

Lrm's Didn't Need More Damage
#1
Posted 21 May 2013 - 11:55 PM
#2
Posted 22 May 2013 - 12:47 AM
L2P noob. jk
Edited by slash b slash, 22 May 2013 - 12:47 AM.
#3
Posted 22 May 2013 - 12:50 AM
LRMs are supposed to be deadly if ignored but relatively easy to take cover from.
#4
Posted 22 May 2013 - 04:44 AM
That's oddly close to the same amount of time it would take to kill the same target if I were piloting an AC20 Jager, a 4PPC K2, a 6PPC Stalker, or my 3 Large Pulse Laser+AC10 Heavy Metal.
Missiles are not godly, they are not overpowered. They are finally worth while.
Edited by Syllogy, 22 May 2013 - 04:44 AM.
#5
Posted 22 May 2013 - 04:58 AM
Syllogy, on 22 May 2013 - 04:44 AM, said:
That's oddly close to the same amount of time it would take to kill the same target if I were piloting an AC20 Jager, a 4PPC K2, a 6PPC Stalker, or my 3 Large Pulse Laser+AC10 Heavy Metal.
Missiles are not godly, they are not overpowered. They are finally worth while.
Completely agree, that's a ludicrous amount of firepower, it SHOULD be tearing apart whatever lets itself get hit.
The problem is some bug with artemis and flight path for indirect fire... the damage itself is completely fine, and NEEDED to be boosted, LRMs were ludicrously weak even in direct fire power. Now they're actually worth the tonnage.
People don't seem the realize that the damage was boosted WITH the fact that splash wasn't fixed in mind. That's why they only do .9. Once the splash damage bug is fixed, we can expect LRM damage to be upgraded again to something like what it was before the splash bug (1.7, as I recall).
#6
Posted 22 May 2013 - 04:58 AM
#7
Posted 22 May 2013 - 05:06 AM
Both will be fixed on the next patch.
#8
Posted 22 May 2013 - 05:10 AM
May be that devs change something in their cocktail drugs?
EVERY PATCH THE SAME DISORDERS, STOP GO TO CASE.
#9
Posted 22 May 2013 - 05:11 AM
Locutus239, on 22 May 2013 - 05:10 AM, said:
May be that devs change something in their cocktail drugs?
EVERY PATCH THE SAME DISORDERS, STOP GO TO CASE.
Sorry, all I heard was "something something, I'm a troll"
#10
Posted 22 May 2013 - 05:11 AM
Again, system is bad not the weapon. When will PGI learn?
#12
Posted 22 May 2013 - 05:16 AM
1. Lackluster damage
2. Not hitting target.
3. Too slow to use at long ranges where they are supposed to be used at.
But now missiles have increased damage, are hitting their targets more now and move faster. The flightpath change and speed change made missiles more deadly by themselves but the damage buff makes it a bit too much. I thought missiles were doing the perfect amount of damage before its just that a lot of them weren't hitting but now they are.
I feel like the splash effect and HSR are going to make them even more powerful. So i hope they consider all these factors and the amount of damage they will do when all combined.
Edited by Sable, 22 May 2013 - 05:17 AM.
#13
Posted 22 May 2013 - 05:50 AM
#14
Posted 22 May 2013 - 06:05 AM
#15
Posted 22 May 2013 - 06:05 AM
#16
Posted 22 May 2013 - 06:07 AM
Fate 6, on 21 May 2013 - 11:55 PM, said:
think the problem is why you pop out and being target like that. Shouldn't you be next to your assault?How did you let the stalker spot you in the first place?
#17
Posted 22 May 2013 - 06:16 AM
If you look at them on a per launcher basis and not on a Stalker omg boat.
One of the major problems we are having with the game though appears to be the stalker. It's ability to boat is causing players to scream for nerfs to fix the boating.
Instead of fixing the boat pgi fixes the weapons. And when you do that you render them useless to non-boats.
The only way i see to balance out lrms is to limit the amount of launchers a mech can carry to say 40 tubes.
#18
Posted 22 May 2013 - 06:20 AM
Syllogy, on 22 May 2013 - 04:44 AM, said:
That's oddly close to the same amount of time it would take to kill the same target if I were piloting an AC20 Jager, a 4PPC K2, a 6PPC Stalker, or my 3 Large Pulse Laser+AC10 Heavy Metal.
Missiles are not godly, they are not overpowered. They are finally worth while.
It took me about 60 seconds to kill a cat-a loaded with missiles. it was fantastic. my 4xmg spider +JJ got inside LRM range easly and just started to kill it. it was falling back to friends and made it but not before i strafed the ct into red and then a lrm burst got it.
I love the new MG damage.
#19
Posted 22 May 2013 - 06:21 AM
#20
Posted 22 May 2013 - 06:22 AM
CravenMadness, on 22 May 2013 - 06:05 AM, said:
Unfortunately there is a very vocal portion of the player base that will never be happy with LRMs as a viable weapon (probably the same group that doesn't like poptarts).
They want to brawl, and they want to brawl without any need for themselves to have situational awareness.
I have mostly brawlers at the moment and I am fine with LRMs. For one I don't cringe when I find out a LRM boat on my team. Before this patch if someone were to announce they were an LRM boat and please mark targets I got the same kind of feeling I get when I see the SomePlayer has disconnected, and find out that SomePlayer was on my side.
With LRMs being viable I no longer have that reaction when someone says it (actually I do still get the reaction for a moment then remind myself its not all that bad right now.)
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