Missile Update - Feedback
#61
Posted 21 May 2013 - 04:47 PM
SRMs are shaped-charge warheads, designed for point-damage and armor-piercing capability (hence their higher damage value). LRMs are high explosive, which would lend itself to splash damage, but the way that battletech armor works would suggest to me that the missiles can only really damage said armor when they impact directly and the explosion is focused on what is essentially a single point. The extra concussive force, heat, etc., just sort of washes over the mech, doing only cosmetic damage. Hence LRMs do only half the damage per missile of SRMs.
Removing splash damage, then, would allow LRMs and SRMs to return to their full damage values (or more, like they were until the hot-fix), without LRMs and Streaks being CT-coring wonder weapons and standard SRMs becoming insta-gib shotguns.
As for the flight arcs, I hope they get hot-fixed sooner rather than later, but they really do need some ability to defeat cover or indirect fire becomes useless. They should presumably have a terminal angle of 45 degrees when fired with LOS, and if you bumped that up to, say, 70 degrees it might work out ok without being OP or making all cover useless.
After all, indirect fire already requires a spotter to work at all, and by rights ought to impose a penalty on missile clustering, so having it be useful against targets behind low or badly-shaped cover (not-so-steep hills and so on) would be a good thing. That kind of cover already protects the mech behind it by forcing the use of a spotter in the first place.
#62
Posted 21 May 2013 - 04:47 PM
Victor Morson, on 21 May 2013 - 04:45 PM, said:
I disagree with everything except 4. They are BARELY qualified to be usable weapons right now. I think they might even see serious 8 man use for once.
They don't need their splash or grouping changed, or even their arc changed. If anything they might need a buff yet. Don't screw them over PGI, for the love of God. It's nice having LRMs be "usable." I am ENTIRELY SICK of having LRMs go from good to trash every few months.
Do people even have weapons on their mechs in the elo you're in? The games own lead designer came out and said that a culmination of bugs are making LRMs vastly more powerful than they should be. Have you even played the game?
#63
Posted 21 May 2013 - 04:55 PM
Hopefully the hotfix will come soon. That said, it's not as bad as the good old Lurmpocalypse of... err, a few weeks back.
However, I dusted off my A1, filled it with BAP and Streaks, and was ravaged by LRM's which popped my CT-mounted BAP in short order, leaving me helpless against the ECM lights tearing around.
(I kid, I kid! While that's a true story, I was laughing all the while; I'm sure LRM's will be fine once the cover-countering trajectory and splash damage issue is finally corrected)
#64
Posted 21 May 2013 - 04:59 PM
#65
Posted 21 May 2013 - 05:01 PM
N0MAD, on 21 May 2013 - 04:59 PM, said:
Ouch, that is 5 patches that will take a long time to install if you ever do decide to want to play again.
I'd patch just to get those out of the way and so that I wouldn't have to wait for hours on the day I did want to play, if I were you.
#66
Posted 21 May 2013 - 05:05 PM
Victor Morson, on 21 May 2013 - 04:45 PM, said:
I disagree with everything except 4. They are BARELY qualified to be usable weapons right now. I think they might even see serious 8 man use for once.
They don't need their splash or grouping changed, or even their arc changed. If anything they might need a buff yet. Don't screw them over PGI, for the love of God. It's nice having LRMs be "usable." I am ENTIRELY SICK of having LRMs go from good to trash every few months.
#67
Posted 21 May 2013 - 05:14 PM
Good
Even with current missiles the game is more enjoyable than poptarting hell we had before the patch. It finally feels like a mech combat again.
#68
Posted 21 May 2013 - 05:19 PM
Kitane, on 21 May 2013 - 05:14 PM, said:
Good
Even with current missiles the game is more enjoyable than poptarting hell we had before the patch. It finally feels like a mech combat again.
"Soon" to PGI means about 4-6 months.
And no, it's nowhere near as fun. At least you could stay in cover from PPCs. As little skill as it is, you do actually have to aim PPCs yourself.
The only thing that's changed is now it takes a couple seconds after stepping out of cover to die, instead of it being instant.
#69
Posted 21 May 2013 - 05:27 PM
#70
Posted 21 May 2013 - 05:31 PM
but I did have 2 lrm 20's and 2 lrm5's, and the tubes to launch them. It was sickeningly effective, without any of the added accessories. I just hung back and looked at one and only one thing... target inside 1000m? click. wait... click... wait. and then damage just started piling in... the damage isn't necessarily nuts, but it really does feel like I'm firing 50 ssrm from 800m away. my biggest regret was not having more ammo... I figured maybe it was just the map (canyon), but then I got river city night, and it was the same thing. chill by kappa. score kills/assists on anything that gets targetted.
#71
Posted 21 May 2013 - 05:41 PM
TheMagician, on 21 May 2013 - 03:12 PM, said:
Second, waiting that long is too long. This is a hotfix issue, otherwise you are risking losing even more of your dedicated player-base.
Erm, the explanation is that they are aware and the update simply missing this patch window. As a result how can you be certain QA testing haven't spotted this?
Classic miss representation and scare mongering, especially when overall the LRM improvements are helping the meta, and likely without the observer issue already known to be addressed a helpful introduction to overall game play.
#72
Posted 21 May 2013 - 05:43 PM
gjnii, on 21 May 2013 - 05:31 PM, said:
but I did have 2 lrm 20's and 2 lrm5's, and the tubes to launch them. It was sickeningly effective, without any of the added accessories. I just hung back and looked at one and only one thing... target inside 1000m? click. wait... click... wait. and then damage just started piling in... the damage isn't necessarily nuts, but it really does feel like I'm firing 50 ssrm from 800m away. my biggest regret was not having more ammo... I figured maybe it was just the map (canyon), but then I got river city night, and it was the same thing. chill by kappa. score kills/assists on anything that gets targetted.
Yeah it's not a damage thing. I'm still not breaking 500 damage often. It's just where it's all going.
Though...after playing a few games...it's really not as bad as I first thought.
Contrary to what some people are saying, they do not go over every single piece of terrain that isn't huge. They still get stopped quite a bit.
Holding a good lock is still as big a pain as it has been.
And it really comes down too...if people are stupid and wander around in the open for 30 seconds, they are going to die.
But that will happen with any weapon.
#73
Posted 21 May 2013 - 05:47 PM
I think half the problem is people were so ready to get away from the PPC meta, that they jumped on the LRM train. I think we'd be having a ton of complaining even without the splash/trajectory issues.
Because A] no one carries AMS, B] people forgot how to play against LRM's (this is why I always did ok even before todays patch), and C] People are lazy
Edited by Nicholas Carlyle, 21 May 2013 - 05:53 PM.
#74
Posted 21 May 2013 - 05:53 PM
#75
Posted 21 May 2013 - 05:53 PM
Noesis, on 21 May 2013 - 05:41 PM, said:
Erm, the explanation is that they are aware and the update simply missing this patch window. As a result how can you be certain QA testing haven't spotted this?
Classic miss representation and scare mongering, especially when overall the LRM improvements are helping the meta, and likely without the observer issue already known to be addressed a helpful introduction to overall game play.
Top tip: If your QA team did catch this, and said don't do this it's seriously borked!...you don't do it, you remove that aspect.
#76
Posted 21 May 2013 - 05:55 PM
NemesisXIII, on 21 May 2013 - 05:53 PM, said:
Calm it down, this is no different than anything else. We just have a different meta ruling the day. One of these days I hope they will luck into a mostly balanced game.
Sure there will always be one thing that's a bit stronger. But it's not the end of the world.
#77
Posted 21 May 2013 - 05:59 PM
We've been here already. Three times.
Why do you keep doing this? Either admit you want trenching, or do it right for once.
#78
Posted 21 May 2013 - 05:59 PM
#80
Posted 21 May 2013 - 06:05 PM
After about 15 games tonight I must say this is the first patch that has made me want to stop playing the game. Being killed by an unseen opponent on the other side of the map while hugging a building is not fun. The combination of the flight path, increased speed, upgraded damage etc is simply too much. Use of cover, whilst effective against snipers etc, is no defense against the super-lrms.
Please revert these changes as soon as possible or I really feel you will lose a lot of players, I would hate to see that happening as this was shaping up to be a great game. The comments on the forum and in game chat reflect the level of frustration and disappointment with this change.
This is the first issue I have ever felt strongly enough to comment on in these forums. Hope you can fix this soon and make the game fun again.
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