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Missile (Hotfix) Nerf Override?


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#1 PaintedWolf

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Posted 19 May 2013 - 01:06 AM

Had to Google because it was erased without any notice at all:

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MWO: Forums - Upcoming Content Tracker - Last Updated May 2



mwomercs.com › ... › GENERAL DISCUSSIONSMWO NEWS
Mar 8, 2013 - 20 posts - 12 authorsHUD Fix; Missile Fix (Hotfix Nerf Override); Ability to paint Hero Mech; Blackjack - Medium (Confirmed May); Host State Rewind for Missiles ...


Was it just cancelled without any announcement at all? Keep in mind the current damage levels of less then 1 for LRMs and 1.8 for SRMs is a total joke.

SRMs have already been nerfed in many, many ways in MWO compared to Table Top:

1- They do not do TAC or Pilot damage from head hits- their main feature in TT.

2- They are dead fire. They are not dead fire in TT- MRMs are dead fire missiles and for that reason they get a +1 to-hit penalty.

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The Medium-Range Missile Launcher was designed by scientists at Luthien Armor Works. MRMs are dead-fire missiles that are fired more like lasers than missiles. In order to pack as many missiles as possible into one salvo, scientists removed guidance systems and made the whole package smaller. Though this was seen as a step bae]kwards in technological development, the inexpensive and deadly MRMs have spread throughout the Draconis Combine and to many mercenary units.

The lack of a guidance system and unique nature of MRMs means that they are incompatible with special munitions and advanced guidance systems, though they can be prepared as a single-shot system. The inherent inaccuracy of MRMs is reflected in game terms with a +1 to hit.


http://www.sarna.net/wiki/MRM-10

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Compared to other missile types, Medium Range Missiles are dead-fire missiles that are fired more like autocannons and lasers, but the removal of guidance systems makes each missile more compact, reducing cost and allowing more missiles to be packed in compared to SRM and LRM launchers of similar size and weight.


http://www.sarna.net...m_Range_Missile

3- Weapon convergence- by effectively buffing the other direct-fire weapons, SRMs and LBXs are essentially nerfed.

4- Armor is doubled. Mind you- this is because of weapons convergence, which SRMs and LRMs do not benefit from at all.

And on top of that we now have 5- They do less damage then they did in TT. So not only are the weapons nerfed compared to their peers in all the above ways, they now do less damage, against double armor too? Why even have missile weapons?

So scatter shot weapons are nerfed already. LRMs are so weak it is unbelievable.

We are promised a "missile nerf override" sometime this month and what we get is "flight patterns are being changed."

What is most annoying is how the change wasn't even announced. One moment we are told in Upcoming content tracker that the missile nerf override will be here soon, then the next, it is mysteriously gone, no explanation at all.

Edited by PaintedWolf, 19 May 2013 - 01:13 AM.


#2 KahnRa

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Posted 19 May 2013 - 03:44 AM

Latest Ask the Devs answers (38??) has a mention of a fix for the splash damage that caused them to be nerfed in the first place, but it wasn't ready in time for the upcoming patch, should have it in the one after. Also, are you sure that that mention isn't talking about the nerf that they first did to stop missiles from suddenly being stupidly OP for those couple of weeks? Think you might have your wires crossed....

Either way, I can't wait for LRM's to be balanced & viable again so they can be used as a good counter to all the poptarting sniping going on.... The sooner the better.

#3 Syllogy

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Posted 19 May 2013 - 06:02 AM

LRM fix goes in on Tuesday.

They are getting a 20% increase in speed, a flatter and straighter trajectory, a damage adjustment, and Host State Rewind.

Edited by Syllogy, 19 May 2013 - 06:08 AM.


#4 PaintedWolf

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Posted 19 May 2013 - 07:28 AM

View PostSyllogy, on 19 May 2013 - 06:02 AM, said:

LRM fix goes in on Tuesday.

They are getting a 20% increase in speed, a flatter and straighter trajectory, a damage adjustment, and Host State Rewind.


Cool.

#5 HarmAssassin

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Posted 19 May 2013 - 08:12 AM

I'll believe it when I see it. Unless they increase damage of LRMs and SRMs to 1 and 2 respectively, they'll continue to be useless. Seems the game designers just want to make this poptart PPC wars online.

#6 PaintedWolf

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Posted 19 May 2013 - 08:31 AM

They are focusing on details on the assumption that their most important task is 100% to retain the most hardcore forum posters possible. "Customer retention" is the name of the game, "focus on details."

Basically THE most hard core crowd. Never mind retaining custiomers actually requires, well, customers. It doesn't matter how many you retain if you had almost none to begin with.

#7 pencilboom

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Posted 19 May 2013 - 10:59 AM

Missile HSR is coming on the next patch according to Bryan's twitter.

"@PsyMuppet: it's an ongoing process. We've made large strides to improve this. Missile host state rewind comes out next week. More to follow."

But yes..I'm quite interested in hearing when will they override the missile nerf..I want the meta to change.. :)

Edited by pencilboom, 19 May 2013 - 10:59 AM.


#8 PaintedWolf

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Posted 19 May 2013 - 11:52 AM

Host State Rewind means they will make it on par with energy and ballistic, so that when you shoot and the enemy teleports due to lag it will actually hit. It has, at least not in the past, had anything to do with damage, etc.

#9 Sephlock

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Posted 19 May 2013 - 12:01 PM

"Adjustment" could mean "nerf" :).

I'd like to think otherwise but missiles were fine except for an unexpected bonus vs target practice dummy mechs (commandos) then they got nerfed into the dirt :D.

#10 Deathlike

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Posted 19 May 2013 - 12:11 PM

I'll put it this way... anything that makes SRMs work as intended on light mechs is great.. except for the lights, which at this point will get chased by more Streaks than anything. Good luck if you're a missile-incapable light (all Spider pilots + the DK).

#11 Gyrok

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Posted 22 May 2013 - 07:33 AM

Post patch, I am seeing an improvement in LRMs...haven't really noticed SRMs too much...but my favorite mechs don't have much of those anyway.

#12 Sug

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Posted 22 May 2013 - 08:11 AM

View PostGyrok, on 22 May 2013 - 07:33 AM, said:

Post patch, I am seeing an improvement in LRMs...


Understatement.

#13 PaintedWolf

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Posted 22 May 2013 - 10:30 AM

View PostSug, on 22 May 2013 - 08:11 AM, said:


Understatement.


They still are WAY less powerful then in TT while weapons convergence makes direct fire weapons far more powerful.

#14 Vasces Diablo

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Posted 22 May 2013 - 11:26 AM

View PostPaintedWolf, on 22 May 2013 - 10:30 AM, said:


They still are WAY less powerful then in TT while weapons convergence makes direct fire weapons far more powerful.


Individually, yes, LRMs do less damage. However they do have an additional splash component, have a tracking feature, and (I believe) more ammo per ton. Additionally, using Art groups them so tightly that the damage is more concentrated verses the complete random spread of TT. Really, if they ever get the damage balanced and fix this currently insane firing arc, I quite like the LRMs in MWO.

SRMs are still a work in progress, so I'll with hold judgment, but they seem to kill things often enough for me.

#15 SpartanFiredog317

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Posted 22 May 2013 - 09:04 PM

My matches seem to alternate between barrages of LRM and PPC sniper. I actually like the trajectory now, it makes sense for them to go high and then dive down. I'd like to see what would happen if they kept the arc, increased the damage, but buff AMS to be able to take out an entire LRM20 volley every second. Increase AMS ammo consumption so you could have an effective missile shield but you'd have to take around 4 tons (AMS+AMMO) to last a match. Additional benefit of creating a tactical decision between offense/defense

#16 SpartanFiredog317

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Posted 22 May 2013 - 09:10 PM

How about if landing a full LRM20 volley was kept as deadly as a CT AC20 shot, but AMS was buffed to essentially be a hard counter to any missile volley while ammo lasted, AMS consumed ammo something like 100rnds per 20 missiles shot down, and range was extended to say 200 meters, also give AMS a toggle on/off.

#17 Vasces Diablo

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Posted 23 May 2013 - 04:09 AM

View PostSpartanFiredog317, on 22 May 2013 - 09:10 PM, said:

also give AMS a toggle on/off.


They've stated in the Q&A that this will happen at least.





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