Too Far With The Lrms
#81
Posted 21 May 2013 - 11:16 PM
We should all calm down and give it at least a few days before cursing PGI's name.
I personally love the changes. LRM's FINALLY act like what I would expect an extremely advanced missile system to work like. AMS got a damage boost and is now important again with multi-AMS mechs being very attractive buys. I didn't even bother with AMS half the time even with a max speed of 60km/h I only put it in if I had space spare.
With LRM's being a threat once again, where and how you get from a to b is once again important, with less direct routes usually giving you more cover from target aquisition. Back in Closed Beta I used to check the sky regularly for LRM's so I could adjust my path to keep them from being able to maintain a lock while I advanced. I havent done that in ages, but I do now!
It does feel extreme sometimes at the moment, but that is due to the number of launchers. I swear one game every single player had LRM's of some form. Im pretty sure once things settle, LRM's will help shift the balance enough to reduce PPC boats and poptarts. I dont play these builds, but I am sure they require alot more skill when someone is actively shooting the new LRM system at them.
#82
Posted 21 May 2013 - 11:20 PM
Its really hard on the small and med mech players, esp mediums. Mediums dont have as much speed, and are taller, and lack a lot of armor. A good barage (the 50-60 missile kind) - a missile cloud - just pounds you. If you are in the open, forget it, the steel rain will quickly take you down, and the arc does not allow you to take cover effectively. the amount of damage and lack of cover is devastating to mediums.
I know what I am doing generally too - you cant get away from these hardly at all.
Edited by danneskold, 21 May 2013 - 11:28 PM.
#83
Posted 21 May 2013 - 11:21 PM
Ryebear, on 21 May 2013 - 12:40 PM, said:
The LRM flight-path this release is very hard to hide behind cover as they come down at an extremely high angle, its similar to the flight-path with the release that came with Artemis and it was hot-fixed and will likely be hot-fixed this release.
Eraos, on 21 May 2013 - 01:46 PM, said:
As things sit now, I agree that LRMs are too powerful and that the power problems could be addressed in a variety of ways, but I really think that the flight path changes are the true underlying problem; and it would be worth rolling just the flight path changes back and seeing where the balance lay at that point.
Don't much have a problem with LRM teaks other than fight path combined by itself or combined with Adv Target Decay means most cover unless you got something above you is no cover.
#84
Posted 22 May 2013 - 12:02 AM
Garrath, on 21 May 2013 - 11:55 AM, said:
And since when do ppc/gauss poptarts require any real skill? If they did, the entire community wouldn't have been running them the last month or so.
Sorry Garrath, but i dont really agree. Yes staying in ecm is good, however HAVING to stay in a tight group or get insta killed is lame. Plus there are many ways to break the ecm now.
PPC and gauss do require aiming. and jumping up, targeting and hitting your mark (unless they are standing still) does require skill. much more then lock, fire, kill, lock fire kill.
Are there ways to defeat LRM's sure, will 3 LRM boats kill any mech out in the open, at the moment, hell yes.
However 3 ppc/guass won't. UNLESS they all hit and most wont with 100% of their shots.
#85
Posted 22 May 2013 - 12:08 AM
#86
Posted 22 May 2013 - 12:15 AM
I know that personally I haven't used AMS in ages and I believe 99% of players have ditched it as useless. Perhaps it's time to strap on the AMS to every mech and see how that effects the LRM balance. When every mech in a team has AMS and move close to each others, LRM effectiveness should drop drastically.
#87
Posted 22 May 2013 - 12:18 AM
arghmace, on 22 May 2013 - 12:15 AM, said:
I know that personally I haven't used AMS in ages and I believe 99% of players have ditched it as useless. Perhaps it's time to strap on the AMS to every mech and see how that effects the LRM balance. When every mech in a team has AMS and move close to each others, LRM effectiveness should drop drastically.
quite true, but do you really want to play having to be within 80M of your teammates 100% of the time?
4 AMS mech vs 2 stalker LRM 70's = 4 dead mechs. (granted this is atm. The LRM's are all hitting the CT.
#88
Posted 22 May 2013 - 12:30 AM
Now things like the new firing arcs are fine imho (it was rather silly how flat the old lrm path was); however, the ams system (and yes I use it on all my mechs religiously. Its a tiny system so was never useless imho) cannot keep up, especially in the lrm firestorms people are unleashing each round. Only times I see even some ams cover is from grouped mechs defending a couple of lrm10 bursts.
The tighter lrm spreads seem to be the main issue. Doesn't take much to overwhelm an ams.
If the ams has truly been buffed, I don't see it. Its working same or worse than it was before.
#89
Posted 22 May 2013 - 12:46 AM
#90
Posted 22 May 2013 - 12:55 AM
What really ****** me off are the idiots in scouts/fast mechs who are too afraid or too stupid to charge the LRM only mechs -.-
Probably because they traded speed for a ERPPC :-P
#91
Posted 22 May 2013 - 01:16 AM
Grazzit, on 22 May 2013 - 12:18 AM, said:
quite true, but do you really want to play having to be within 80M of your teammates 100% of the time?
4 AMS mech vs 2 stalker LRM 70's = 4 dead mechs. (granted this is atm. The LRM's are all hitting the CT.
You hardly need to stay around your allies with AMS all the time, if you get targeted by LRM's and have no cover and no AMS, THEN you can seek out your allies with AMS or try and use speed to outmaneuver or whatever tactic minimizes damage for you.
If such scenarios scare you then you can, if you choose find and stick with allies that have AMS, or not.
That Vs scenario is hardly so dramatically final, pilot skill and mech vs mech pro/cons of the mixup will always effect win/loss. I can guarantee you that all LRM's do not hit CT, alot do but then again that is where you want them to go when you shoot them.
Why dont you buy yourself the fastest little mech you can and go LRM boat hunting? Instead of screaming at PGI, target and hunt LRM boaters. If the majority of players do not like the amount of use LRM's get, make them high priority and take them out.
There has been no where near enough time pass for enough of the player base to have changed their playing tactics to accommodate the new patch and all its changes. Neither has there been enough time for enough players to understand where the new safe-zones are on the maps are and how to best use the maps to maximize survivability.
#92
Posted 22 May 2013 - 01:27 AM
#93
Posted 22 May 2013 - 01:30 AM
I have been driving a HBK, and dragon.. Both of which i installed AMS.
A light mech running around and spotting, and an LRM boat or two, and everything is dead in minutes.
Slow that turning radious down again, and i'll bet that goes a long way to making them balances, and making it more fun.
Perhaps, drop the damage .08, and speed to 110. Sorta a middle ground of what they were before the patch, and what they are now. if you are in medium/light mechs, it is a world of hurt. i've been cored in just a single LRM hit more than once.. (might have been from a boat, but still, anything that leaves zero room for error is not fun..
Edited by JC Daxion, 22 May 2013 - 08:51 AM.
#94
Posted 22 May 2013 - 02:03 AM
TemplarGFX, on 22 May 2013 - 01:16 AM, said:
Why dont you buy yourself the fastest little mech you can and go LRM boat hunting? Instead of screaming at PGI, target and hunt LRM boaters. If the majority of players do not like the amount of use LRM's get, make them high priority and take them out.
I play a 116 kph treb and a 139 kph raven.
the raven has ems and can get about 200 m from cover before death, the treb about 100 M.
Yes if there is cover 90% of the way to the LRM boat, sire i can go kill him, IF there is no one else near him.
People need to stop saying "omg just play better"
As of today, if your locked on, and there are 3+ LRM boats in the game your dead. period.
If they fix the LRM's hitting the CT only, then ok. we can see how it works after that.
#95
Posted 22 May 2013 - 02:05 AM
#97
Posted 22 May 2013 - 02:38 AM
clearly there's a lot of work to do, but this should be played by the rules, not by what players want.
LRMS are fearful weapons.
LRMS boats are fearful Mechs, not only some fire support.
(sorry for the spelling, i am not a native english writer)
#98
Posted 22 May 2013 - 02:53 AM
Oh going up, going up, going up, DOWN!!!
Edited by White Bear 84, 22 May 2013 - 02:55 AM.
#99
Posted 22 May 2013 - 03:21 AM
But upping the damage from 0.7 to 0.9 PLUS Flight angle correction PLUS Speed buff from 100 m/s to 120 m/s is a tad bit crazed.
I don't mind buffing the LRMs cause they need to be a valid long range option against those effin poptarts and 6 PPC Stalkers, but for the moment you can't properly hide from them, you can't run from them and you propably can't survive them if the enemy team is uber-boating rockets like PPCs before.
#100
Posted 22 May 2013 - 03:50 AM
After testing LRM damage, i did some AMS tests and got that with Stalker with 2 AMS get around zero damage from LRM, if it was not LRM 20 salvo.
Game still have a lot of counter vs LRM: ECM (long range), AMS (reduce damage great), your position (not simple cover with low hill), close range (missle still don't damage to target with less than 180 meters).
Guys try to think, stop cry.
Devs said that big damage to CT is bug, and will fix it with 1-2 weeks.
P.S. Pleas don't change fly path, or make PPC and gauss useless.
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