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Incoming Hot Fix - 24/05/2013


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#21 Nicholas Carlyle

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Posted 24 May 2013 - 06:43 AM

My main hope is when they fix splash, that if the damage is too low, they don't take 2 months to raise it again.

#22 Sprouticus

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Posted 24 May 2013 - 07:10 AM

View PostZyllos, on 24 May 2013 - 05:55 AM, said:

Wait...splash damage is reduced instead of removed?

...I thought it was to be removed...


I think they heavily reduced the splash damage now because it is an easy workaround until they get the 'new missile damage system' in place. At that point I believe it will be removed.

#23 Smelly

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Posted 24 May 2013 - 07:15 AM

Well you have to remember that artemis is bugged as it's giving bonuses for indirect fire so once they fix that your'll probably see less artemis missiles hitting by indirect fire. So less damage to CT. Also a lot of people still don't put AMS on their mechs and that does factor into the current power of the lrms too.

#24 MaddMaxx

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Posted 24 May 2013 - 07:26 AM

View PostAppogee, on 24 May 2013 - 06:39 AM, said:

Nah. There are people out there for whom LRMing is their favourite - perhaps only - playstyle.

Regardless of the damage value, they'll continue to load up Assaults with LRMs, park them behind rocks, and rain down waves of guided munitions at targets they can't see.

snip


Ummm, nary one LRM is ever fired without someone "seeing" the intended target. So, is it your stance that LRM's are OP because "Team Work" can be used to make them effective?

Edited by MaddMaxx, 24 May 2013 - 07:26 AM.


#25 Nicholas Carlyle

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Posted 24 May 2013 - 07:30 AM

View PostMaddMaxx, on 24 May 2013 - 07:26 AM, said:


Ummm, nary one LRM is ever fired without someone "seeing" the intended target. So, is it your stance that LRM's are OP because "Team Work" can be used to make them effective?


I feel weird giving this advice but just ignore him.

He's been LRM trolling since this started and obviously hates the weapon because he can't figure out how to load AMS onto his mech and not stand out in the open for 30 seconds.

#26 I am

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Posted 24 May 2013 - 07:33 AM

Lotta bhutt hurt LRM tossers in here. Must be a MWO thread. Enjoy the hotfix.

Edited by I am, 24 May 2013 - 07:33 AM.


#27 Dantiger

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Posted 24 May 2013 - 07:38 AM

View PostYueFei, on 23 May 2013 - 09:19 PM, said:

Actually I was thinking they should swap the indirect and direct fire arcs.  Make the indirect fire arc the shallower one.  And then make the direct fire arc the crazy high diving one.  After all, direct fire involves more risk to the LRM user, so it should provide more reward.  You pop up, lock on, and possibly get shot at by sniper fire, but when you fire your missiles, even if the enemy mech drops behind taller cover, your missiles can arc high over it and get in a retaliatory strike.


nope
low angle arcs are way more dangerous because the missiles can hit the target faster

Edited by Dantiger, 24 May 2013 - 07:39 AM.


#28 Stoicblitzer

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Posted 24 May 2013 - 07:41 AM

View PostAntiCitizenJuan, on 23 May 2013 - 11:08 PM, said:

just happy to see them actually reacting to whats happening in their game in a timely fashion instead of leaving broken, high alpha poptardio gameplay for 2 months

Poptarting has gone nowhere. It's still better than LRMs even now before the bugfix.

#29 MaddMaxx

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Posted 24 May 2013 - 08:19 AM

View PostStoicblitzer, on 24 May 2013 - 07:41 AM, said:

Poptarting has gone nowhere. It's still better than LRMs even now before the bugfix.


Poptarting is now an expected battlefield entity and folks, and Teams are adjusting. There is nothing better then watching a PT take a pot shot at a buddy, and then you just wait for them to rise again, in the same place, as almost all invariably do, and blast there helpless arses. Hell even take turns drawing fire to help spread the pain. There is way less Tart in them shortly after getting blasted a couple of times.

LOL :D

#30 Michido

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Posted 24 May 2013 - 08:42 AM

View PostYueFei, on 23 May 2013 - 09:19 PM, said:

Actually I was thinking they should swap the indirect and direct fire arcs. Make the indirect fire arc the shallower one. And then make the direct fire arc the crazy high diving one. After all, direct fire involves more risk to the LRM user, so it should provide more reward. You pop up, lock on, and possibly get shot at by sniper fire, but when you fire your missiles, even if the enemy mech drops behind taller cover, your missiles can arc high over it and get in a retaliatory strike.


Nah, Man. I think it should be the opposite.

Make a direct fire mode that sends missiles in fast in a tight group but in a flat trajectory requiring a LOS lock. Indirect fire mode sends those things up in the air but tracking and spread will suffer unless aided by TAG or NARC beacon.

hence a reward for sticking your neck out there and a penalty for lobbing those things indiscriminately.

#31 Zyllos

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Posted 24 May 2013 - 08:57 AM

View PostSprouticus, on 24 May 2013 - 07:10 AM, said:


I think they heavily reduced the splash damage now because it is an easy workaround until they get the 'new missile damage system' in place. At that point I believe it will be removed.


From the sound of it, I thought the hotfix includes both the missile fixes and pathing issues.

#32 Lykaon

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Posted 24 May 2013 - 02:40 PM

View PostYueFei, on 23 May 2013 - 09:19 PM, said:

Actually I was thinking they should swap the indirect and direct fire arcs. Make the indirect fire arc the shallower one. And then make the direct fire arc the crazy high diving one. After all, direct fire involves more risk to the LRM user, so it should provide more reward. You pop up, lock on, and possibly get shot at by sniper fire, but when you fire your missiles, even if the enemy mech drops behind taller cover, your missiles can arc high over it and get in a retaliatory strike.


If the enemy has dropped down behind cover then LOS has been broken therefore this is by it's nature an indirect fire scenario.I also infered from your posting that in your example the LRM firing mech is poptarting "You pop up,lock on" this situation is also not exactaly a direct fire scenario since the intent is to remain in cover for as much time as possible and if the target is at sufficent range the poptarting cycle may have set the LRM firing mech back to cover before the volley has struck the target resulting in an indirect fire scenario again.

Essentially your suggestion may not function very well for poptarts or it may be exploitive by poptarting by gaining the benifits of the high trajectory direct fire mechanic without actually maintaining direct fire parameters.

Similar potential exploitation of this mechanic can occur even without the need to poptart.Mechs equiped with advanced target decay modules and agile movement could also fire when locked on directly (gaining the desired trajectory mechanic) and slip into cover before the volley lands and before target lock has decayed.

Edited by Lykaon, 24 May 2013 - 02:42 PM.






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