

Lrms
#1
Posted 24 May 2013 - 09:49 AM
#2
Posted 24 May 2013 - 09:52 AM
You need to maintain a lock to ensure that they hit their target, sometimes they'll hit anyway if the mech you've shot at doesn't move.
#3
Posted 24 May 2013 - 09:54 AM
Note that the Target Decay module can help in this situation.
EDIT: Spelling
Edited by knnniggett, 24 May 2013 - 09:55 AM.
#4
Posted 24 May 2013 - 09:55 AM
#5
Posted 24 May 2013 - 10:11 AM
#6
Posted 24 May 2013 - 10:12 AM
Press R to bring up a targeting bracket. Hold crosshair on target to lock. When it beeps and turns red fire.
The video was a quicky on the easiest use of the Pretty Baby for a player of new level skills (use it like the Awesome 8V).
#7
Posted 24 May 2013 - 10:33 AM
#8
Posted 24 May 2013 - 10:34 AM
Void Angel, on 24 May 2013 - 10:33 AM, said:
Actually, they just got nerfed back into uselessness. Less than an hour ago. Where have you been?
#9
Posted 24 May 2013 - 10:38 AM
Enemy team of lights. LRMs. No matter how fast they ran, or where they hid, or how many times they spun around... they all died to LRMs (and some lasers). It just takes longer now.
Flight paths, spread, missile behavior (wavy piranha rush, Artemis spin, etc) all are not fixed.
Edited by Koniving, 24 May 2013 - 10:39 AM.
#10
Posted 24 May 2013 - 11:05 AM
Edited by Gralzeim, 24 May 2013 - 11:06 AM.
#11
Posted 24 May 2013 - 11:25 AM
Gralzeim, on 24 May 2013 - 11:05 AM, said:
Cover still means nothing. I'm having them go a full 90 degrees straight down on enemy targets that are behind buildings twice as tall as they are. I'm not sure how that can be called fixed..but sure.
#13
Posted 24 May 2013 - 12:41 PM
Koniving, on 24 May 2013 - 11:25 AM, said:
Cover still means nothing. I'm having them go a full 90 degrees straight down on enemy targets that are behind buildings twice as tall as they are. I'm not sure how that can be called fixed..but sure.
That's not what they stated should be happening, so that sounds like it should be bug reported.
#14
Posted 24 May 2013 - 12:50 PM
Gralzeim, on 24 May 2013 - 12:41 PM, said:
That's not what they stated should be happening, so that sounds like it should be bug reported.
Niko Snow, on 23 May 2013 - 07:01 PM, said:
Dust-off ETA @ 10AM PDT / 01PM EDT 24/05/2013
CHANGE LIST
Gameplay:
-Changes to Missile damage and spread.
Source: http://mwomercs.com/...052013-updated/
No mention on path. Just spread and damage. The pathing issue wouldn't be an easy fix, either, as it'd require bringing in the scripters who are on other assignments. Especially with the revisions to UI 2.0 announced today.
Edited by Koniving, 24 May 2013 - 12:53 PM.
#15
Posted 24 May 2013 - 01:02 PM
Koniving, on 24 May 2013 - 10:38 AM, said:
Enemy team of lights. LRMs. No matter how fast they ran, or where they hid, or how many times they spun around... they all died to LRMs (and some lasers). It just takes longer now.
Flight paths, spread, missile behavior (wavy piranha rush, Artemis spin, etc) all are not fixed.
Actually he is wrong... there is hope for cover as long as you are not piloting an Assault. Damn well near every building in River City will shield you. If you are on Alpine and fighting toward the Radio Tower... yeah... no cover for assaults on those lil itty bitty bumps. Tourmaline is crazy with perfect missile shields. Caustic.. yeah well you know... on a map with no cover and extra heat you more or less deserve to die on general principles if you brought the 6PPC Stalker.
As for lights? In the open with no cover... yeah DIAF. Firing indirect with them bouncing in and out of cover while doing 150kph... like the LRMs weren't even there.
Edited by scJazz, 24 May 2013 - 01:07 PM.
#16
Posted 24 May 2013 - 01:04 PM
Paul Inouye, on 23 May 2013 - 07:37 PM, said:
The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.
http://mwomercs.com/...052013-updated/
from this thread, first page
the flight path is supposedly fixed, so that direct and indirect fire with LOS and with a spotter have the same flight path. my personal experience with running my cat C1 last night and today indicates that the flight path is changed.
Edited by heleqin, 24 May 2013 - 01:05 PM.
#17
Posted 24 May 2013 - 01:06 PM
You said yourself, you're not using Tag or NARC. You're not seeing the same thing.
heleqin, on 24 May 2013 - 01:04 PM, said:
http://mwomercs.com/...052013-updated/
from this thread, first page
the flight path is supposedly fixed, so that direct and indirect fire with LOS and with a spotter have the same flight path. my personal experience with running my cat C1 last night and today indicates that the flight path is changed.
There's still an issue related to NARC / Tag. Been recording it so I'll send it as a bug report shortly.
Edited by Koniving, 24 May 2013 - 01:07 PM.
#18
Posted 24 May 2013 - 01:23 PM
Koniving, on 24 May 2013 - 01:06 PM, said:
You said yourself, you're not using Tag or NARC. You're not seeing the same thing.
There's still an issue related to NARC / Tag. Been recording it so I'll send it as a bug report shortly.
Apologies Koniving... while I understand your point of view.. you are in fact not in possession of all relevant data. I have as I have nearly always done been off to the flank somewhere. I can quite clearly see that the final trajectory check is FAR less steep than it was 3 days ago. Even while I'm providing Terminal Guidance for Indirect Fire the effects are less extreme. As for the Jenner... yeah... I've sandpapered them to the extreme using 2xLRM15s from 600 to 800m as long as the Friendly Light in Contact maintained lock. I'm not TAGing, NARCing, Moduling, UACing any of them or in fact anything. They do get FUBAR. They get more so when I have direct LOS. Apologies but in the last 72hrs or so you have been trying to push the LRM envelope to extremes with UAVs, NARCs, TAGs, and 60 LRMBoats. Is it any wonder with that much awesome the Jenner DIAFed? Your enemy couldn't find cover?
In what way does this effect the 6PPC stalker meta negatively? It is still 2 shots for him and about 6 for me just to soften him up!
Edited by scJazz, 24 May 2013 - 01:27 PM.
#19
Posted 24 May 2013 - 02:27 PM
Koniving, on 24 May 2013 - 12:50 PM, said:
Source: http://mwomercs.com/...052013-updated/
No mention on path. Just spread and damage. The pathing issue wouldn't be an easy fix, either, as it'd require bringing in the scripters who are on other assignments. Especially with the revisions to UI 2.0 announced today.
Er, the one I found said they moved the dive point back about 23%, reducing missiles from around an 80 degree angle of approach to around 60 degrees.
#20
Posted 24 May 2013 - 02:30 PM
Void Angel, on 24 May 2013 - 02:27 PM, said:
Found that later. There seems to be some path changes if you're not using tag. However we only recently decided to stop using tag. With tag they're literally going 9 Atlas-heights into the air and coming straight down. We didn't get the idea until we started testing NARC, and noticed an SRM-like quality out of the LRMs going at an angle of attack of 30 degrees.
Edit:
Actually on further investigation, it is starting to seem more range related. 700+ meters, the missiles go straight up in the air.
Edited by Koniving, 24 May 2013 - 02:38 PM.
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