Missile Update - Feedback
#81
Posted 21 May 2013 - 06:07 PM
I can understand splash, in the sense that out of an LRM 20, 4 missiles hit CT,4 hit RT, and 6 hit LT. That makes sense.
#82
Posted 21 May 2013 - 06:12 PM
If LRM's were every working properly, the concept of hiding in cover is still going to be very necessary.
People who ran into me when I had a good spotter before this patch would get mauled if they didn't adjust.
I think way too many people have been without LRM's for too long.
SmurfOff, on 21 May 2013 - 06:07 PM, said:
I can understand splash, in the sense that out of an LRM 20, 4 missiles hit CT,4 hit RT, and 6 hit LT. That makes sense.
No the splash isn't the missile spread.
So each missile does .9 damage. But then it ALSO does splash damage ontop of that
I can't remember how much splash damage is, but I think it probably puts it around 1.3 or so. Which was about right for LRM's. Problem is it's all going center torso right now.
#83
Posted 21 May 2013 - 06:20 PM
#84
Posted 21 May 2013 - 06:20 PM
First, there are going to be a lot of people QQing about LRM's even if they got marginally better because it interferes with their narcissistic FOTM mindset. All should ignore them.
Second, you changed 4 things(damage, trajectory, speed, and Artemis effectiveness) simultaneously with LRM's while letting a known problem (splash damage) remain. This doesn't make sense to me. Was there any consideration of rolling these out one at a time to minimize their synergistic effect and allow you to see the effects of each? I just don't get why everything was changed at once. Personally I would leave the 0.9 damage and roll everything else for LRM's back to pre-patch. Then do the rest in the following order, one fix per week, analyzing for a week on each:
1. FIX THE KNOWN SPLASH DAMAGE ISSUE.
2. Adjust missile speed
3. Adjust artemis effect
4. Adjust missile arc
Again, appreciate PGI making LRM's viable again but this should have been a paced approach, not a shotgun approach.
#85
Posted 21 May 2013 - 06:20 PM
#86
Posted 21 May 2013 - 06:20 PM
#87
Posted 21 May 2013 - 06:21 PM
Isn't this par for course for PGI...
New patch = bug infestation
or worse, fixing things that never really needed fixing.
There's no such thing as quality assurance I gather.
I mean seriously, is anyone here REALLY surprise anymore?
#88
Posted 21 May 2013 - 06:26 PM
DeaconW, on 21 May 2013 - 06:20 PM, said:
First, there are going to be a lot of people QQing about LRM's even if they got marginally better because it interferes with their narcissistic FOTM mindset. All should ignore them.
Second, you changed 4 things(damage, trajectory, speed, and Artemis effectiveness) simultaneously with LRM's while letting a known problem (splash damage) remain. This doesn't make sense to me. Was there any consideration of rolling these out one at a time to minimize their synergistic effect and allow you to see the effects of each? I just don't get why everything was changed at once. Personally I would leave the 0.9 damage and roll everything else for LRM's back to pre-patch. Then do the rest in the following order, one fix per week, analyzing for a week on each:
1. FIX THE KNOWN SPLASH DAMAGE ISSUE.
2. Adjust missile speed
3. Adjust artemis effect
4. Adjust missile arc
Again, appreciate PGI making LRM's viable again but this should have been a paced approach, not a shotgun approach.
I disagree. Fix the trajectory and splash damage. Leave the rest. LRM's need to be faster. They have never (aside from when they are UTTERLY broken) used in the high end game. Skilled players who understand the game and are in voice together have never had an issue avoiding and ignoring LRM's.
aniviron, on 21 May 2013 - 06:20 PM, said:
Is this a training ground vid?
If so pre-patch I 2 shot every light, 3 shot every heavy and 6 shot every assault with 3 LRM 15's. Before...the...patch.
Don't post that crap here.
Edited by Nicholas Carlyle, 21 May 2013 - 06:27 PM.
#89
Posted 21 May 2013 - 06:26 PM
#90
Posted 21 May 2013 - 06:26 PM
Nicholas Carlyle, on 21 May 2013 - 06:23 PM, said:
I disagree. Fix the trajectory and splash damage. Leave the rest. LRM's need to be faster. They have never (aside from when they are UTTERLY broken) used in the high end game. Skilled players who understand the game and are in voice together have never had an issue avoiding and ignoring LRM's.
You disagree with a rational approach? OK....
#91
Posted 21 May 2013 - 06:26 PM
Incompetence.
#94
Posted 21 May 2013 - 06:41 PM
#95
Posted 21 May 2013 - 06:48 PM
Zphyr, on 21 May 2013 - 05:59 PM, said:
There are these things called paragraphs, look into it.
#96
Posted 21 May 2013 - 07:02 PM
The flight paths are great, and I'm saying that as someone using them as well as fighting against them. It reminds me of this old closed beta LRM setup.
Referring to the LRMs fired by the Dragon. Watch that flight path. Loved it back then. Easy to dodge, but deadly if you didn't.
Now if only if the missiles I'm using (LRM-5s) weren't firing as a single bullet and actually scattering a bit like missiles. I'm seeing the same issue with other people using standard LRMs, where the missiles are clustered so tightly together that they fire artillery shells instead.
#97
Posted 21 May 2013 - 07:02 PM
Shumabot, on 21 May 2013 - 04:41 PM, said:
Are you using real world logic to dictate how weapons in a setting with giant walking land battleships that have to be close enough to talk to eachother to shoot eahcother should work? You do realize that this is a setting where the space japanese are fighting people who name their clans after pokemon using giant man shaped robots in space. Mechs are laughably impractical in the first place, leave your desert storm youtube fandom at home.
Left my desert storm youtube fandom at home, along with my snark and my sarcasm. You've shown your inability to fully read a post, albeit a long one. Semblence of reality, versimilitude, something I stated in the post was desirable. I acknowledged this is giant stompy robots, but you still tromped out the pendantic argument that I am trying to apply real world logic. People keep using an fallacious ad hominem argument against things they don't like, admonishing that real world logic should not apply when the blatant facts of any simulation of reality is that it resembles reality enough to fool the eye and get immersion into the content.
Yes, we all saw the slideshow. Thank you.
Except where the games own lead designer states that its a bug and is unintentionally making the LRMs wildly more powerful than they should be.
After initial response to thier arc behavior was QQ, immediate QQ and more QQ, and they realized they HAD to put out a hey, we're aware there are still issues post. Seems people forget that being Beta Testers does not mean we see things first, we see it second hand, maybe third. You can bet their in house Devs who don't like LRMs flagged this to Paul's attention immediately. Wildly more powerful? Hyperbole. Added by you. Not swallowing that along with your other words.
It's never been in a previous mechwarrior game and has no proxy in battletech. It's also wildly imbalancing, is very clearly a bug, and makes for terrible gameplay. Also you forgot to note that splash damage wasn't taken out yet because they missed the deadline meaning that the weapons also doing more damage than its intended to do.
You know, I looked up Battletech Rules... not a wargamer/miniature gamer, but got into reading them recently to know where this stuff comes from, systems and such and rules. Guess what, indirect fire does have a rule system, a "proxy" if that's how you're using the term, in Battletech. You know, the game Mechwarrior comes from. Ironically, it basically says hey, if someone is spotting for the LRM guy and is standing right next to the target, those missiles hit as if the person firing them was free and clear looking at the target with no obstructions and with a hit chance as if they were right up close, rather than way over that hill. Not saying that's how it should be in Mechwarrior exactly, I'm not into RNG and firing arcs and doo dads to reduce one's aim simply because someone wants thier particular version of a weapon or not. But I WAS pointing out the effectiveness of indirect spotting being a good thing, which you missed or disagreed with - but didn't actually address.
Where do people like you come from? Is there some sort of factory that makes mindless yes men?
Not a yes man, but obviously someone you want to take the time to dismiss or negate, since you tried. Seems your ad hominem fallacy continues attacking the person, calling me a yes man, and a mindless one at that. Fail to have something detailed and informative to say about the actual expressed information or anecdotal experience? Then just attack the person and dismiss them because you disagree. Expected as much, just not of you, read some of your former posts Shumabot and agreed with them. Yeesh. Last time I knee jerk agree with you. Thank you I've learnt my lesson.
Edited by Mad Porthos, 21 May 2013 - 07:05 PM.
#98
Posted 21 May 2013 - 07:05 PM
And for anyone who is interested in spamming an inbox, Thomas informed in-game earlier that Omid/Buckton are to blame for this ******* ********, but really, it was a collective effort to be completely oblivious to a huge ******* bug in their patch.
Edited by BlueSanta, 22 May 2013 - 01:25 PM.
#99
Posted 21 May 2013 - 07:22 PM
Rebas Kradd, on 21 May 2013 - 03:15 PM, said:
They gave it the same amount of testing as the fabled 2.0 DHS that were apparently far too powerful for our grubby hands to manage.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users