May 21St Lrm Patch: Community Response!
#1
Posted 21 May 2013 - 01:00 PM
So tell us what do you think?
#2
Posted 21 May 2013 - 01:03 PM
#3
Posted 21 May 2013 - 01:07 PM
The answer to the final question can be ''no'' because you think damage is too high, or ''no'' because you think damage is too low.
Ditto the second question.
#4
Posted 21 May 2013 - 01:09 PM
#5
Posted 21 May 2013 - 01:11 PM
#6
Posted 21 May 2013 - 01:14 PM
The spread is way too tight too.
The damage could be good, but there is no way to know with all these other problems present.
#7
Posted 21 May 2013 - 01:14 PM
Flight speed is also pretty good. If flight speed was increased anymore, AMS would be useless.
Flight path is also perfect. Most tiny hills should NOT give 100% protection from LRM's like they used to.
For LRM's not to hit you you should need 1 of 3 things.
1. A tall building or an overhead "roof"
2. A broken lock.
3. Enough AMS to shoot em all down.
LRM's should be powerful in this game...and now they finally are.
LRM's are FOTM just like poptarting was...although I still think poptarting is OP, unlike LRM's
Play 8-mans and you find out what is truly good and not what is just the "flavor of the month."
Remember all the QQ about poptarting when the Highlander cam out? its slightly less now...the LRM QQ will die down once people learn how to properly engage LRM equipped mechs.
#8
Posted 21 May 2013 - 01:16 PM
This is the problem:

This is what happened after about 100-150 LRMs, I would guess- didn't get hit by anything else. Three volleys or so from an opponent with a boating loadout. Has happened ten matches in a row, die from getting a cored ct with all other armor yellow. LRMs are now ssrm20s with crazy range. fwiw, ct armor is at 76 in front.
Doesn't help that hitboxes are still completely broken, either. Turned my back, had been hoping to let my back armor take the last few hits while I ran. Died with my back turned without taking any more damage to rear armor, it all went straight to the front and the ct. Before people tell me it was due to hsr, 1. missiles do not have hsr yet, and 2. my back had been turned for 3-5 seconds, and I don't think his lag was that bad.
EDIT: I guess the other problem with lrms isn't balance related, but graphical. I have yet to experience anything in this game that has dropped my fps below 60 since I upgraded my rig a few months back (i5 3570k, gtx 680) but every time the lrms start flying my framerate halves.
Edited by aniviron, 21 May 2013 - 01:18 PM.
#9
Posted 21 May 2013 - 01:17 PM
#10
Posted 21 May 2013 - 01:19 PM
aniviron, on 21 May 2013 - 01:16 PM, said:
This is the problem:

This is what happened after about 100-150 LRMs, I would guess- didn't get hit by anything else. Three volleys or so from an opponent with a boating loadout. Has happened ten matches in a row, die from getting a cored ct with all other armor yellow. LRMs are now ssrm20s with crazy range. fwiw, ct armor is at 76 in front.
Doesn't help that hitboxes are still completely broken, either. Turned my back, had been hoping to let my back armor take the last few hits while I ran. Died with my back turned without taking any more damage to rear armor, it all went straight to the front and the ct. Before people tell me it was due to hsr, 1. missiles do not have hsr yet, and 2. my back had been turned for 3-5 seconds, and I don't think his lag was that bad.
EDIT: I guess the other problem with lrms isn't balance related, but graphical. I have yet to experience anything in this game that has dropped my fps below 60 since I upgraded my rig a few months back (i5 3570k, gtx 680) but every time the lrms start flying my framerate halves.
The reason why that guy is cored out CT is because he didn't shield with his side torsos/arms.
Same thing would happen against PPC's/Gauss
#12
Posted 21 May 2013 - 01:30 PM
aniviron, on 21 May 2013 - 01:16 PM, said:
I have that problem also. They should try to fix it.
#13
Posted 21 May 2013 - 01:34 PM
ThePieMaker, on 21 May 2013 - 01:19 PM, said:
Same thing would happen against PPC's/Gauss
Check both upper right (the target) and lower left (the player) - they're both cored or almost cored in CT.
We *know* from streaks and the previous LRM apocalypse that missiles hit CT more than intended. That behaviour is aggravated with the new flight path and increased damage, results being what you see in that screen shot; CT cored with everything else not even breached.
Edited by stjobe, 21 May 2013 - 01:34 PM.
#14
Posted 21 May 2013 - 01:37 PM
stjobe, on 21 May 2013 - 01:34 PM, said:
We *know* from streaks and the previous LRM apocalypse that missiles hit CT more than intended. That behaviour is aggravated with the new flight path and increased damage, results being what you see in that screen shot; CT cored with everything else not even breached.
HAHA, now every mech knows what it feels like to play a Jenner!
#15
Posted 21 May 2013 - 01:38 PM
#16
Posted 21 May 2013 - 01:40 PM
give the victum a more active role in avoiding LRMs. make AMS activatable, like a well timed block from a fighting game.
#17
Posted 21 May 2013 - 01:43 PM
aniviron, on 21 May 2013 - 01:16 PM, said:
This is the problem:

This is what happened after about 100-150 LRMs, I would guess- didn't get hit by anything else. Three volleys or so from an opponent with a boating loadout. Has happened ten matches in a row, die from getting a cored ct with all other armor yellow. LRMs are now ssrm20s with crazy range. fwiw, ct armor is at 76 in front.
I don't see the problem with an amazingly slow assault mech with a MASSIVE center torso getting hit primarily in the center torso by LRMs. I also notice that this huge mech doesn't have AMS, which it desperately should especially as a fire support mech. As well, the person in question seems to be largely in the open, with no possibility of cover from any side. And finally, the pilot isn't near anyone with ECM, which isn't their fault but it is their teams.
Basically what I'm saying is, LRMs have been so bad previously that we developed horrible tactics and habits. We need to unlearn those behaviors and then we might start to see a proper mixed range. As it was previously long range was all direct fire, and then it broke down to brawling. Now we might to see some interesting combinations of ranges on mechs without it being 100% ERPPC, Medium Laser, or something of that sort.
Edited by Kymlaar, 21 May 2013 - 01:44 PM.
#18
Posted 21 May 2013 - 01:48 PM
#19
Posted 21 May 2013 - 01:51 PM
stjobe, on 21 May 2013 - 01:34 PM, said:
We *know* from streaks and the previous LRM apocalypse that missiles hit CT more than intended. That behaviour is aggravated with the new flight path and increased damage, results being what you see in that screen shot; CT cored with everything else not even breached.
The reason why both players are cored CT is because neither one turned their torso to the side and just let the LRM hit them CT. If the players had the sense to turn their torso 90 degrees to the side before the LRM's impacted, the damage would have been spread across their arms and side torsos as well.
If a player doesn't turn his torso to protect his center, he will get cored out with damage only to his centre no matter what weapon is being shot at him.
#20
Posted 21 May 2013 - 01:59 PM
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