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Lrms - Please Do Not "fix" Them In June.


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#61 aniviron

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Posted 22 May 2013 - 03:59 PM

View PostAgent of Change, on 22 May 2013 - 04:23 AM, said:


Your video means very little because of three factors:
  • testing area mechs have crappy armor
  • your targets were not moving at all
  • your targets were in the open.
I could make a case that anything is OP using the testing area as my example.


After a couple hours of play last night spending time with and without my lurms it's clear the LRMs are viable now. It's not LRMpocalypse like the last time there was an lrm buff. My personal evidence is that by playing smart i got hit by them but never died to lrm's. At this point LRMs are back to being an intelligence test for the target, if you are dying to them you should reconsider the actions you were taking.


The point isn't mainly the damage, everyone knows that's off in the testing grounds. It's more that every single mech died from coring, generally with fairly healthy armor everywhere else; as far as "stock mechs have crappy armor, well, no. The atlas dies in three hits with TAG (was not tagging in video for some reason, so it took three and a touch) and the trial atlas has 608 maxed armor. The stock catapult's armor is also nearly maxed, and it dies in two hits.

Your second two points are fairly irrelevant because of LRM tracking strength right now- as far as I can tell, it looks to be about the same as SSRM tracking, which is why we have the CT damage issue. If I had a spotter for me in the testing grounds, I could repeat the experiment and get the same results (and have been doing just this in live games where I can fire over mountains).

#62 PaintedWolf

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Posted 22 May 2013 - 04:06 PM

View Postaniviron, on 22 May 2013 - 03:59 PM, said:


The point isn't mainly the damage, everyone knows that's off in the testing grounds. It's more that every single mech died from coring, generally with fairly healthy armor everywhere else; as far as "stock mechs have crappy armor, well, no. The atlas dies in three hits with TAG (was not tagging in video for some reason, so it took three and a touch) and the trial atlas has 608 maxed armor. The stock catapult's armor is also nearly maxed, and it dies in two hits.

Your second two points are fairly irrelevant because of LRM tracking strength right now- as far as I can tell, it looks to be about the same as SSRM tracking, which is why we have the CT damage issue. If I had a spotter for me in the testing grounds, I could repeat the experiment and get the same results (and have been doing just this in live games where I can fire over mountains).


Then just remove splash and buff missile damage. Make LRMs go from their 1.5 to 2.0 and SRMs from their 2.5. to 3.0.

PGI has not been able to fix splash in almost three months.

They said before the issue was not missile damage, they said it was not even splash damage- it was a splash bug.

So I say just get rid of splash and increase missile damage. Period, problem solved. They say they need splash because missiles do not benefit from comvergence (how considerate of them) however that can be balanced by simply buffing missile damage.

Remove splash:

-Make SRM damage 3.0

-Make LRM damage 2.0

-I don't think anyone really cares about splash anyways.

#63 cyberFluke

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Posted 22 May 2013 - 04:08 PM

To the LRM defenders who can't seem to do damage: Grow a pair and suck less. Anyone who has a clue is raking in kills. I had a quad LRM20 Stalker take my awesome from yellow armour on CT (clean everywhere else) to dark orange CT internals in one indirect salvo, spotted by a non-tag spider. I *was* in the open, caught with my pants down, but that's not the point. Essentially one shotting an Assault with an indirect salvo is wrong. Thankfully, the devs can see reason here and have already announced their intention to do something about it ASAP and no amount of whining will change that :(

EDIT:-- Oh, I had yellow armour everywhere else after the salvo. It all hit the CT with the splash hitting the limbs.

Edited by cyberFluke, 22 May 2013 - 04:09 PM.


#64 Soy

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Posted 22 May 2013 - 04:09 PM

View PostPaintedWolf, on 22 May 2013 - 04:06 PM, said:


-I don't think anyone really cares about splash anyways.


OH NOOOO I CARE ABOUT IT SOOOO MCUH MAN IMA WRITE UP A SCATHIGN DIATRIBE FOR LIKE, 6 HOURS AND REPLY LIKE 96 TIMES DEFENSIVELY ABOUT IT

Sry just wanted to let my satirical ***** out for a sec

Good post btw

#65 PaintedWolf

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Posted 22 May 2013 - 04:10 PM

Again, 3 months and they still can't fix splash, meanwhile LRMs still do 0.9 damage (up from 0.7) but not nearly as much damage as they used to do (about half as much).

SRMs still do 1.5 damage, again almost half as much.

Meanwhile they STILL can't fix the splash problem. Just ditch the splash damage and increase missile damage. The problem has been around for almost THREE months. How long are they going to spend on this? 4 months? 5 months? 6 months?

And they still might not be able to fix the problem.

#66 aniviron

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Posted 22 May 2013 - 04:22 PM

View PostPaintedWolf, on 22 May 2013 - 04:06 PM, said:


Then just remove splash and buff missile damage. Make LRMs go from their 1.5 to 2.0 and SRMs from their 2.5. to 3.0.

PGI has not been able to fix splash in almost three months.

They said before the issue was not missile damage, they said it was not even splash damage- it was a splash bug.

So I say just get rid of splash and increase missile damage. Period, problem solved. They say they need splash because missiles do not benefit from comvergence (how considerate of them) however that can be balanced by simply buffing missile damage.

Remove splash:

-Make SRM damage 3.0

-Make LRM damage 2.0

-I don't think anyone really cares about splash anyways.


I would be fine with this. I WANT lrms to be good. I want a game where every weapon is a reasonable choice, and most LRM launchers are heavy, and their effectiveness should reflect this. But right now it's a win button. I think they are finally close to getting it right, but I am worried they will do something stupid and drastic. That is why I made the video about the coring. That is wrong and should not be happening, ever. It should not take three salvos to core and kill a full armor catapult from 90 degrees to the side.

Right now splash is a terrible game mechanic because of how much randomness it introduces. It means the amount of damage you do depends almost exclusively on how many joints/subsections the enemy mech has, and how closely they are spaced- and that's not even getting into the fact that it also logically means the ct will always take the most damage because it is in the center and thus the average, and almost all targetable joints touch the ct.

So yes, ofc missiles will need their damage brought back up when splash is taken out. I'm all for this- maybe we can even get SRMs that are capable of at least denting tissue paper next.

#67 Caleb Brightmore

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Posted 22 May 2013 - 04:25 PM

Double armor values and LRM's still core me in 2 hits everytime in a max armor Jager which has a CT issue to begin with.
The current state of the LRM is making it so using certain mechs is next to impossible.
You can cry no skill or cover or whatever but the fact is THERE IS NOWHERE TO HIDE you WILL be seen in this game by something and once u have been BOOM someone from afar kills you in 2 seconds.

LRM'S are AREA SUPPRESSION weapons NOT Mech Killing Rain set to Autokill.
The whole point in LRM's is that they are aimed at a mech and if you in YOUR OTHER mech are in range you get hit by the explosions also. (8 meter bubble I believe as a reference point?)

That's what an area denial/suppression weapon does.
It denies an enemy force from entering an area hence the name. :( A.K.A. "This path is very expensive, try another way :)"

You have turned LRM's into Guass from above with better accuracy at times.

That said can I use my SDR-5D and maybe survive with ECM?
Yes! But It has turned combat into he who has the most LRM's wins.

I get it some of you have spent tons of money on LRM 60/70/80/90's but remember why you did that.
Most likely it was because LRM's were OP way back when.

Then you actually had to learn to aim and fight in this game for a few months and now I don't care how good your aim is because of time.

Simple math....If I can core the LRM boat before it hits me twice I am safe yes?
So that means that I am FORCED to arm gauss( Longest range ballistic-- range vs damage done) and AMS in order to play effectively. gauss=100 points damage when destroyed by those LRM's just saying I would prefer NOT to carry it.
If I am lucky enough I can hope that everyone else has it and CQB weapons because just in case CQB becomes needed I'm screwed, and I have to hope that the server drops us like I want also or its 4 guys armed correctly and 4 pugs.

The point is this WHEN I die in 2 seconds just because I was spotted and have no chance for cover because the LRM's negate the flight path and Artemis into me even when they shouldn't then there is an issue with what used to be the reason we are here...FUN.

This is turning into C.O.D. on every weapon that becomes powerful.
Just make the game balanced and let skill take over that's all I am saying.

AUTHORS NOTE: If you played with me in my Jager today ignore those matches I was charging into the open just to see if they fixed it and they didnt so I kept doing it and filiming it to see the effects of cover and arc etc after the game.
In all cases trying or not, anything that moves less than 130 imo (even that is a maybe)has no chance to close on the LRM tgt and engage it making LRM's plus seismic plus target decay way OP.


Please I know it is a pain but just make the game fun again!!!
If I could drop with an 8 man of my choosing I would not complain because then we could plan.
When I am being force dropped into an 8 man team and NO ONE has ecm or even a mech that allows it well now LRM's expose the matchmaking issue.

One thing exposes another.
You know what all those things are PGI and me flaming you won't help or even be worth reading, but there is no way you can look any of us in the eye and say that you guys tested that weapon at all because it took me 2 seconds to see something was very very wrong.


Here is an idea: Instead of letting me know that super speedy missles will be hitting me before I can even move now how about telling me 1st that I am being locked onto then let me know they are coming?
At least then I have some time to react better possibly.
If a fighter jet in the 1960's can know it's being locked onto can't a Mech in 30whatever with much more tech? hmmmm lol

Stop pushing crap at us to quell the masses who are clock watchers.
Get it correct the first time after testing it and then bring it out.
If it requires more than a tweak after being brought out you probably are doing it wrong. Just saying. :)

Oh and one more thing I don't use poptarts or LRM's or hate them I am usually a SDR-5D pilot and prior to PGI making it impossible to sneak up on anything I was sneaking up behind them and making them panic trying to remember where the keys for forward and side to side movement are ;) HINT: It's not your spacebar lol

"Those who can do, Those who cannot drive Poptarts and LRM boats" ^_^ <---- What? I can handle your ERPPC/LRMONLINE you guys can't take a joke? :D

Edited by Caleb Brightmore, 22 May 2013 - 05:35 PM.






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