Missile Update - Feedback
#201
Posted 22 May 2013 - 05:41 AM
#202
Posted 22 May 2013 - 05:49 AM
Guess it's time for another break.
Edited by Effectz, 22 May 2013 - 05:50 AM.
#203
Posted 22 May 2013 - 05:52 AM
With the LRM's ... with CT splash still happening ... maybe just change the flight path / speed and leave the damage at .7 rather than .9 until you get the further adjustments in play. I want LRM's to be relevant, even if I don't use them myself much .... but the nerf / buff always seems so dramatic for each weapon when implemented.
#204
Posted 22 May 2013 - 06:07 AM
Players are just flocking to the new thing. Give it a week or so for the players who don't come to the forums to adjust to the introduction of lrms again and ecm, ams etc to begin appearing.
#205
Posted 22 May 2013 - 06:11 AM
#206
Posted 22 May 2013 - 06:16 AM
Nightcrept, on 22 May 2013 - 06:07 AM, said:
Players are just flocking to the new thing. Give it a week or so for the players who don't come to the forums to adjust to the introduction of lrms again and ecm, ams etc to begin appearing.
+1
Edited by Tigerchen, 22 May 2013 - 06:18 AM.
#207
Posted 22 May 2013 - 06:22 AM
I reccomend a shorter arc, i like how the trjectory works, but its a tad too high up,
A slight damage nerf again, .8 would be a good number.
I also think that misssles should not re track if you re lock after losing a missle lock, that makes evading the missles too difficult, the place missles should have in the game is harrasment not complete obliteration, based around the idea of the target not even hitting you so you shouldnt be doing absurd amounts of damage. I hope we can get these missles balanced one day, thank you.
In my opinion, the arc in general is too high, buildings can hardly block the missles for you, i would normally think that would be fine under the circumstance of .7 damage, but WITH the damage increrase AND the trajectory changes, missles are way overpowered and id rather be back in the land of pop tarts, and even 3 AMS cannot stop all of these missles.
I reccomend a shorter arc, i like how the trjectory works, but its a tad too high up,
A slight damage nerf again, .8 would be a good number.
I also think that misssles should not re track if you re lock after losing a missle lock, that makes evading the missles too difficult, the place missles should have in the game is harrasment not complete obliteration, based around the idea of the target not even hitting you so you shouldnt be doing absurd amounts of damage. I hope we can get these missles balanced one day, thank you.
In my opinion, the arc in general is too high, buildings can hardly block the missles for you, i would normally think that would be fine under the circumstance of .7 damage, but WITH the damage increrase AND the trajectory changes, missles are way overpowered and id rather be back in the land of pop tarts, and even 3 AMS cannot stop all of these missles.
I reccomend a shorter arc, i like how the trjectory works, but its a tad too high up,
A slight damage nerf again, .8 would be a good number.
I also think that misssles should not re track if you re lock after losing a missle lock, that makes evading the missles too difficult, the place missles should have in the game is harrasment not complete obliteration, based around the idea of the target not even hitting you so you shouldnt be doing absurd amounts of damage. I hope we can get these missles balanced one day, thank you.
In my opinion, the arc in general is too high, buildings can hardly block the missles for you, i would normally think that would be fine under the circumstance of .7 damage, but WITH the damage increrase AND the trajectory changes, missles are way overpowered and id rather be back in the land of pop tarts, and even 3 AMS cannot stop all of these missles.
I reccomend a shorter arc, i like how the trjectory works, but its a tad too high up,
A slight damage nerf again, .8 would be a good number.
I also think that misssles should not re track if you re lock after losing a missle lock, that makes evading the missles too difficult, the place missles should have in the game is harrasment not complete obliteration, based around the idea of the target not even hitting you so you shouldnt be doing absurd amounts of damage. I hope we can get these missles balanced one day, thank you.
In my opinion, the arc in general is too high, buildings can hardly block the missles for you, i would normally think that would be fine under the circumstance of .7 damage, but WITH the damage increrase AND the trajectory changes, missles are way overpowered and id rather be back in the land of pop tarts, and even 3 AMS cannot stop all of these missles.
I reccomend a shorter arc, i like how the trjectory works, but its a tad too high up,
A slight damage nerf again, .8 would be a good number.
I also think that misssles should not re track if you re lock after losing a missle lock, that makes evading the missles too difficult, the place missles should have in the game is harrasment not complete obliteration, based around the idea of the target not even hitting you so you shouldnt be doing absurd amounts of damage. I hope we can get these missles balanced one day, thank you.
#208
Posted 22 May 2013 - 06:26 AM
I know, I know... my statement is in direct contrast to the mainstream here, but...
lets try this a bit.
Yes, the ankel with a spotter is - well - strange, but I would like to read more stuff from 8v8.
In Pug is hard to play imo.
Lets see, what happens in the next days.
#209
Posted 22 May 2013 - 06:26 AM
#210
Posted 22 May 2013 - 06:27 AM
Now there is only one thing left. A hold to toggle button for my LRMS. When the button is held my LRMS will not go up at all but fire completely straight. So I may Fire them into the face of mechs foolish enough to rush me! I would be OK if using this toggle would remove the clustering effects of things like tag and airtimis.
Edited by Twisted Power, 22 May 2013 - 06:28 AM.
#211
Posted 22 May 2013 - 06:40 AM
The second betty annouce incoming missile, hit shutdown and immediately power up again and move away while the shooter try to relock. Thanks to the faster missile travel speed, this leave them little time to react, unless having tag.
#212
Posted 22 May 2013 - 06:43 AM
First drop last night with LRMs on my team that I could see the flight paths.
#213
Posted 22 May 2013 - 06:44 AM
Thanks nfor introducing a new meta! The reign of the poptart was getting annoying. Does the missile arc need to change? Probably, since cover is mostly negated.
Once you guys fix teh splash damage, I'm very much looking forward to the LRM balance. I think you guys will have it pretty bang on. Thanks!
#214
Posted 22 May 2013 - 06:44 AM
#215
Posted 22 May 2013 - 06:45 AM
I like the idea of a scout being able to spot for in-direct LRM fire, it could potentially offer up a nice counter to static / pop sniper ish game play. But there are two things I'm just really bewilder about. Considering the yo yo balancing of LRM's previous, how was this miss in testing? I mean, it seems to me your testing environment is just not any where near a live environment, that's all I can think of, because your pushing out these things and they bork the game.
The other thing is the whole LRM splash damage equation. Can you tell us what the situation is with this? Is I've been confused on this issue as I've read conflicting reports but the way I understand it, the splash damage issue is still unresolved, and is some weeks away from a fix. This means CT's are still taking a lot of splash damage, which contributes to them being cored out very quick. Is this still the case? If that is the case, I don't understand why you didn't hold off on this, or why did you buff damage? I'm not claiming to be correct on this point, please feel free to communicate what's happening regarding the splash damage with LRM's
TL;DR You can see some tentative progress with how LRM's fit into the game, and how they are used. But the in-direct arch point is busted, as you admitted, so why was this not caught in testing? This is the 4th time this has happened, you need to take a long hard look at your testing environment because it's obviously not very indicative of the live game environment.
Furthermore, what's going on with splash? Is in turned on / off, is it tuned down? If it's still broken and turned on, why? And why did you make these changes without a fix to the splash damage issue.
Thanks,
JC
#216
Posted 22 May 2013 - 06:45 AM
#217
Posted 22 May 2013 - 06:50 AM
- keep the damage like it is now
- increase the projectile velocity to be much faster than it is now
- change back to the prior patch's flight path
What will this accomplish? The ability to hit targets who are out in the open before they take cover, rather than denying them the use of cover at all as occurs in most spots with the current flight path.
#218
Posted 22 May 2013 - 06:54 AM
armyof1, on 21 May 2013 - 04:28 PM, said:
The whole counter poptart argument really becomes invalid since the way lrms act now will affect ANYONE, with jumpjets or not. Of course they are usable, because they can hit you even when you're taking cover behind tall hills as long as the hills slope downward, because it takes almost fully vertical cover to counter the equally almost vertical flight path or the lrms. There's no doubt whatsoever this needs to be fixed or else you're nullifying a huge majority of what used to be good cover, leaving little left as useful cover whatsoever. To leave it as is would be nothing but a huge mistake.
You don't speak for everyone. LRM is fine as it is now, not everyone has problem with it you know
#219
Posted 22 May 2013 - 06:56 AM
#220
Posted 22 May 2013 - 06:59 AM
Damocles69, on 22 May 2013 - 06:56 AM, said:
We'll see
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