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Lrm's Seem Too Powerful


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#1 Burpitup

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Posted 29 May 2013 - 06:42 PM

Is it just me or are LRM's way to strong again. I got hit with 2 round rounds of LRM 15's in my atlas that is fully armored 90% in the front and was almost dead. a shot from 3 med lazers finished me off. That seems pretty excessive to me. When i died all it showed was LRM 15 and med lazers. i can see some one lightly armored dieing from that or even if they were all at my back. but they burnned right through my front armor.

Before they were changed they were too weak. Now they seem to strong. Is there a happy medium?

#2 Lynx7725

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Posted 29 May 2013 - 06:45 PM

It's probably not ONE LRM15. It's probably a boatful of LRM15s. A single full swarm of LRM15s do something like 13~14 points of damage. Stalkers can boat 4 LRM15s at one go, or more even, and a single salvo will throw 60 missiles into the air at you. That hitting you would cause that much damage.

#3 Hotthedd

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Posted 29 May 2013 - 06:46 PM

More than likely you were hit by several LRM 15s. The damage indicator does not differentiate between single weapons when alpha'd.

#4 Lynx7725

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Posted 29 May 2013 - 06:48 PM

Especially if you are standing still, since LRM behaviour homes to CT and a stationary target won't spread the damage out over the entire mech. LRM eats through quickly if it stacks into CT that way.

#5 Kampfer

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Posted 29 May 2013 - 07:11 PM

NARC and TAG make a discerning Missile Boat captain truly dangerous

#6 Burpitup

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Posted 29 May 2013 - 07:21 PM

Ok i broke out my missle boat. i am sticking with that for a while. I kill with that thing since the patch. before it sucked. Now they are unstopable powerful. Not just me they have been buffed.

#7 Lynx7725

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Posted 29 May 2013 - 07:25 PM

Of course they have been buffed. Says so in the patch notes. Whether it's been buffed to OP level is open to opinion...

#8 Otto Cannon

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Posted 29 May 2013 - 07:27 PM

View PostBurpitup, on 29 May 2013 - 07:21 PM, said:

Ok i broke out my missle boat. Now they are unstopable powerful.


Posted Image

Edited by Otto Cannon, 29 May 2013 - 07:55 PM.


#9 El Bandito

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Posted 29 May 2013 - 07:30 PM

General consensus among the forumers is that LRMs are not worth carrying ATM.

And I agree.

Edited by El Bandito, 29 May 2013 - 07:38 PM.


#10 Burpitup

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Posted 29 May 2013 - 07:35 PM

I would say they are. just got done in a group with 3 of us as boats. we got 7 out of the 8 kills between the 3 of us. and we did the most damage. I love it. its not right, but i love it.

#11 FupDup

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Posted 29 May 2013 - 07:36 PM

View PostBurpitup, on 29 May 2013 - 07:35 PM, said:

I would say they are. just got done in a group with 3 of us as boats. we got 7 out of the 8 kills between the 3 of us. and we did the most damage. I love it. its not right, but i love it.

Emphasis on the underlined word. If you're coordinated with buddies, you're gonna smash average pug enemies almost no matter what you're driving.

#12 Burpitup

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Posted 29 May 2013 - 07:49 PM

i don't concider myself really good. i pug every match. All i am saying is i have been doing way more damage with my LRM boats than i ever have before. I have been playing this for at least six months now. before if i was not in an atlas i would average 200 to 350 damage a game. in my atlas i can do 400 to 600 a game sometimes 800+. with my 3 LRM 15's i am doing 400 to 500 and one time i did almost 1000 damage. . I have never had that good with LRMS before. Call it luck or what ever but they are hard to miss with right now in my opinion.

#13 Thuzel

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Posted 29 May 2013 - 07:51 PM

View PostEl Bandito, on 29 May 2013 - 07:30 PM, said:

General consensus among the forumers is that LRMs are not worth carrying ATM.

And I agree.



Agreed.

For their weight investment, they still aren't potent enough to effectively compete right now.

I see the occasional "But an LRM stalker does a lot of damage" arguments. What they ignore is that, while an LRM stalker does do a lot of damage, it still does a significantly less than a direct damage stalker played with equal skill.

#14 Burpitup

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Posted 29 May 2013 - 08:01 PM

I can agree with that. my problem is when i show up to the fight with a assault mech everyone seems to focus on it now. I guess they got the memo, i get torn down pretty quick. Med mechs are my favorite right now for getting in and fighting. People tend to leave me alone. and i get to shoot more. I don't have as many guns but i don't get shot at as much. I am now bored with the boating and going back to something more fun. It was fun doing crazy damage though.

#15 Koniving

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Posted 29 May 2013 - 08:19 PM

Honestly I think two things should change with LRMs.

1) They should do more damage. A full 2.0 damage per missile plus some splash damage (or ditch the splash).

2) They should have a longer reload time. Tabletop you fire one salvo per launcher per ten seconds. The cooldown per LRM-15 launcher is something along the lines of once per 4 seconds with fast fire upgrade. Then they pile up the launchers to make up for that.

I'd be content with an extra second or two (even after fast fire) between salvos for a beef up in missile damage, and then fixing the way missiles move. Right now they fly in perfectly straight lines (the weaving motions are gone), and the Artemis Helix spin is gone. I miss those.

How LRMs used to look. Watch to the right of the screen for the Dragon. Those are the LRMs I miss! 2.0 damage, super fast, but poor tracking in the final second or so of travel. Back then they did not dumbfire in any way other than straight through the air like a shotgun effect. That was a literal dodge!

Edited by Koniving, 29 May 2013 - 08:20 PM.


#16 Lynx7725

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Posted 29 May 2013 - 08:29 PM

View PostKoniving, on 29 May 2013 - 08:19 PM, said:

Honestly I think two things should change with LRMs.

1) They should do more damage. A full 2.0 damage per missile plus some splash damage (or ditch the splash).

2) They should have a longer reload time. Tabletop you fire one salvo per launcher per ten seconds. The cooldown per LRM-15 launcher is something along the lines of once per 4 seconds with fast fire upgrade. Then they pile up the launchers to make up for that.

Splash creates a bit more problems than solutions IMO, so to keep things simple I'd just remove splash.

The whole thing about the TT-MWO translation, IMO of course, is that within a ten second span each weapon can do the same amount of damage. So the Devs double the armour, but a Med Laser (for example) can fire twice in 10 seconds, doing 5 points of damage per shot, so it evens out. So the current 0.9 per LRM, twice in 10 seconds, is pretty close to TT values.

At the moment I think LRM is a bit powerful, but quite near to where it should be. Deadly if you are careless, not so bad if you know how to avoid them to begin with. Personally I think it should go down to 0.8, but everything else pretty much stays as it is currently. That'll mitigate LRM boat damage at its peak, but may leave it a bit too weak as a secondary weapon.

#17 Koniving

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Posted 29 May 2013 - 08:41 PM

True enough. Though honestly would like more of a delay between salvos. That is what ruined Front Mission Evolved. FM is normally a table-top style game in lieu of Final Fantasy Tactics. You moved, chose which way to face, attacked, etc. Attacking and moving can be done in any order since you were limited by 'action points'. Firing missiles take a lot of action points, but the missiles are truly devastating.

In FME, the "action" version they attempted to do, they kept missiles devastatingly powerful, allowed them to auto-aim and lock, and you could fire them every 3 seconds without consequence while carrying 5 times more ammo than you could in the normal FM games. It completely obliterated the comparable sniper rifles, and made certain Wanzer classes completely obsolete. Of course as a paid for game, no changes were ever made to fix balance.

I feel that like on FME, LRMs can be fired way too fast. While I'm asking for an extra second or two, I actually want a good 3 or 4 seconds added between firings but with the damage amplified to offset that. With longer delays between firing, boating them would likely turn in favor of having backup weapons since it'd take so long to get out a follow-up volley or two.

Smarter players run twin 15s with twin 5s to be able to rapidly continue to spray enemies with non-stop missiles.

Btw, if you want missiles that can go over the pillars in Tourmaline and hit the snipers on top, stay outside of 750 meters. They go straight up into the air and come straight down at 85 to 100+ degree angles hitting them in the face or even in their backs. Yes, that is with the "fixed" flight paths.

#18 Coralld

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Posted 29 May 2013 - 08:56 PM

Its kinda tricky to balance LRMs. LRMs by them selves are rather weak weapons because of their inaccuracy but when combined with Artemus, TAG, and NARC, you have to be careful you don't make them OP... Again.
I am in favor of removing splash damage sense its just causing far to many problems and just buff its damage.

#19 Corvus Antaka

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Posted 29 May 2013 - 11:00 PM

no way. 2 lrm 15 scratch paint right now.

#20 VXJaeger

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Posted 29 May 2013 - 11:09 PM

If you want to actually kill someone with LRMs, you need to boat atleast 3*LRM15 w/ Artemis. Pretty normal config which I've seen is 4*LRM15 w/Artemis. That is 60 missiles delivered if you are at open sight and have no AMS....will do damage.

Devs gotta be extra careful what they do with missiles. Splash damage is one ***** to control, because it gives any damage a multiplier of x.
I wouldn't cry if they leave splash dmg "as it is now" for LRMs, and start to find new balanced single missiles dmg level by raising it at 0.2 intervals and watch what happens. In some point QQ 'bout übermissiles start, and then one halfstep back and they are tuned.





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