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Lrm's Seem Too Powerful
#1
Posted 29 May 2013 - 06:42 PM
Before they were changed they were too weak. Now they seem to strong. Is there a happy medium?
#2
Posted 29 May 2013 - 06:45 PM
#3
Posted 29 May 2013 - 06:46 PM
#4
Posted 29 May 2013 - 06:48 PM
#5
Posted 29 May 2013 - 07:11 PM
#6
Posted 29 May 2013 - 07:21 PM
#7
Posted 29 May 2013 - 07:25 PM
#9
Posted 29 May 2013 - 07:30 PM
And I agree.
Edited by El Bandito, 29 May 2013 - 07:38 PM.
#10
Posted 29 May 2013 - 07:35 PM
#11
Posted 29 May 2013 - 07:36 PM
Burpitup, on 29 May 2013 - 07:35 PM, said:
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
Posted 29 May 2013 - 07:49 PM
#13
Posted 29 May 2013 - 07:51 PM
El Bandito, on 29 May 2013 - 07:30 PM, said:
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
Posted 29 May 2013 - 08:01 PM
#15
Posted 29 May 2013 - 08:19 PM
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
Posted 29 May 2013 - 08:29 PM
Koniving, on 29 May 2013 - 08:19 PM, said:
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
Posted 29 May 2013 - 08:41 PM
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
Posted 29 May 2013 - 08:56 PM
I am in favor of removing splash damage sense its just causing far to many problems and just buff its damage.
#19
Posted 29 May 2013 - 11:00 PM
#20
Posted 29 May 2013 - 11:09 PM
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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