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Lrm Useless Aftter Hotfix


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#21 Levi Porphyrogenitus

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Posted 26 May 2013 - 09:26 AM

LRM damage is a bit weak, but it still preferentially hits the CT (like Streaks). The new IDF flight path is good without being crazy.

IDF should have the spread increased, with TAG or NARC moving it back toward normal (both would be slightly better than normal). LRMs should lose their splash damage and should get a slight damage bump to compensate. DF grouping should be decent but not amazing, with Artemis IV giving a big boost and TAG/NARC being smaller ones (since they're team-wide boosts they shouldn't be as strong as the self-only boost of Artemis IV; plus, Artemis is, or should be when they fix it, limited to DF situations).

Eliminate the behavior that has LRMs preferentially damaging the CT and you can bump their damage up enough that they'll hurt without coring Atlases in three volleys or whatever. They should be like a sandblaster going over the target's armor, stripping some from pretty much everywhere (though I'd be fine with the head getting immunity to missile targeting).

#22 80Bit

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Posted 26 May 2013 - 10:03 AM

LRMs went from bad, to great, to meh all in less than a week.

Right now they are under powered again.

#23 Budor

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Posted 26 May 2013 - 10:11 AM

I just hope PGI does small increments until they are fine and not one off their famous "lets go full ******!" moves.

#24 Nightcrept

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Posted 26 May 2013 - 10:25 AM

View PostVXJaeger, on 26 May 2013 - 08:23 AM, said:

There's no way devs could make LRMs useful, 'cause players who use them dunno what they are doing. They want instamurderous missiles, nothing less is approvable.

I made 600-1400 dmg easily when boating during ultranerf, [redacted]
Yeah um no.....i call shenanigans. Even if u hit 100% of the time you would still need over 8 tons of ammo and since even the best players only hit with say 40% of their ammo your looking at around 20 tons of ammo fired. Yeah not happening.

#25 Frisk

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Posted 26 May 2013 - 10:29 AM

The LRM arc needed to be fixed... the damage was fine. They've gone to far and need to bump them up in damage just a tad. As the OP stated, there is now an absurd amount of assaults being played again and most of which just stand in the open like arses.

Before the hotfix I was seeing more variation in team comps. I was seeing a lot more light and med, but it seemed they were adjusting to make taking the LRMs out a priority.

Games with players that weren't noob played out where the first part of the match was jockeying for position a lot of LRMs fired here typically. 2nd phase broke into light skirmishes and the 3rd phase resulted normally in a drawn out brawl as each team had made position plays (Conquest).

Now game-play is back to prior to the patch... which I personally felt was a step in the right direction.

I hope the knee-jerk LRM response wasn't because of all the whining that was happening on this board. The prior damage (hotfix) was fine. The Arc was broken as hell. But the LRM damage made the AMS a much more valuable investment in tonnage and players were having to group to be successful and assault pilots had to really consider their movements/placement. I could also add that lights became more useful overall and medium (the "work-horses,") chassis were actually was starting to make sense.

I for one enjoyed seeing all the assault pilots raging for those glorious few days.

#26 VXJaeger

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Posted 26 May 2013 - 12:47 PM

Yes, my humble apologies and I admit that I was wrong, they really suck.
Just had a game where I shot 1080 LRM-missiles and approx. 85% of the hit where asked...damage 357...

A little adjusting is indeed in place, but not by splash damage 'cause it grows dmg expotentially.
Maybe dmg 0.9 -> 1.3 would be in place?

Flight paths and speed seem to be in order, also splash damage seem to be there were it should be IMHO.

Edited by VXJaeger, 26 May 2013 - 12:48 PM.


#27 Ningyo

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Posted 26 May 2013 - 04:52 PM

Just tested LRM damage in game using an Atlas with 3 LRM 15 launchers, no TAG or artemis. (gathered data after each match from weapon stats on profile)

1st match: 72 hits, 41 damage (0.57 per hit)
2nd match: 83 hits, 53 damage (0.64 per hit)
3rd match 151 hits, 81 damage (0.54 per hit)

Note I was also using gauss/PPC so my dmg per match was 300ish, would have been better not wasting heat on LRMs though.

Also noticed they seemed to almost never hit a fast light or medium mech even if lock was held and enemy was in plain sight.

Seems overall LRMs are still probably very buggy, just different bugs than before. After all a LRM missile should always do exact damage if they removed splash.

#28 Nicholas Carlyle

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Posted 26 May 2013 - 04:56 PM

View PostVXJaeger, on 26 May 2013 - 12:47 PM, said:

Yes, my humble apologies and I admit that I was wrong, they really suck.
Just had a game where I shot 1080 LRM-missiles and approx. 85% of the hit where asked...damage 357...

A little adjusting is indeed in place, but not by splash damage 'cause it grows dmg expotentially.
Maybe dmg 0.9 -> 1.3 would be in place?

Flight paths and speed seem to be in order, also splash damage seem to be there were it should be IMHO.


Just as an aside, I think it's cool you went in and tried it and adjusted your opinion.

Wish more people on the boards would take the time and be open minded. Kudos.

View PostNingyo, on 26 May 2013 - 04:52 PM, said:

Just tested LRM damage in game using an Atlas with 3 LRM 15 launchers, no TAG or artemis. (gathered data after each match from weapon stats on profile)

1st match: 72 hits, 41 damage (0.57 per hit)
2nd match: 83 hits, 53 damage (0.64 per hit)
3rd match 151 hits, 81 damage (0.54 per hit)

Note I was also using gauss/PPC so my dmg per match was 300ish, would have been better not wasting heat on LRMs though.

Also noticed they seemed to almost never hit a fast light or medium mech even if lock was held and enemy was in plain sight.

Seems overall LRMs are still probably very buggy, just different bugs than before. After all a LRM missile should always do exact damage if they removed splash.


Right on target. I'm glad I'm not the only one seeing LRM's missing. It can also happen with fast moving heavies. And I'd swear I've seen it against assaults too.





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