Missile Update - Feedback
#101
Posted 21 May 2013 - 07:26 PM
now LRMing poptarters will be a bit more to watchout for...yeah I have ot stop doing that in a 4X raven.....
#102
Posted 21 May 2013 - 07:33 PM
#103
Posted 21 May 2013 - 07:44 PM
Dude42, on 21 May 2013 - 07:33 PM, said:
actually it makes me quite happy to see these LRMs ,too because I don't have to deal with an entire enemy side of poptart fools and PPC boats of doom if these reports are correct.
LRMs are viably scary agains! I can't wait to see the Clan LRMs which need direct LOS without ballistic arcs now!
it'll be like the scariness of the Mechwarrior 3 intro. Some Summoner pilot is going to cry now
People actually have to keep moving and never get spotted now!!!!
MWAHAHAHAHAHAHAA...and I love this patch on my birthday!
#104
Posted 21 May 2013 - 07:48 PM
The Problem with LRMs is the Flight Path and minimal Cover. A Highlander hiding behind a decent hill i getting cored out and headshotted even tho he hid. The Other Problem is with UAV now and Art Missles the Missles got a DMG and Targeting buff with makes them more powerful then they really should. Now Reducing the DMG to .8 and Previous Flight path would fix that since target locks linger far longer than before it seems
Edited by AceTimberwolf, 21 May 2013 - 07:52 PM.
#105
Posted 21 May 2013 - 07:49 PM
In regards to the massive changes and seemingly limited/no QA testing.
STOP.
I don't know if there's a timeline on someone's wall with huge red X's through it and panic about missing 'critical' deadlines but these changes are haphazard and too aggressive, to the point either QA is not getting sufficient time to test, or someone is making last minute changes and shoving them in.
At my work we call these 'command decisions' and salute them appropriately (one finger...12 o'clock).
It's killing you, the cash shop is open, the BETA moniker is showing it's age, you were voted one of the top 25 FPS in the most recent article of PC Gamer.
It's time to start acting like it.
#106
Posted 21 May 2013 - 08:50 PM
What a joke... Get it together
Edited by DeathofSelf, 21 May 2013 - 08:55 PM.
#107
Posted 21 May 2013 - 09:06 PM
#109
Posted 21 May 2013 - 09:22 PM
#110
Posted 21 May 2013 - 09:25 PM
#111
Posted 21 May 2013 - 09:33 PM
#112
Posted 21 May 2013 - 09:38 PM
If you knew the splash damage change that was going to give us the problems we have now wasn't going to go in, why did you implement the others as well? Wouldn't it have been better to hold everything back until you could put a properly balanced solution in?
#113
Posted 21 May 2013 - 09:44 PM
What's taking a lot of adjusting to is the fact that if you get TAGged, even if you find cover and hide, the lock time bonus with TAG is such that with the high angle of attack, you're screwed. Couple that with the added speed and focused CT damage, you're really screwed.
My opinion is that LRMs are back to their former glory, and very good at keeping poptarts' and snipers' heads down, but the lock timeout bonus with TAG and NARC need to be shortened (and other outstanding splash damage bugs).
Overall, like the changes. LRMs are no longer wasted tonnage anymore. This is forcing me to also bring LRMs too, because if your team has NO LRMs at all, you will be pounded in to the ground. That's not OP--that's poor foresight on your part.
Forcing balanced builds is a good thing, and if you risk boating all LRMs or all brawling weapons, you run a risk, but the reward is if anyone is in your optimal fighting range, they melt.
#114
Posted 21 May 2013 - 09:52 PM
I love the combination of fixes in this last patch making them more effective, but even I gotta agree the assist firing arc of the LRM is way outta line - not to mention the splash needs a serious overhaul.
I am coring an opponents like mad with it, and the splash should be wider around. Its part of the payoff and price with LRMs to have it deal mostly overall damage to the mech at the cost of NOT specifically coring it out from range to keep yourself more or less safe. It should be scarier to think that that LRM will tear off your weapon arm or finish off that torso or leg that's damaged while you run than that the LRM will core you if it hits.
I've got no major arguments with the overhaul so far - cept maybe argue a full 1 damage per missile for the wider spread still, but that firing arc really needs to be fixed sooner if its possible.Its not fair having such a never-safe arc where you can't find cover from it.
#116
Posted 21 May 2013 - 09:55 PM
P.S. Haters gonna hate
Edited by Miken, 21 May 2013 - 10:03 PM.
#117
Posted 21 May 2013 - 10:14 PM
people are QQing for a reason because you made every other build besides LRM pratically useless till the next patch.
#118
Posted 21 May 2013 - 10:14 PM
People have just got used to walking around in the open without even carrying AMS for the last two months or being able just jump up and down on the spot because people stopped equipping LRMs.
Now LRMs are back and people are still doing the above only they seem unable to comprehend why doing the above is getting them killed.
The additional factor contributing to more LRM deaths is that lights are far more likely to not engage in mass brawls with the new legging speed rules, so they are now starting to do what they should have been doing from the start which (which some of us light pilots were doing all along) and are now spotting and tagging and keeping priority enemy targets locked because ever since a couple of patches ago you can see when a unit has missiles incoming onto them, only back then it wasnt much use to anyone because everyone had largely stopped carrying LRMs.
The tears of people who forgot they weren't able to run around open spaces or needed to pack AMS two months ago are delicious.
#119
Posted 21 May 2013 - 10:15 PM
#120
Posted 21 May 2013 - 10:17 PM
But the numbers of people who don't seem to understand that this game is beta, and WE are the testers, is even more amazing.
and on a side note, the people who say "nameofweapon warrior online", you guys are just...pathetic.
Edited by Kilo 40, 21 May 2013 - 10:18 PM.
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