Missile Update - Feedback
#421
Posted 23 May 2013 - 06:33 PM
#422
Posted 23 May 2013 - 06:54 PM
PGI hit the nail on the head, splash and flight path have turned missiles into something they were never intended to be. They require very minimal 'aiming' to actually hit their target, the penality for that was always (in TT) that some didn't hit and that hits were random. In MWO, we decided that having any missiles miss would be 'bad' but certainly they should not deliver concentrated damage - which right now they are.
For all those that claim others must 'learn to adapt', you need to re-read what PGI stated. Missiles are not performing as PGI intended them to perform. You might wish otherwise, but that's simply what PGI has told us.
#423
Posted 23 May 2013 - 06:57 PM
#424
Posted 23 May 2013 - 08:28 PM
#425
Posted 23 May 2013 - 08:33 PM
Moenrg, on 23 May 2013 - 06:54 PM, said:
PGI hit the nail on the head, splash and flight path have turned missiles into something they were never intended to be. They require very minimal 'aiming' to actually hit their target, the penality for that was always (in TT) that some didn't hit and that hits were random. In MWO, we decided that having any missiles miss would be 'bad' but certainly they should not deliver concentrated damage - which right now they are.
For all those that claim others must 'learn to adapt', you need to re-read what PGI stated. Missiles are not performing as PGI intended them to perform. You might wish otherwise, but that's simply what PGI has told us.
Now imagine being in a non-ECM light. On city maps, my entire game is "incoming missile" over and over again. So I can either run away and hide off in the boonies or I can try and, you know, scout or cap and contribute. Even post fix, the only mechs that can effectively scout or cap will be ECM capable mechs. So what role is envisioned for the 70% of lights and mediums that can't carry ECM? PS - Anybody that says carry AMS obviously hasn't actually tried taking an AMS on a light and seeing how ineffective it is.
Edited by deadlykleenex, 23 May 2013 - 08:33 PM.
#426
Posted 23 May 2013 - 09:16 PM
Quote
The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.
Perhaps NARC/TAG could preserve the original spotting angle as it is now, to give some added benefit for flanking and scouts if they utilize those systems in tandem with a team - LRMS are hardest to use in 8v8 premades anyhow, which are exactly where narc/tag scouts would shine as a team tactic. since TAG needs LOS and narc needs medium/short range it won't help the lrm boat clear cover alone, and at the same time it would make the scout have to work a lot harder and risk himself more than just sneaking up behind and getting a lock.
#427
Posted 24 May 2013 - 12:47 AM
#428
Posted 24 May 2013 - 01:14 AM
#429
Posted 24 May 2013 - 02:48 AM
Colonel Pada Vinson, on 23 May 2013 - 09:16 PM, said:
Perhaps NARC/TAG could preserve the original spotting angle as it is now, to give some added benefit for flanking and scouts if they utilize those systems in tandem with a team - LRMS are hardest to use in 8v8 premades anyhow, which are exactly where narc/tag scouts would shine as a team tactic. since TAG needs LOS and narc needs medium/short range it won't help the lrm boat clear cover alone, and at the same time it would make the scout have to work a lot harder and risk himself more than just sneaking up behind and getting a lock.
Hi,
this is excatly what i thought. But no one listens:
LRM and ECM to post patch state.
NARC disables ECM and like TAG gives the Spotter and LRMs this new high trajectory.
If i then die, then it was a real earned Death becaue the other team had
1. a real scout with Narc, Beagle, TAG, maybe ECM
2. a good Missile boat to deliver the damage.
All were fine and we had the team-play factor and over 50000 Credits for both LRM and Scout.
But this way, the fixing will go on and on. I promise you. They have elevated to many game mechanics, that is never good for a running System!
regards
#430
Posted 24 May 2013 - 03:09 AM
Damocles69, on 23 May 2013 - 04:49 PM, said:
This is exactly how I imagine LRM bashers. I for my part hope they do not "fix" it for annother two months, like they did it the last time they broke LRM and nerfed them into oblivion.
#431
Posted 24 May 2013 - 03:13 AM
#432
Posted 24 May 2013 - 04:01 AM
#433
Posted 24 May 2013 - 05:12 AM
Nicholas Carlyle, on 23 May 2013 - 05:27 AM, said:
Uh I just said I was doing the exact same thing pre-patch. Non-moving targets + Artemis = ALL CENTER TORSO DAMAGE.
Do you think I was killing mechs in 2 shots if it wasn't all going center torso?
Let me repeat, do not link training grounds videos as proof of anything.
Not to bicker like a lot of people like to needlessly bicker on forums, but I was just defending this dude against words like "really hate" and "fear mongering". I can imagine the dude was scheming in the shadows, rubbing his hands together, thinking to himself "this will really scare the hell out of them! Mwaha--mwaha-mwahahahaha!"
Sorry I don't hang on every word you say, bro. Maybe I skimmed what you said because I don't like your attitude.
Let me repeat. I said that I don't like your attitude.
#434
Posted 24 May 2013 - 05:20 AM
Now you jerks know how it feels. At least the fix with splash damage is only a few weeks away. It is not like ECM where they took 4 months to fix the problems.
#435
Posted 24 May 2013 - 05:42 AM
Edited by Xeno Phalcon, 24 May 2013 - 05:43 AM.
#436
Posted 24 May 2013 - 06:57 AM
Posted Yesterday, 04:26 PM
POPULAR
We are planning to push this fix out tomorrow. May 24th when we have our normal downtime for weekend specials.
#437
Posted 24 May 2013 - 10:30 AM
PhoenixFire55, on 22 May 2013 - 12:40 AM, said:
In BattleTech LRMs do not rule battlefield.
In BattleTech LRMs do 1.0 damage per missile not 2.0.
In BattleTech you are lucky if 30% of your LRMs hit.
In BattleTech you are lucky if you can take 400 LRMs with you.
In BattleTech you can't kill an assault mech with 2 volleys of LRMs.
In BattleTech LRMs don't chase you around buildings.
In BattleTech LRMs don't do orbital strikes.
Thats why BattleTech is fun to play and MWO is not.
Can I add there are no 6xPPC boats, and there is no pin point acurracy for ..any...weapon in Battletech there are no poptart sniper battles, there is punching, kicking, D.F.A. ...yes I just did
Other than that I do agree with you mostly, its just not the missile issue, but pretty much most combat,this was just another fail attempt to balance a game that been mostly broken since it came out of closed beta..
The missles chasing you around buildings made me chuckle, flash back to Benny Hill, and a little bald guy,being chased by alot of irrate
#438
Posted 24 May 2013 - 10:38 AM
a. you can take cover and still get trounced by missiles because of the arc. I can't help but wonder if the devs would like for cover to be completely nullified when there is a spotter, even if you are flush against it, or what.
and b. the center torso splash damage.
These two things combined means that you can be behind cover and still be cored in the center torso, which is understandably pretty frustrating for a lot of folks.
Both of these things are noted as being tweaked, so I think the state of the game is moving forward in a positive direction. It's definitely nice to see a lot less "pop-tarting" and 6-ppc builds (though I've seen a few 3-LRM 20 builds in the last few days lol--it'll be nice to see less of that when these changes are reversed). The folks who can't wait 2 weeks for a fix to this, well, beta beta beta.
Edited by Osski, 24 May 2013 - 10:40 AM.
#439
Posted 24 May 2013 - 04:19 PM
#440
Posted 24 May 2013 - 04:32 PM
http://mwomercs.com/...ost__p__2383590
In sum, rebalancing the numbers make absolutely NO SENSE when you are referencing a BROKEN BEHAVIOR which in this case is easy CT coring.
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