Missile Update - Feedback
#481
Posted 27 June 2013 - 02:36 PM
SRM spread is good, but damage is too low and they mostly just overheat you without killing anything. They need a buff.
Has the bug with Artemis working without LoS been addressed yet?
#482
Posted 10 July 2013 - 06:43 PM
SRMs - Need Buff
SSRMs - err just ignore these since I use them please
#483
Posted 13 July 2013 - 11:29 PM
#484
Posted 17 July 2013 - 03:17 AM
The way LRMS care currently being implemented tends to concentrate them way to much on the CT.
i think it would be great if during the final arch of the LRM flight path groups of 5 missiles are assigned locations to hit just like SSRM's. This spreads the damage like it does in TT. equipment like Artemus simply lowers the hit chance for arm and legs by 50% this can be further enhanced by tag and narc.
If you can assign hits for groups of missiles then need for splash damage is negated and splash damage is been the source of issue upon issue. it should be taken out.
Edited by Tombstoner, 17 July 2013 - 03:19 AM.
#485
Posted 10 September 2013 - 11:30 PM
1. ECM
2. Move behind a tall object (IE : Hills, Buildings etc)
3. Outrun the Missiles
4. Go near the Missile boats ( <180M)
5. Power down your mech
SRM on the other hand, is acting really weird, I've seen it deal great amounts of damage and yet sometimes it deals like close to nothing damage. I noticed the SRMS "Performs" better when you fire at a target 80m Away.. When you use it under 80m, i've tried shooting away up to 72 SRMS with 80% of them appearing to hit on my screen but they only deal 42DMG...wtf?
#486
Posted 12 September 2013 - 07:17 AM
One game LRMs/SRMs/Ballistics/Energy do grievous damage, the very next match they do {Scrap} all for damage.
I'm thinking the damage values aren't the problem at all.
#487
Posted 16 September 2013 - 12:25 PM
#488
Posted 17 September 2013 - 11:44 PM
LRMs are useless for anything except putting damage on on multiple mechs in the hopes those mechs will be killed by someone else and yield a kill-assist c-bill payoff.
#489
Posted 18 September 2013 - 11:20 AM
xMEPHISTOx, on 16 September 2013 - 12:25 PM, said:
No, they are not a support weapon.
I was going to say at least they nearly doubled the damage to compensate for the damage spreading across the target, but then i checked Smurfy's...
1.1 damage/missile? When the hell did this happen? Last time i checked it was 1.8!
No wonder LRM's are pathetic
Edited by Wolfways, 18 September 2013 - 11:31 AM.
#490
Posted 06 October 2013 - 01:18 PM
Quote
^^^Source - http://www.sarna.net/wiki/LRM
#491
Posted 10 October 2013 - 11:19 AM
xMEPHISTOx, on 06 October 2013 - 01:18 PM, said:
LRMs in MWO currently are settled in the medium field of long range weapons. There are weapons that deal higher damage and have more range, like ERPPCs or ACs. Though these weapons are not able to be fired indirectly, they can not be countered by ECM or AMS.
From a realistic point of view 1000 m range for a missile weapon is ... pathetic LOW. LRMs should be able to hit targets in at least mutiple kilometers distance.
Edited by xe N on, 10 October 2013 - 11:19 AM.
#492
Posted 10 October 2013 - 08:01 PM
ERPPCS do not have equal range range and as you exceed its max effective range the damage drops and being non lock on gets tougher to hit accurately the further out. The same goes for AC's w/exception to the AC2 but their damage is not high and again consistant accuracy becomes an issue at great distances.
If PGI adds the Long Tom Artillery then you may get the range you are currently looking for from missles.
#493
Posted 16 October 2013 - 04:13 AM
xMEPHISTOx, on 06 October 2013 - 01:18 PM, said:
^^^Source - http://www.sarna.net/wiki/LRM
No, the LRM's i'm looking for are viable IS LRM's.
Just because LRM's are capable of indirect fire doesn't mean that is their main purpose. They can also be dumb fired but that's not their purpose either.
xMEPHISTOx, on 10 October 2013 - 08:01 PM, said:
No business changing the ranges that they have already changed?
Oh, and the long Tom (range 26) has a shorter range than LRM's (range 28) in TT, and LRM's actually have the same range as ERPPC's in TT.
Edited by Wolfways, 16 October 2013 - 04:18 AM.
#494
Posted 16 October 2013 - 10:41 AM
BlackDrakon, on 29 May 2013 - 05:14 PM, said:
I think they just figured the damage boost would shut us up for a while. Too bad the hit detection is so atrocious that you could make them 4x the damage and they'd still be only marginally useful.
#495
Posted 23 October 2013 - 01:09 AM
xe N on, on 10 October 2013 - 11:19 AM, said:
A 1000m range for an 11-pound, horizontally fired missile (including payload) isn't too bad!
#496
Posted 24 April 2014 - 06:30 AM
#497
Posted 27 April 2014 - 11:45 PM
Diomed, on 24 April 2014 - 06:30 AM, said:
If you have low-skill you aren't using them "properly".
Quote
Yeah, completely negating or lessening their damage is "no defense"...
Quote
So a slight speed increase turned them from weak to OP? Okay...
#499
Posted 27 April 2014 - 11:59 PM
ShinVector, on 27 April 2014 - 11:53 PM, said:
33.3333% is slight in your books. Oh kay.
I guess it is still better than 45.8333%..
Sorry, i keep forgetting that some people get hit by missiles. I couldn't care if they moved at 500m/s. It would make no difference as long as we are playing on tiny arena's that are nothing but cover.
They are slightly useful on Alpine though.
#500
Posted 28 April 2014 - 12:23 AM
Wolfways, on 27 April 2014 - 11:59 PM, said:
They are slightly useful on Alpine though.
Strangely... I had games with people making claims like yours... Guess what ? They have the same problem and get killed by LRMs too... Try not make the problem seem non-existent..
Else I will just add you to my friends list do drop together... Watch you get killed by LRMs too.
Edit: gammar
Edited by ShinVector, 28 April 2014 - 12:37 AM.
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