Edited by Kelam, 21 May 2013 - 05:54 PM.
May 21St Lrm Patch: Community Response!
#61
Posted 21 May 2013 - 05:46 PM
#62
Posted 21 May 2013 - 05:49 PM
#63
Posted 21 May 2013 - 05:58 PM
Arcs and splash needs a tweak which PGI have already declared are in the pipeline.
People are bringing out AMS again and having to think about cover tactics again. Good.
The meta has the potential to shift away from Sniperfest online. Very Good.
Lights have better opportunities to improve spotter roles with E-war improvements. Excellent when arcs sorted.
I'm actually encouraged by these changes, despite some final needed tweaks that are "incoming".
#64
Posted 21 May 2013 - 06:00 PM
Buff SRMs
buffing LRMs just made this game even MORE of a sniper fest.
SORRY, not buffing, breaking completely with a sickening crack
I swear some people....
Edited by LordBraxton, 21 May 2013 - 06:00 PM.
#65
Posted 21 May 2013 - 06:05 PM
Noesis, on 21 May 2013 - 05:58 PM, said:
Arcs and splash needs a tweak which PGI have already declared are in the pipeline.
People are bringing out AMS again and having to think about cover tactics again. Good.
The meta has the potential to shift away from Sniperfest online. Very Good.
Lights have better opportunities to improve spotter roles with E-war improvements. Excellent when arcs sorted.
I'm actually encouraged by these changes, despite some final needed tweaks that are "incoming".
I'm seeing a lot of this too. Damage is not insane, sub 500 most matches even in my assault.
It's a much better meta. But still a broken one.
Lower splash and fix the bugged trajectory and it'll be fine.
#66
Posted 21 May 2013 - 06:08 PM
Yeah, the new patch totally sucked up the game for those who like to diversify their 'mech loadouts. The whole LRMboat-or-die scenario (or pop-tart, or even before that... lrmboat again) does not appeal to everyone. Hell, maybe its time to give a look at MW:LL.
#67
Posted 21 May 2013 - 06:21 PM
Dawnstealer, on 21 May 2013 - 02:52 PM, said:
Just close to 179m and you don't have to worry about the LRMs anymore.
Hahahahaha, just close to 179m so their 2 medium lasers can finish the coring that the LRM's started 821m ago? HA! Those maps, the most effective defense would be to jump-snipe MORE and stay beyond max range. Which leaves your trusty Brawler further out in the cold. And its VERY cold out here...
#69
Posted 21 May 2013 - 07:04 PM
#70
Posted 21 May 2013 - 07:15 PM
Though, streaks and LRMs should probably be kept from making super sharp turns as well. That part is a little silly.
#71
Posted 21 May 2013 - 07:39 PM
zwanglos, on 21 May 2013 - 02:27 PM, said:
No. The LRMs arc so high now that there is no effective cover in the entire 4 grid blocks around theta. F4/F5 E4/E5 is a no-man's land.
Most of the buildings in Frozen City no longer provide LRM shelter.
Canyon is practically dead on arrival because 95% of the map has no effective LRM cover.
And I haven't played on Alpine yet in this patch but I'm terrified of it now... used to be my favorite map, too.
aawwwww... giant mechs are now targets... hurray mediums won't die as quickly to missile spam!
#72
Posted 22 May 2013 - 07:15 AM
In one of our drops, one of our group popped his UAV and the other team was decimated by LRM fire, due largely in part to the flight path. No amount of AMS proved sufficient and we continued to roll the enemy into dust. Poptarts could not get position or sustain fire long enough to pin us down. Others tried to do the same but either dropped without ECM or left their LRM boats alone in the back to get killed by faster moving units that would flank and close for the kill, sometimes under ECM cover. Even when they managed to engage us in close range I simply drew them off of our LRM boats with my D-DC while the boats did the damage. With the new flight path combined with the speed of LRMs nothing could counter my group, nothing. My group had all the damage and 4-7 of the kills every match. It was an awful feeling to know that this is how noobs will be introduced into the game, and those that only play sparsely will likely get to frustrated and quit.
I'm afraid the PGI metronome of nerf, buff, nerf, buff will continue to destroy game play and the chances of anyone trying this game to enjoy it unless they are into rage over a game. This in my opinion is far worse then every cheese build we've seen, as this does not allow anyone to operate independently of the team without getting owned.
#73
Posted 22 May 2013 - 07:59 AM
I whish to decide my mech, because is unuseless combact against 5 or 6 lrm bot.
Many thx to devs, u can use my MC's and come to take a good pizza.
#75
Posted 22 May 2013 - 08:13 AM
#76
Posted 22 May 2013 - 08:27 AM
I've had only 1 match of 100 where the LRMS hitting me where clearing cover and tearing me up...and lo and behold, a raven was hiding behind my team getting locks.
So far LRMS seem fine and quite easy to handle if you pay attention. 90% of the LRM deaths I've witnessed are from poor piloting brought on by 2 months of NO LRMS, and pop-tarts and assaults who run around in the open with no ECM cover, no AMS etc and wonder why they die.
dont forget too that boating penalties, if intorduced, would severly hamper stuff like 3 LRM 20 mechs etc in the future.
#77
Posted 22 May 2013 - 08:27 AM
I think folks get pretty worked up over stuff that really can be quite complicated and in a past life I was involved in the testing and use of such things so I am understanding of what they are going through trying to get it right.
I think the disconnect with the community in terms of description and application is around just what type of weapon is used to hit the reverse slope of a hill and how that works in relation to whats in game.
What is being used in game is a rocket which should behave like a rocket, versus what folks on the pro LRM side are describing the way LRM's are currently working which is more in terms of a mortar round.
A mortar is a low velocity high angle of fire weapon whereas a rocket well...is a rocket. Albeit rockets can do course corrections by thrust firing adjustment rockets this brings a whole new dynamic in just how and when a rocket can hit that reverse slope as the Apogee in relation to the angle of attack come into play with a different dynamic than say a fin stabilized mortar round. The ballistic profile of a mortar and the fact its low velocity is very specific to give it the ability to deal with the high angle of attack profile, any round at a high velocity cannot achieve that angle of attack and will have a more linear ballstic profile.
Additionally making course corrections with a rocket can destabilize that rocket if thay are made too fast, I often saw this with TOW and DRAGON wire guided missle gunners who would tumble the missile out of control during the track phase by course correcting to quickly.
Bottom line the angle of attack profile that is being realized in the game currently is that of a mortar which is low velocity and is being applied to a more linear angle of attack with a missle that is high velocity and the realistic ballistic profile result is that something moving that fast can't change direction to the degree it is and still remain stable.
PGI recognizes this and said they would fix it so I am good...until then as we said in the military, pack it tight and make your buddy smile!
#78
Posted 22 May 2013 - 08:29 AM
#79
Posted 22 May 2013 - 08:31 AM
#80
Posted 22 May 2013 - 08:40 AM
Been killed by them, have killed with them..all in all, great fun
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