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Lrm's Didn't Need More Damage


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#1 Fate 6

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Posted 21 May 2013 - 11:55 PM

They just needed the increased speed and better flight paths so that they could be more consistent. I really am tired of being cored whenever I pop out in a medium mech and find myself the target of a Stalker running LRM 60s. LRMs were a decent support weapon before - they caused cockpit shake, stripped armor, and killed mechs that stayed out in the open for too long. We seriously need a fix to the CT targeting before buffing them any further.

#2 slash b slash

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Posted 22 May 2013 - 12:47 AM



L2P noob. jk

Edited by slash b slash, 22 May 2013 - 12:47 AM.


#3 OpCentar

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Posted 22 May 2013 - 12:50 AM

They did need a damage boost, however they didn't need the high arc flightpath which negates most cover.

LRMs are supposed to be deadly if ignored but relatively easy to take cover from.

#4 Syllogy

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Posted 22 May 2013 - 04:44 AM

It took me 3 volleys of LRM60's w/ Artemis and TAG (4xLRM15) to kill a K2 Catapult over open ground that was coming straight at me.

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 Yankee77

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Posted 22 May 2013 - 04:58 AM

View PostSyllogy, on 22 May 2013 - 04:44 AM, said:

It took me 3 volleys of LRM60's w/ Artemis and TAG (4xLRM15) to kill a K2 Catapult over open ground that was coming straight at me.

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 Cyke

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Posted 22 May 2013 - 04:58 AM

From post #1 and post #3, I garner that LRMs either needed better flight behavior (path and/or velocity) OR better damage (splash and/or raw).. not both?

#7 Syllogy

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Posted 22 May 2013 - 05:06 AM

They needed both. However, the splash fix didn't make it in, and the flightpath is a little steeper than intended.

Both will be fixed on the next patch.

#8 Locutus239

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Posted 22 May 2013 - 05:10 AM

This game actually is next to die, all troll players use LRm's, there isn't any repair, uav detect you and is impossible to play, use lasers, ac's or anything.
May be that devs change something in their cocktail drugs?
EVERY PATCH THE SAME DISORDERS, STOP GO TO CASE.

#9 Syllogy

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Posted 22 May 2013 - 05:11 AM

View PostLocutus239, on 22 May 2013 - 05:10 AM, said:

This game actually is next to die, all troll players use LRm's, there isn't any repair, uav detect you and is impossible to play, use lasers, ac's or anything.
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 DeadlyNerd

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Posted 22 May 2013 - 05:11 AM

Your 60 LRM stalker is the product of bad HP design, rather than an OP weapon.

Again, system is bad not the weapon. When will PGI learn?

#11 Syllogy

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Posted 22 May 2013 - 05:13 AM

View PostDeadlyNerd, on 22 May 2013 - 05:11 AM, said:

Again, system is bad not the weapon. When will PGI learn?


Please, elaborate.

#12 Sable

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Posted 22 May 2013 - 05:16 AM

agree with the OP actually. Missiles had a few issues.

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 Belorion

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Posted 22 May 2013 - 05:50 AM

I was just in a game with a Jenner getting volly after volly lobbed my direction. They are not op.

#14 slash b slash

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Posted 22 May 2013 - 06:05 AM

LRMs are finally viable again. They got the buff they needed but they are still weaker than they used to be prior to ECM.

#15 CravenMadness

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Posted 22 May 2013 - 06:05 AM

Speaking as a player who came in after the 'initial lrm nerf' ... Who's only experience with the game has been old-school table-top or old pc floppy games until this point ... I came in looking forward to playing a support 'missile boat' platform. I spend my first few hours cranking out c-bills and buy myself a nice C2, solid looking mech with lots of missile ports woo. Get into game with a buddy who pretty much then and there tells me my lrms are laughable and soon learn that he's about right as I avg 300 damage per match after getting used to things, and maybe 4 assists and a couple target assists with zero kills and usually not surviving the matches that go full out. In the mean-time, I get to deal with circling ecm lights, 100 ton mechs with ecm clouds walking up behind me without so much as a blip on the radar, and sniping ppcs/er ppcs/er l lasers/acs and teammates who don't bother to hold targets for several months while trying to grind c-bills after starter boosts are gone to try and make my play-style effective... And now we get this patch... Oh my god... Long Range Missile Support is -finally- a viable option. Finally all the time and c-bills I've spent honing my play style comes into fruition with a few nifty supports to help fight ecm at close range, or detect incoming mecs through seismic activity or UAV spotting support. No longer can a 60-100 ton mech hide behind level one cover that barely obscures their cockpit thus making the entire volley of 30+ rockets hit the building with no radius explosion, no longer can pop-tarts jump-jet up and alpha strike across 1200 meters on a target they haven't locked and core them in one lucky hit and then drop off behind a ridge to avoid retaliation. Of course, there are some issues even I see, but honestly it's not something I see as any more game breaking than er ppcs with zero min range. Anyone who read the patch notes would've seen that they are aware that splash damage hasn't been completely fixed in this patch, and they are working towards tweaking it, they are aware of some other things stacking when they should not, and because of a day of whining players, they are aware of the steep angle of decent on targets out of line of sight from the missile boat but who have a tag painting them from another angle, they are now aware of the high concentration of core hits rather than spread damage, and they've already said early june or before. ... That's all of eight or nine days from now... A good time to gather more information than just a day's worth of players having to adjust their outlook on support mechs, from 'easy kill' to 'hurry up and kill them'. So, for what it's worth, I'm pleased that long range missiles and those who want to play support fire are getting some love. Because frankly, they were ****.

#16 Sheraf

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Posted 22 May 2013 - 06:07 AM

View PostFate 6, on 21 May 2013 - 11:55 PM, said:

They just needed the increased speed and better flight paths so that they could be more consistent. I really am tired of being cored whenever I pop out in a medium mech and find myself the target of a Stalker running LRM 60s. LRMs were a decent support weapon before - they caused cockpit shake, stripped armor, and killed mechs that stayed out in the open for too long. We seriously need a fix to the CT targeting before buffing them any further.


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 Nightcrept

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Posted 22 May 2013 - 06:16 AM

Lrm's are still out of wack.

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 Tombstoner

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Posted 22 May 2013 - 06:20 AM

View PostSyllogy, on 22 May 2013 - 04:44 AM, said:

It took me 3 volleys of LRM60's w/ Artemis and TAG (4xLRM15) to kill a K2 Catapult over open ground that was coming straight at me.

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 Arisian

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Posted 22 May 2013 - 06:21 AM

As someone who has been known to use the odd LRM boat I have to put my voice to the crowd saying game balance is now way off with missiles. They move too fast to take cover, high arc means cover doesn't work anyway and too much damage. nuff said!

#20 Belorion

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Posted 22 May 2013 - 06:22 AM

View PostCravenMadness, on 22 May 2013 - 06:05 AM, said:

So, for what it's worth, I'm pleased that long range missiles and those who want to play support fire are getting some love. Because frankly, they were ****.


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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