Missile Update - Feedback
#241
Posted 22 May 2013 - 08:42 AM
https://twitter.com/...226892828606466
It was a nice change of pace for a few days. It wasn't nearly as bad as the previous LURMpocalypse but it did kill the poptarters.
#242
Posted 22 May 2013 - 08:48 AM
Does that mean urbanmech is comming out soon!?
Edited by Utilyan, 22 May 2013 - 08:49 AM.
#243
Posted 22 May 2013 - 08:59 AM
#244
Posted 22 May 2013 - 08:59 AM
Despite the crying, missiles aren't terribly over powered. Too many people have been playing with play-styles(ridge humping) that don't account for serious LRM use. Closed beta players should remember when LRMs were even more powerful.
I agree, there's a little too much CT spread (acknowledged problem and being fixed with lowered splash), and perhaps slightly too steep a curve with spotters (but then again, spotters should be good and very useful given that you're giving up a damaging mech for pure support so I'm really not against this either). All in all good job PGI, keep the balancing up.
#246
Posted 22 May 2013 - 09:10 AM
#247
Posted 22 May 2013 - 09:17 AM
Aemon Chichi, on 22 May 2013 - 08:14 AM, said:
well lets put it this way you lost three players and after your amateur statement that you KNEW of the fails you produced but pushed out anyway we decided not to return, cause dev-kiddos - what you say doesnt matter one tiny bit, what you DO matters , and you did horribly
its sad but well i hope u keep enough fanbois that dont care to get your salary till some other company takes u but please dont apply to other companies in the gaming industry, you did enough harm
honestly, did u really expect all of your playerbase to stay after you told em in the face that you knew this would happen but didnt give a fork ?
[insert swear word at your own discretion] you !
AND?
What should this tell us?
I am angry at the changes the Devs made, but I am not angry of them: I cannot program a game like this for my self. Can you or anybody else here?
No, they do it, with the help of the founders, and they must make changes here and there, but as a NOT-founder, i am happy the made it free.
But people like you and your friend, need something like blizzard. Yes I insult you: you WOW-Zombies !
Ever noticed that the guys implement almost every community wish slowly without 13€ monthly fee?
I wished the would also take over "Moon Breakers" ... but some dreams always stay dreams...
An I am very happy you and friends left us. You know the rest, if more of you would ... and so on
#248
Posted 22 May 2013 - 09:51 AM
#249
Posted 22 May 2013 - 10:03 AM
1. centurion 9A, ssrm/mlaser/ac2. 1 volley of lrms is launched at me. I am behind the ship forest colony water. I backpedal, the guy loses lock, lrms hit where I was standing, but since i moved, nothing. only lrm encounter the entire match. we win 7-1 team had multiple lrm mechs. we got close, they where useless.
2. jaggermech. 2uac2, 4 ssrm2, 2 slaser. alpine. didnt get lrmed once. not sure the enemy even brought lrms. died to a laserboat and a ballistic boat.
3. lrm catapult. suddenly lots of LRMS. I take the catapult and flank the enemy. they try lrming me but i use cover and move around and take marginal damage from 10-20 volleys. me and spider cap while my entire team tries to stand in the open *** for tat and gets pounded by LRMS. I flank and lob LRMS at the enemy. Im annoying, but my damage seems weak. a black jack engages me and the spider at the enemy base.
he decides to fight the spider, stand 250 in the open away from me as i rake him with 10 LRM volleys to FINALLY bring him down. lrms feel kinda soft and hes dodging them at 80 kph a little even it seems. finally he dies...but not before killing my buddies spider.
i then get flanked, locked and the lrm rain of doom hammers me into oblivion. jumpjetting & dodging doesnt help, but when 4 mechs shoot you with anything your in trouble anyhow. definitely can see the need to do something to LRMS, but again id see making them turn even slower and have a touch more damage combined with slight improvement to cover.
LRMS fly too high right now. as a jumpjet lrm in a kitty, they fly WAY to high. id cut the hieght in half, thus JJ helps to clear cover like before, rather than any mech with lrms can clear any cover perhaps.
just feels like LRMS need some tuning is all. overall i still see no problem.
4. cataphract 3D. 1 erppc 1 gauss, 2 MLaser. We engage the enemy on ice city night at the dropship. im spooted first, 60 lrms come my way. I move around some cover, he loses lock, nothing hits me. course of the battle at this time behind dropship many incomming warnings, i keep moving around, nothing hits me. i have AMS and am going 86 in my 3D.
weakness near the cave, me and a highlander push. we roll a jaggermech who gets a lock for his lrm army. lrms come in on me, im inbetween buildings & cover, mech gets hammered. still, im at 75%,maybe 65%, and now we are near the enemy. we rush the LRM boats, me and highlander, it ends quickly, they die in agony.
issue again seems to be the spotter & coordination of team combined with lrms clearing everything and the frustration this induces. My best suggestion without losing this mechanism remains to curb the LRM turn rate so that even going 40 KPH you can dodge them if they have lock and your moving perfectly 90 degrees to their incomming vector. the overall steepness of descent could probably be cut 25% and still be viable too...
ie the older lrms where jj mechs had capability to drop lrms over cover, mechs without JJ less so.
adding in ability for pilot to aim his LRMS would be helpful too.
5. 3D again. Engage a Jenner at theta, icemap night. his lrm buddies start lrming me. I hug the icecropping and kill the jenner. LRMS took me to 50% before i got to cover. jee - it worked - a spotter and his lrm mech. durka.
end up dying to a pop-sniping highlander, a hunchback and a 6 SSRM A1.
oh no LRMS!!!
6. jenner. take gamma. jump an lrm boat cataphract at kappa that brought 1 large laser. he dies horriby. guy can barely hit me with his laser. ELO seems more a problem than LRMS.
id wager to say the big problem with LRMS is boating, just like with ppc, and if we see bigger boating penalties and normal lrm loadouts plus some tweaking to LRMS everything should be just fine.
Edited by Colonel Pada Vinson, 22 May 2013 - 10:05 AM.
#250
Posted 22 May 2013 - 10:08 AM
I'm not sure if it is going to stay entertaining for the next two weeks, but maybe if they just turned off splash damage for a little while things would calm down. If not, I've got a C4 cat more than willing to bring the rain!
Edited by Maxx Blue, 22 May 2013 - 10:08 AM.
#251
Posted 22 May 2013 - 10:24 AM
There is also no Sun-Darkening from LRM - they only be back in use.
Though Superboating is a Problem as with any other Weapon too...its not LRM specific.
The game is more fun post patch bcs its more diverstiy in the gameplay right now.
Edited by Thorqemada, 22 May 2013 - 10:25 AM.
#252
Posted 22 May 2013 - 10:29 AM
This is now ECM's role on a DDC (A light can do it too, just has to be disciplined and stick with the main group). To protect your side against LRMs.
AMS is also at least 2 times more effective. and I've seen entire salvos of 30+ missiles clawed out of the sky by 3 AMS.
I was having a blast just being a scout last night with a buddy just spotting for him in my ECM spider. Didn't even have to TAG, just sat back by a hill with ECM and BAP and called out targets. at 800-1000m.
#253
Posted 22 May 2013 - 10:31 AM
Personally, I think it puts the role of the light mech and even some mediums back into perspective. A light with tag or narc or even the ability to simply target an enemy mech (so their team-mates with LRMS can hit) while staying out of direct engagement, is more the role they should have in a lance. It'll get ironed out, but they are getting closer.
#254
Posted 22 May 2013 - 10:33 AM
#256
Posted 22 May 2013 - 10:38 AM
Quote
And they didn´t notice it BEFORE releasing the patch huh?
"Here is something new to exploit, have fun....."
Edited by Ens, 22 May 2013 - 10:38 AM.
#257
Posted 22 May 2013 - 10:40 AM
I've played through everything since November, and this is the straw that has broken the camels back. The first time I've ever thought about "taking a break".
also...this really isn't about the broken Missile Flight Path....its' about Quality Control.
#258
Posted 22 May 2013 - 10:43 AM
#259
Posted 22 May 2013 - 10:51 AM
Actually interesting how all the new tech and tweaks swings around what is popular this week. I like the play style with a good spotter with the right tech can help out teams. Like back in the closed beta days, time to come up with better tactics then just sit behind a hill and wait for the other team to come. I say roll with changes. Use what works. Figure out team/map strategies to counter. True after us beta testers run enough games to map out the values, if PGI needs to tweak something they do. I rather have LRMs working too well then not at all. Give PGI a chance to tweak. And duh just cause one AWS doesn't seem to do any good. Doesn't mean everyone rips it off their Mech. Hmm systems like that effect stack when lances that everyone has one. Just cause X things break ECM, means no one ECM anymore. Also if your team all take big slow mechs, and get stuck cross open spaces will get missile volley and sniped. So focus on playing with groups, and groups focus on better play styles that change with the patches.
Props to the guys who made one: Kon (MWO OB)
Edited by Mason2501, 22 May 2013 - 11:10 AM.
#260
Posted 22 May 2013 - 11:02 AM
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