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Lrms Got Double Nerfed


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#61 Lightfoot

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Posted 25 May 2013 - 02:33 PM

I am testing them as are some others, but LRMs are worthless. They have the indirect-fire trick, but not worth taking for that.

I have Artemis and BAP and LoS damage is no different than indirect fire damage. The missiles travel in a tight clump, but there is no perceivable damage buff, so LRMs are just for camping at the edge of the map and waiting for someone with Lasers or AC to come kill you.

#62 OneEyed Jack

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Posted 25 May 2013 - 02:45 PM

View PostTarl Cabot, on 25 May 2013 - 01:01 PM, said:

Now, after the Hot patch March 21, 2013 the splash damage radius from 4.0 m to 1.8 m, with reducing damage being done in increments, starting at 40% of the initial warhead damage. (The new radius is now 0.05).

Are you able to answer how many times splash damage, in decreasing damage, was being applied? From what has been posted it is more than one time. It was and is a ripple effect. Now add multiple missiles to the equation and the overlapping splash damage is multiplied.

Imagine and lets make it simple LRM missile does 1pt of damage. Incremental splash damage with a radius of 1.8m (was this from the center of impact or an additional increase to the missile diameter?) is every 0.2m (imagine) with the damage starting at 40%. That is 8 times actual splash damage, in decreasing values, is being applied (9th is 0.0 damage).

1, 0.40, 0.35, 0.30, 0.25, 0.20, 0.15, 0.10, 0.05, 0.00 = 2.8pts damage, 1.8 is splash damage.

Smaller increment
1, 0.40, 0.30, 0.20, 0.10, 0.0 = 2.0pts damage, 1.0 is the splash damage

1, 0.40, 0.20, 0.00 = 1.6pts damage, 0.6 being the splash damage.

Again, besides the initial damage/missile, the initial splash damage starting at 40% of missile and the splash range (from center or additional increase on initial missile diameter), we do not know number of increments.

The difference between LRM and PPC/Gauss rifles/lasers? LRM do not require line of sight for by the shooter

Huh? No.

Splash doesn't work that way. There are 11 possible hit location, if you count front and rear torsos separately. Armor isn't divided into 0.2m increments, each taking it's own damage.

You should be ashamed of yourself trying to confuse people with your hypothetical numbers, based on a system that doesn't exist.

Edited by OneEyed Jack, 25 May 2013 - 02:48 PM.


#63 Nicholas Carlyle

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Posted 25 May 2013 - 03:39 PM

View PostKin3ticX, on 25 May 2013 - 11:48 AM, said:

LRMs are totally busted. They completely miss light mechs by a million miles and even largely miss moving assualt mechs out in the open.


Seeing this as well. I wonder if PGI realizes it. Its really bad since the hotfix.

I think LRMs were better pre-May 21st because they hit at least.

#64 Dude42

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Posted 25 May 2013 - 03:40 PM

View PostNicholas Carlyle, on 25 May 2013 - 03:39 PM, said:

Seeing this as well. I wonder if PGI realizes it. Its really bad since the hotfix.

I think LRMs were better pre-May 21st because they hit at least.

Agreed.

#65 Nicholas Carlyle

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Posted 25 May 2013 - 03:51 PM

I tweeted Paul but they are notoriously absent on weekends.

#66 Corvus Antaka

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Posted 25 May 2013 - 03:53 PM

I dont mind the missing if the targets moving well. I do mind that they do nothing worthwhile for damage when they do hit.

#67 Nicholas Carlyle

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Posted 25 May 2013 - 04:05 PM

View PostColonel Pada Vinson, on 25 May 2013 - 03:53 PM, said:

I dont mind the missing if the targets moving well. I do mind that they do nothing worthwhile for damage when they do hit.


Well there is that too.





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