighs*
From my Weapon Balancing Feedback Post:
TLDR: Just wait for them to fix the splash bug and pathing issue, which is currently being worked on (see the weapon balancing command chair post), THEN they can address balance, but it should be pretty trivial to balance them once those bugs are fixed.
From my Weapon Balancing Feedback Post:
TLDR: Just wait for them to fix the splash bug and pathing issue, which is currently being worked on (see the weapon balancing command chair post), THEN they can address balance, but it should be pretty trivial to balance them once those bugs are fixed.
Cool I hope so.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users