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4 X Lrm 20 - 1440 Ammo - 10 Matches (Raw Damage W/screens)


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#161 Shalune

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Posted 24 June 2013 - 03:46 PM

View Postblinkin, on 24 June 2013 - 03:42 PM, said:

i don't know if the mini patch changed anything or if my connection just got better, but missiles seam to be more effective in the past few days.

as of now:

--SRM:
  • still need HSR - most light mechs reliably shrug off more direct hits than the front armor of an atlas.
  • 6xSRM6 will reliably 2 shot or better rear armor of any mech that is caught by surprise (even a pristine atlas) - i think this is where it should be.
--LRM:
  • very close to where they need to be in my opinion. still a little on the weak side, but an increase of 0.1-0.2 damage per missile should have them about perfect.
  • something still needs to be done about the ECM umbrella - there are just too many counters to LRM right now, the tag, narc, and bap effects on ECM help, but most mechs that pug won't bother with those if they don't use streaks or LRM themselves because there is no guarantee that there will be LRM on your team and that it won't be wasted tonnage.


Hit detection for a lot of weapons seems pretty wonky lately, not just SRMs :ph34r:

As for LRMs, all those gadgets you need to make them work are also a liability in group play too. LRMs require such a huge tonnage investment right now (Artemis, BAP, TAG) that it's very debilitating.

#162 Stoicblitzer

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Posted 24 June 2013 - 03:52 PM

i think LRMs are underpowered. however, until they fix splash it doesn't matter. 1st dream patch in july would be buff dmg on all missile weapons and fix splash damage. dreams...

#163 soarra

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Posted 24 June 2013 - 03:54 PM

View PostBobdolemite, on 01 June 2013 - 04:34 PM, said:


After I was finished with the 10 matches I couldn't help but feel underwhelmed. That is to be expected in part because it was solely a boat and most of the time I roll something with multiple capabilities. I dont have any screens to back this up but I roll a Jenner with 2 LL's that outperforms most of those scores. Running more substantial weapons in the same stalker would yield at least 400 dmg even if you were less than effective or got rolled halfway through the match.

As to rolling with teams everything is far more effective when you have backup heh (I have been very tempted lately to try a team)

*Note* As low as the damage was in some matches I tended to get more kills than usual, probably due to sustained damage across torso *Note*

tag and artemis makes that a lot higher. even with smaller lrms with 15s

#164 Nicholas Carlyle

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Posted 24 June 2013 - 03:56 PM

View PostShalune, on 24 June 2013 - 03:46 PM, said:


Hit detection for a lot of weapons seems pretty wonky lately, not just SRMs :ph34r:

As for LRMs, all those gadgets you need to make them work are also a liability in group play too. LRMs require such a huge tonnage investment right now (Artemis, BAP, TAG) that it's very debilitating.


Agreed.

And this is all worthless until they actually...you know...fix the 3 or 4 bugs effecting LRM's.

Unless I missed something, they are not supposed to miss when you have LOS and a good lock. I'm pretty sure they aren't suppose to miss even if you don't have LOS and a good lock.

The Artemis always functioning is another major bug, keeping LOS for the whole flight of the missiles is very difficult in todays long range game. So it's very hard to tell how damage is.

#165 Zordicron

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Posted 24 June 2013 - 04:15 PM

I think talking about LRM dmg and potency at this stage is completely worthless.

Hit detection is so random, it is completely impossible to determine if they are wimpy, right on, or OP. I have written this elsewhere, but I will add it here also, just because.

My LRM mech of choice, is my *v awesome, 3 lrm15+artemis, ok speed for 80 ton mech, still has enough lasers to brawl it out and defend itself. However, when I am serious about LRM boat support fire or testing, I use my 8R, LURMPOCKOLYPSE NOW. 4 lrm15+artemis, stupid tons of ammo.

I have had matches in LURMPOCKOLYPSE where hit detection is so bad, just so bad, its as though I am fireing a LRM5 into a duel AMS atlas K. I have fired 6 salvos onto a stalker, watched(stalker in plain sight, in wide open area, 400M away) as all hit torso(s) and watched stalker walk away with orange armor. I landed 5 salvos onto an ILYA, yellow armor. Orange internals Treb? paper doll flashes, OMG splat, oh wait it did zero dmg.

Then I have run matches where I kill a 9M awesome in 3 salvos, but the second salvo left it with red internals. I have hit a jager face on, 100% to orange internals. Remember, LRM60 is what, 66 dmg? 2 or 3 salvos of this should be completely DEVASTATING. And sometimes, it really is. But usually, it is mediocre, because a good bit of the hits are simply gone like a mouse fart in the wind.

This issue also includes other weapons, however "boomstick" high dmg one-hit weapons like AC20 or Gauss, well, you might get that shot where you are like "wtf, i know i hit him" and get zero dmg. This is much more noticable, and more loudly complained about lately. However, consider LRM, SRM, hitscan lasers. All multi-hit weapons, all suffering from a 0-100% non detection bug. Because they have multiple hits, it is nearly impossible to tell the difference when a % of them is not getting detection. If your LL hits 60% of the hitscans, it will still look like you did dmg. Same with missiles. MUCH harder to detect how much dmg you are really doing.

Because of this, certain weapons are overperforming related to others. Thats why gauss, PPC and AC20 are so popular. Sure they miss a detection sometimes. But otherwise, they are doing full dmg, and they all wreck in thier own way this way, because return fire from other types is likely RARELY doing full dmg, due to multiple hit scans, and % of detection bugs.

So, how does one know if anything is balanced? We dont. How could we? And so we see all these adjustments being made. But, when someone at PGI discovers the bug, stomps it, and all the dmg is fully realized, well- PGI might as well start over. Because, when LURMPOCKOLYPSE NOW actually sees 66 dmg/salvo, every time- we are going to come wreck you. All the time. And you wont escape. Those of you saying LRM should see an increase, well, pushing a salvo over 70 dmg will just make it all the worse when the shizzah hits the wind maker.

#166 Kaspirikay

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Posted 24 June 2013 - 04:19 PM

I think talking about game balance is kinda worthless if there's no real meta game to speak of. Not even a peep from the devs until now about cw.

#167 Nicholas Carlyle

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Posted 24 June 2013 - 04:19 PM

View PostEldagore, on 24 June 2013 - 04:15 PM, said:

I think talking about LRM dmg and potency at this stage is completely worthless.

Hit detection is so random, it is completely impossible to determine if they are wimpy, right on, or OP. I have written this elsewhere, but I will add it here also, just because.

My LRM mech of choice, is my *v awesome, 3 lrm15+artemis, ok speed for 80 ton mech, still has enough lasers to brawl it out and defend itself. However, when I am serious about LRM boat support fire or testing, I use my 8R, LURMPOCKOLYPSE NOW. 4 lrm15+artemis, stupid tons of ammo.

I have had matches in LURMPOCKOLYPSE where hit detection is so bad, just so bad, its as though I am fireing a LRM5 into a duel AMS atlas K. I have fired 6 salvos onto a stalker, watched(stalker in plain sight, in wide open area, 400M away) as all hit torso(s) and watched stalker walk away with orange armor. I landed 5 salvos onto an ILYA, yellow armor. Orange internals Treb? paper doll flashes, OMG splat, oh wait it did zero dmg.

Then I have run matches where I kill a 9M awesome in 3 salvos, but the second salvo left it with red internals. I have hit a jager face on, 100% to orange internals. Remember, LRM60 is what, 66 dmg? 2 or 3 salvos of this should be completely DEVASTATING. And sometimes, it really is. But usually, it is mediocre, because a good bit of the hits are simply gone like a mouse fart in the wind.

This issue also includes other weapons, however "boomstick" high dmg one-hit weapons like AC20 or Gauss, well, you might get that shot where you are like "wtf, i know i hit him" and get zero dmg. This is much more noticable, and more loudly complained about lately. However, consider LRM, SRM, hitscan lasers. All multi-hit weapons, all suffering from a 0-100% non detection bug. Because they have multiple hits, it is nearly impossible to tell the difference when a % of them is not getting detection. If your LL hits 60% of the hitscans, it will still look like you did dmg. Same with missiles. MUCH harder to detect how much dmg you are really doing.

Because of this, certain weapons are overperforming related to others. Thats why gauss, PPC and AC20 are so popular. Sure they miss a detection sometimes. But otherwise, they are doing full dmg, and they all wreck in thier own way this way, because return fire from other types is likely RARELY doing full dmg, due to multiple hit scans, and % of detection bugs.

So, how does one know if anything is balanced? We dont. How could we? And so we see all these adjustments being made. But, when someone at PGI discovers the bug, stomps it, and all the dmg is fully realized, well- PGI might as well start over. Because, when LURMPOCKOLYPSE NOW actually sees 66 dmg/salvo, every time- we are going to come wreck you. All the time. And you wont escape. Those of you saying LRM should see an increase, well, pushing a salvo over 70 dmg will just make it all the worse when the shizzah hits the wind maker.



This is the major problem in a nut shell.

I can't tell where LRM's are, because of these phantom hits that don't register.

And it happens just about every game I play.

#168 xenoglyph

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Posted 24 June 2013 - 08:27 PM

Using a Stalker with 4xALRM15 + 4MLAS +TAG + 1800 ammo I was able to get 1800 points in Assault class during the tourney.

I regularly got 600+ damage and 3+ kills.

I think LRMs are very close to where they need to be. Used intelligently they're a formidable weapon, but they're easy to counter. You have to boat them to get kills which is how it should be. An organized team using 8xAMS will be very well protected, as it should be. A lone mech that charges me at 700m over open ground will find themselves TAGged and bagged....as it should be.

#169 El Bandito

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Posted 24 June 2013 - 08:31 PM

View PostLevi Porphyrogenitus, on 01 June 2013 - 04:21 PM, said:

-snip-
My tentative conclusion is that LRM damage needs to go up a goodly bit, but spread needs to increase a bit too and tracking/splash needs to be fixed. It's bad for LRMs to hit super hard. It's also bad for them to focus a single location. You almost get a balanced outcome when they do one or the other of those things, and you definitely see them becoming absolutely OP when they do both.


Given PGI's track record on LRM balancing, I'd rather let them balance other weapons first. LRMs are in a good spot right now--even if they do target CT a lot, it is balanced by using common sense and cover--not to mention Betty telling you to move your ***. Once PGI balances those weapons that need it the most--such as LBX and SRMs, then they can go back to LRMs.

Edited by El Bandito, 24 June 2013 - 08:32 PM.


#170 Moira

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Posted 25 June 2013 - 01:08 AM

Hello dear Mech riders.

This is screenshot from Catapult-A1 running on ADV.Targer Decay, BAP, ADV UAV, Artemis AND 5x LRM5 and pretty decent load of Misslies. Cant remember exactly how much, but quite near 1500. I know this isnt ideal due ECM's so I have slotted pretty big engine on it and moreless play like chicken and mostly shooting inside 450m range. And yes the damage is pretty amazing.

Posted Image

#171 Demuder

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Posted 25 June 2013 - 01:32 AM

View PostEldagore, on 24 June 2013 - 04:15 PM, said:

Then I have run matches where I kill a 9M awesome in 3 salvos, but the second salvo left it with red internals. I have hit a jager face on, 100% to orange internals. Remember, LRM60 is what, 66 dmg? 2 or 3 salvos of this should be completely DEVASTATING. And sometimes, it really is. But usually, it is mediocre, because a good bit of the hits are simply gone like a mouse fart in the wind.


LRM60 should not be possible, or at least should not be effective in the first place. Your mech carries 30 tubes, that should be a hint for you.

It's silly that you compare how low damage LRMs do against ppcs and gauss, especially when most of the community agrees that they are overpowered and should be fixed.

I'll agree with you though, that LRMs need a fix. Downing an Assault in three 60-LRM volleys is ridiculous, it should not be possible at all, considering how easy it is to acquire lock and rain death.

#172 blinkin

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Posted 25 June 2013 - 01:51 PM

View Postdimstog, on 25 June 2013 - 01:32 AM, said:


LRM60 should not be possible, or at least should not be effective in the first place. Your mech carries 30 tubes, that should be a hint for you.

It's silly that you compare how low damage LRMs do against ppcs and gauss, especially when most of the community agrees that they are overpowered and should be fixed.

I'll agree with you though, that LRMs need a fix. Downing an Assault in three 60-LRM volleys is ridiculous, it should not be possible at all, considering how easy it is to acquire lock and rain death.

so 28 to 30 tons of weaponry (not counting ammo) shouldn't kill an assault after 3 volleys? yes it is easy to lock LRM but you get a big bright warning when they are launched and you are given time to lose the lock or hug a wall and COMPLETELY nullify the attacks.

the only time i get nailed by LRM in my atlas is when i have charged into the open like a moron. guess what happens to those LRM 60 mechs when a scout finds them, they get butchered because they can't defend themselves at close range.

my lrm mech is a hunchback 4sp with 2xLRM 20. i stick with it because it is somewhat fast (68kph, i think) and it can effectively defend itself against most scouts. also i like the suppression caused by the steady stream of missiles. i can fires an almost continuous stream of LRM. with the 2 launchers set to chain fire it can fire 8 separate missile clusters with each recharge. it is designed to maximize the suppression effects of the LRM (knock, screen blur, and impact noise)

#173 Demuder

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Posted 26 June 2013 - 01:04 AM

First, sorry for sounding aggressive in my post, I was in a hurry, that wasn't my intention.

View Postblinkin, on 25 June 2013 - 01:51 PM, said:

so 28 to 30 tons of weaponry (not counting ammo) shouldn't kill an assault after 3 volleys? yes it is easy to lock LRM but you get a big bright warning when they are launched and you are given time to lose the lock or hug a wall and COMPLETELY nullify the attacks.


You can't judge by the weapon tonnage. In your example, it's like saying "why can't a 6PPC salvo take down an Atlas in a 2-3 shots". It's a broken mechanic, it shouldn't be there in the first place. We have enough problems with the high pinpoint alphas, imagine adding to those the high pinpoint 60-80 LRM salvos as well. Also, all weapons are nullified when your target hugs cover. Why should LRMs be different ? Don't let the "lock" confuse you. In all lore based instances I can think off, LRMs were used much like a direct fire weapon. Try and play your LRMs with direct LOS and/or tag and you will tear down your targets. In fact, LRMs have the added advantage that if your target is engaged in a brawl and thus you have a lock acquired by spotters, you can still put damage on it from almost everywhere in the map. Sounds fair I think.

I will be a bit more antagonistic than I should, but here is what an LRM 60 or 80 build tells me - and what I actually see happen when I meet one the battlefield: "I have traded all my tonnage for a single weapon type, I have no speed and no inclination to look for targets, you guys spot for me while I stay alone and defenseless behind a rock near spawn point, and in return I will fire inefficient, split-up, slow salvos that take 20 secs to reach the target and lose lock most of the time before they connect. In short, I will also take up a heavy or assault spot in your team and offer nothing in return". However, when those pilots know what they are doing and manage to get in the 500-600m range, they can core pretty much anything in 2-3 salvos.

View Postblinkin, on 25 June 2013 - 01:51 PM, said:

the only time i get nailed by LRM in my atlas is when i have charged into the open like a moron. guess what happens to those LRM 60 mechs when a scout finds them, they get butchered because they can't defend themselves at close range.


You are pretty much correct. The only way an Atlas gets nailed is when they charge in the open with no backup. Wait..... that happens no matter what is shooting at you. Why should LRMs take down an Atlas when he or she is careful ?

As to what happens to "those" LRM60 mechs, maybe they should consider trading an LRM20 for some close combat weaponry. As I said, there's no mech with 60 tubes, maybe that should be a hint that instead of an extra launcher, one could pack a couple of med lasers. It's all you need to keep that pesky light off until help comes. It's totaly up to the pilot to decide if they want to be defenseless at close range in trade for a big salvo. Any assault is pretty much defenseless when caught alone by a skilled light pilot. Why should LRM boats be different ? Don't get caught alone, easy.

View Postblinkin, on 25 June 2013 - 01:51 PM, said:

my lrm mech is a hunchback 4sp with 2xLRM 20. i stick with it because it is somewhat fast (68kph, i think) and it can effectively defend itself against most scouts. also i like the suppression caused by the steady stream of missiles. i can fires an almost continuous stream of LRM. with the 2 launchers set to chain fire it can fire 8 separate missile clusters with each recharge. it is designed to maximize the suppression effects of the LRM (knock, screen blur, and impact noise)


You can't judge and balance LRMs by considering volleys of 60 or 80. There is no mech atm with so many tubes. That means that the missiles get split into groups of salvos, which greatly reduces their efficiency - and rightly so in my opinion. I've been grinding Catapults this past week and I am noticing that I do much more damage in my 30 LRM C1 and 40 LRM C4 than the 60-80 LRM stalkers. I can also tell for certain that AMS affects my salvos a lot less than the "divided" larger ones. You can play your Hunchback any way you wish, but just because you want to squeeze 40 missiles through a 6 missile tube, doesn't justify demanding that it be efficient. You yourself are saying that your HBK is designed to harass. Well, you trade harassement for efficiency, pretty fair I think. Also, my C1 and C4 are doing about the same speed with a 30 and 40 salvo. Maybe you should try that and see the difference.


The point of all this, is that LRMs are a bit more than lock and shoot. A lot of things come into play - much like direct fire weapons. If you stand back and shoot from 800-900m range, you are going to do really bad. If you actively follow your team, fire from 500-600m, have a "sane" loadout based on realistic mech abilities you can become lethal very fast. If you can get a teammate to TAG for you, your golden. It is also much more interesting and engaged gameplay. Following the second tactic I am in the top damage for every win and almost every lose I get. And I get this damage in a much easier way than my other direct fire mechs who can get obliterated in an instant since I need to close the distance and get into the thick of it.

I am not saying I am extra skillful, but any change to increase LRM damage - I totally agree on fixing the bugs plaguing them - would make most builds overpowered.

#174 AwfulCob

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Posted 26 June 2013 - 02:04 AM

This has probably been mentioned on a prior page, but when they are fired individually instead of grouped against a target and if that target isn't in a heavy ams shield they are a crazy morale killer. Mechs will start running blind and stupid and are easily picked off by teammates of the lrm boat. The lrm boat might not have great damage numbers to post on the form but they will help the team win as long as they stay relatively close to a teammate to help with scouts or mediums that swing by. I can't help but notice of the 10 screens your team won in 8, lost 1, and you died in 1 so I can't tell if your team still pulled the victory.

Edited by cobawful, 26 June 2013 - 02:06 AM.


#175 Panimu

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Posted 26 June 2013 - 02:14 AM

Terrible build btw. You are not firing "a salvo of 80 missiles". Each time you press fire you are launching four salvos of 32, 32, 12 and 4 respectively.. which is terrible and makes me cringe anytime I see these wannabe builds.

#176 Panimu

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Posted 26 June 2013 - 02:26 AM

View Postdimstog, on 26 June 2013 - 01:04 AM, said:

As I said, there's no mech with 60 tubes,

False. Awesome 8R with 4x LRM15 fires 60 in a single burst.

#177 Demuder

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Posted 26 June 2013 - 02:58 AM

View PostPanimu, on 26 June 2013 - 02:26 AM, said:


False. Awesome 8R with 4x LRM15 fires 60 in a single burst.


Uhm... aren't those 15 tubes shared between the two launchers ? I mean there's a total of 30 tubes on each torso ? If that's the case I stand corrected.

I've never played an Awesome but if this can fire 60 salvo LRMs at once, I am certainly looking forward to using it considering what my 40 salvo LRM Catapult does !

#178 Panimu

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Posted 26 June 2013 - 03:48 AM

View Postdimstog, on 26 June 2013 - 02:58 AM, said:


Uhm... aren't those 15 tubes shared between the two launchers ? I mean there's a total of 30 tubes on each torso ? If that's the case I stand corrected.

I've never played an Awesome but if this can fire 60 salvo LRMs at once, I am certainly looking forward to using it considering what my 40 salvo LRM Catapult does !


This is a lesson I have learned, don't trust the spreadsheets. The 8R works as I said, I use it.

#179 Moira

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Posted 26 June 2013 - 05:24 AM

View Postcobawful, on 26 June 2013 - 02:04 AM, said:

This has probably been mentioned on a prior page, but when they are fired individually instead of grouped against a target and if that target isn't in a heavy ams shield they are a crazy morale killer. Mechs will start running blind and stupid and are easily picked off by teammates of the lrm boat. The lrm boat might not have great damage numbers to post on the form but they will help the team win as long as they stay relatively close to a teammate to help with scouts or mediums that swing by. I can't help but notice of the 10 screens your team won in 8, lost 1, and you died in 1 so I can't tell if your team still pulled the victory.


Yup you pretty much nailed from word to word one of my comments on other topic, but I dont mind at all =)

#180 Ningyo

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Posted 26 June 2013 - 07:32 AM

yes Dimstog, every missile launcher in a location can fire a number of missiles up to the number of tubes in that location per volley.

so presently the largest single volley sizes are

90 LRM catapult A-1 with 6 lrm 15 (this is a horrible build: CPLT-A1 LRM 90, 1 ton Armor, omg fail

80 LRM catapult C4 with 4 lrm 20 (this is just as bad as the A-1 above it)

60 LRM
---Catapult A1
---Catapult C4
---Jaggermech JM6-A
---Awesome 8R: (this is the first one that really has the tonnage to use this many especially if you add Artemis)
---Highlander 733: (this actually has 10 tubes in the arm)

50 LRM: Stalker 3H

So yes many can handle over 40 lrms in a single volley. My favorite for a really high salvo missile boat is the highlander, as it can handle the LRM 60 with artemis, have room for lots of armor and ammo, decent heatsinks, AND unlike the stalker or awesome it has JumpJets which can be useful.

For the stalker or Jaggermech I would strongly recommend using 4-5xLRM5 instead as these leave lots of room for powerful direct fire weapons. And they have a very high rate of fire, and small spread even without artemis. (I really feel the stalker 5M with 3 ERPPC, and 5 LRM5 might even be competitive in the right hands : oh and like cobawful and Moira said against no AMS chainfiring the 5 LRM5 can be good for keeping people running though this is more a PUG thing competitive players don't stop moving while in the open anyway)

Edited by Ningyo, 26 June 2013 - 07:49 AM.






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