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Lrms Are Overrated.


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#1 El Bandito

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Posted 22 May 2013 - 06:51 PM

I was strolling slowly in Forest Colony with my HGN733 when I saw 4 big columns of LRMs heading my way. I was on hill next to the cave so I had no cover before they hit. After I got hit with all those volleys, my armor was yellow all around but nothing major and I finished moving to cover. AMS makes tons of difference.
Now if this was 4 PPC+Gauss volleys, then I woulda been in a world of hurt.

Not to mention my A1 is having even more easy time to kill and maim without dying. Splash damage of LRMs are much less scary than that of Gauss or PPC or heavy ACs. Most of the deaths I have so far is by enemy AC20s. Many people don't seem to realize that brawlers are now very effective at rushing these LRM boats.

Granted, the pathing of LRMs are way too good and Artemis needs to have the bugs fixed but I think PGI got the LRM damage and flight speed just right.

Hope PGI doesn't listen to those who are crying about LRMs too much.

Edited by El Bandito, 22 May 2013 - 06:57 PM.


#2 Fate 6

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Posted 22 May 2013 - 06:54 PM

View PostEl Bandito, on 22 May 2013 - 06:51 PM, said:

I was strolling slowly in Forest Colony with my HGN733 when I saw 4 big columns of LRMs heading my way. I was on hill next to the cave so I had no cover before they hit. After I got hit with all those volleys, my armor was yellow all around but nothing major and I finished moving to cover. AMS makes tons of difference.
Now if this was 4 PPC+Gauss volleys, then I woulda been in a world of hurt.

Not to mention my A1 is having even more easy time to kill and maim without dying. Splash damage of LRMs are much less scary than that of Gauss or PPC or heavy ACs. Most of the deaths I have so far is by enemy AC20s. Many people don't seem to realize that brawlers are now very effective at rushing these LRM boats.

Granted, the pathing of LRMs are bit too good but I think PGI got the damage and flight speed just right.

Hope PGI doesn't listen to those who are crying about LRMs too much.

Idk how anyone can realistically comment on damage given the CT homing. They do too much damage to CT right now, but idk if their total damage is too much.

#3 El Bandito

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Posted 22 May 2013 - 06:56 PM

View PostFate 6, on 22 May 2013 - 06:54 PM, said:

Idk how anyone can realistically comment on damage given the CT homing. They do too much damage to CT right now, but idk if their total damage is too much.


Artemis is currently bugged and performs too well. Once PGI fixes it, it will be more bearable.

#4 Sheraf

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Posted 22 May 2013 - 07:05 PM

The one that die to LRM is the one who don't move at all. People just exaggerate about the damage.

#5 Roland

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Posted 22 May 2013 - 07:06 PM

From some testing I did today, I've found that LRM damage seems to vary dramatically depending on the orientation of the mech being hit.

Hit a mech head on, and you will crush it. Hit it from the side, and the LRM damage seems to be reduced to less than half.

#6 Zyllos

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Posted 22 May 2013 - 07:08 PM

I agree. I think once splash gets removed and damage increases to 1.0, pathing issues fixed, and various bonuses from gear balanced, I think LRMs will be almost right where they need to be.

Of course, I think the LRM/10 needs to be slightly fixed in terms of heat. It should be producing 3.0 heat because it is double the weight of the LRM/5 while the LRM/15 is not double the LRM/10 and less heat increase.

#7 AntiCitizenJuan

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Posted 22 May 2013 - 07:08 PM

Yeah, its bogus but nowhere near as bad as the PPC tardmania.

Just thank goodness that ***** dead and done. For now.

#8 jakucha

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Posted 22 May 2013 - 07:12 PM

Yeah, not as bad as some people are claiming.

#9 Hoaggie

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Posted 22 May 2013 - 07:17 PM

The “OP” problem is not how much damage, the accuracy, or the pathing of LRMs, the problem is that people forget that they are being fired upon by multiple mechs. It does not matter what weapons are being used, if you have two or mechs firing at you and you just try to take it you are going to die. The only difference is, that with LRMs you don’t always get to see who is shooting you, and most people assume it is one person.

#10 Lightfoot

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Posted 22 May 2013 - 07:21 PM

I agree. LRMs are about right now, but are not very powerful. They require you to face your target for 3-4 seconds per volley and no gauss/laser/ac/ppc attack requires more than a second facing the target. A heavy mech takes 150-200 LRMs (6-7 volleys with 2xLRM15) to defeat, and this is with BAP and Artemis. Compare to 2-3 volleys, with PPC Gauss combinations from the same range.

LRMs might be balanced at the current damage level if they were fire and forget like all previous versions of LRMs in earlier MechWarrior games have been.

#11 Monky

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Posted 22 May 2013 - 07:25 PM

Damage is entirely capable of being mitigated by simply not standing in the open where the entire enemy team can hold a lock on you. Use cover not to avoid LRMs but to break the lock, and keep moving. AMS does help, particularly when grouped with other AMS users.

It does need to have the splash removed simply because solid hits will wear down the CT before anything else, but the weapon itself is working well within what MWO can tolerate.

#12 NachoFoot

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Posted 22 May 2013 - 09:00 PM

View PostEl Bandito, on 22 May 2013 - 06:51 PM, said:

I was strolling slowly in Forest Colony with my HGN733 when I saw 4 big columns of LRMs heading my way. I was on hill next to the cave so I had no cover before they hit. After I got hit with all those volleys, my armor was yellow all around but nothing major and I finished moving to cover. AMS makes tons of difference.
Now if this was 4 PPC+Gauss volleys, then I woulda been in a world of hurt.

Not to mention my A1 is having even more easy time to kill and maim without dying. Splash damage of LRMs are much less scary than that of Gauss or PPC or heavy ACs. Most of the deaths I have so far is by enemy AC20s. Many people don't seem to realize that brawlers are now very effective at rushing these LRM boats.

Granted, the pathing of LRMs are way too good and Artemis needs to have the bugs fixed but I think PGI got the LRM damage and flight speed just right.

Hope PGI doesn't listen to those who are crying about LRMs too much.


I played Forest Colony tonight too. I had 400 damage with 2 kills using LRMs.

The last mech alive was a poor Blackjack. He hid in the drainage pipe for a meaningful death. I closed in for the kill (since I was out of LRMs at this point). A catapult fired his LRMs and the missiles arced down and then straight into the Blackjack. That's right: the LRMs compensated for the pipe opening.

Edited by NachoFoot, 22 May 2013 - 09:00 PM.


#13 MustrumRidcully

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Posted 22 May 2013 - 10:55 PM

View PostNachoFoot, on 22 May 2013 - 09:00 PM, said:


I played Forest Colony tonight too. I had 400 damage with 2 kills using LRMs.

The last mech alive was a poor Blackjack. He hid in the drainage pipe for a meaningful death. I closed in for the kill (since I was out of LRMs at this point). A catapult fired his LRMs and the missiles arced down and then straight into the Blackjack. That's right: the LRMs compensated for the pipe opening.

Now that's a Smart Missile.

#14 Johnny Reb

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Posted 22 May 2013 - 10:59 PM

Heh, not currently! I, 2 shotted 2 Stalkers tonight with 2 salvos each (said salvos were 70lrm each)! Angle is broken! Can't get good cover unless it really tall.

#15 El Bandito

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Posted 23 May 2013 - 05:37 AM

View PostJohnny Reb, on 22 May 2013 - 10:59 PM, said:

Heh, not currently! I, 2 shotted 2 Stalkers tonight with 2 salvos each (said salvos were 70lrm each)! Angle is broken! Can't get good cover unless it really tall.


I too can two-shot a Stalker with exposed internals with LRMs. Besides, my non-LRM mechs are doing just fine.

#16 Sheraf

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Posted 23 May 2013 - 06:18 AM

How about no splash and damage back to 1.7 :)





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