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


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#21 scJazz

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Posted 01 June 2013 - 06:35 PM

View PostScreech, on 01 June 2013 - 06:25 PM, said:

All this really shows is spamming out a blob of missiles PPCs is not the most effective use of LRM PPCs.


Wait what? So what would be an effective use? If I make a substitution to your statement will the same apply?

Hmmmmmm let us think about that for a moment.

#22 Aim64C

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Posted 01 June 2013 - 06:42 PM

View PostSteel Claws, on 01 June 2013 - 06:17 PM, said:

Simple, I'm tired of people setting back at 800 plus meters and launching away at anything that moves and then setting around complaining that LRMs don't work. It's really a matter of expectations, did they really expect them to work at those ranges and under whatever conditions existed at the time. We have no information about how he conducted his test - for all we know he blind fired the whole lot into the side of a mountain or he could have been out of range or within minimum range or lost locks - again zero damage. Then there's shooting them at light mechs which is usually an act of futility as well. Did the targets have lots of AMS - again we don't know. The effectiveness of LRMs, more than any other weapon by far, are heavily dependant on how they are used, where they are used, and who they were used against. This is my point and the reason I posted.


This is true.

At the same time - I can speak from my own experiences from three different perspectives that LRMs are next to useless in the game unless you have an entire team focusing salvos of over 100 missiles onto a target. They simply aren't realistic weapons.

As a light mech calling in support - I've seen opponents take absolutely ridiculous sums of LRMs to only have damage consistent with walking in front of an AC 2/5 Jaeger for a few seconds.

As a light and heavy mech taking LRM salvos, I can pretty much ignore an LRM-40 barrage. It's more damage than I -want- to take... but hardly a fair amount of damage.

As a heavy mech dealing LRMs - I can't even provide effective fire support.

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I still use LRMs and they still work for me most of the time - yes you have the good games and the bad but that doesn't mean they are broken. River city is an almost certain bad game for instance. Even in his ten games he had some fairly good games. What I am trying to point out is that perhaps the weapon system isn't as broken as the manner or conditions in which they were used. A PPC is a heck of a weapon system but if you are shooting at tagets beyond max range or within minimum range does that make them broken or was the manner in which they are used flawed.


I average better games in my Jenner Seven-Foxtrot. Both in kills and in damage.

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LRMs are not and should not be a "rip the other mech to shreds" type of weapon. Their use is to chip away armor. They are good at that. I took LRMs twice last nigh - once was the four kill drop and the other I got two. In the last drop I took all the armor off the CT of an Atlas RS and turned it's internal orange in less than five salvos - I did it and this was done at ranges I don't normally like to fire at (600 - 700 meters). I killed it with the next salvo. Just because you can't go out and rip mechs up like you did when they were truely broken doesn't mean they are broken now. Would you all trade the PPC armagedon for another LRM armagedon?


To core a mech like an Atlas with LRMs takes roughly 8-10 salvos of 40 missiles. That's if I'm getting damage consistent with some of my best shots.

To put it bluntly - my Jenner gets better damage from brawling with lights than my Catapult C4 gets raining missiles into assaults in an open field and blowing 8 tons of ammo.

Sure - if the enemy just sits around all day and lets me rain missiles into them - they are "balanced" in that, with 8 tons of LRM ammo, I can only plausibly destroy two to ... maybe... three mechs on my own if I land every salvo and no one sees fit to kill me (which, interestingly enough - few ever do).

It's a far cry from the days when you could push a wide flank and put pressure on the enemy from a separate angle of fire.

What you are suggesting is that LRMs should be akin to the MG and Flamer. Which completely ignores the fact that there are several mechs that rely heavily upon LRMs - and even boating beyond what is responsible numbers still doesn't turn them into an adequate weapon for most matches.

#23 Bobdolemite

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Posted 01 June 2013 - 06:45 PM

View PostSteel Claws, on 01 June 2013 - 04:47 PM, said:

I am going to assume a few things and say that you were at the back of the map firing salvos at long range at anything you could lock on. Of course you missed. You will almost always miss at ranges of greater than 400 meters because the targets will either break lock or get into cover. Firing at long range is a waste of ammo and ineffectiive. I don't load that many missiles (55 with 900 reloads) and I got 4 kills and 4 assists with 500ish points yesterday on Canyon (with all it's cover) yesterday by doing what I normally do - get within 400 meters before shooting. I always have backup weapons - not having them is asking to die.

Secondly the stalker only has missile slots with 6 and 10 holes so to get an LRM 20 out you have to fire in a long chain. This also decreases the likelyhood of a hit because the extra time between launch start and launch finished. You can loose lock half way through the salvo. The Catapult C4 does better with just it's 2 LRM 20s for this reason. It fires all forty in one big salvo.

If the point of this post is to say that missiles are ineffective, I think I'd have to call BS based on my own experiences.



Actually believe it or not most of the damage I did was >500, I tend to wait till either both teams form up or someone peels off from the pack to try to get better positioning. Firing at 1k, 900, 800, is very risky unless your reasonably sure about what kind of terrain is around them, and even then if they move then its anybody's guess.

I was slow so most of the time I was near the end of my teams pack, I find with the slower mechs like the boat I was using its actually hard to keep up and not get separated and picked off. I have to be constantly moving just to stay with the faster mechs and only catch up when they stop.

Anyways just wanted to clarify that I didnt just spam missiles, tried to use them as effectively as possible which includes closing distance, staying with team, and trying to box them into a killzone.

As to the W/L ratio I was very surprised about that, I thought when I started it would be the opposite with 8 losses or so. In many of the matches you can see our team did very well lots of nice damage spread across the board. Got lucky that night is all I can think. (the match that didnt show the end score was a win as well, so 9/10)

*Note* wanted to try to keep bias out of the data at least, I almost regret posting my opinion since it tends to make people think I am posting this with a blatant agenda. When I started this I literally wanted people to make their own conclusions about the damage themselves. My personal opinion though is that they do need work and damage is among those, regardless of this the data stands and can be interpreted multiple ways*note*

Edited by Bobdolemite, 01 June 2013 - 06:47 PM.


#24 Sephlock

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Posted 01 June 2013 - 06:51 PM

View Postblinkin, on 01 June 2013 - 04:43 PM, said:

those are pretty good scores for pugging with LRM.


i don't think the point was to impress anyone. this is data mining to determine objectively how balanced LRM are.

People don't care about objective fact, they care about the strong emotions that missiles evoke. The same primal terror that a bird from a species that has not seen as hawk for countless generations feels when a hawk shaped shadow passes over it.

OH NOES TEH BAD MISSILES MAKES ME FALL DOWN!



#25 Sephlock

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Posted 01 June 2013 - 06:57 PM

View PostBobdolemite, on 01 June 2013 - 06:45 PM, said:


*Note* wanted to try to keep bias out of the data at least, I almost regret posting my opinion since it tends to make people think I am posting this with a blatant agenda. When I started this I literally wanted people to make their own conclusions about the damage themselves. My personal opinion though is that they do need work and damage is among those, regardless of this the data stands and can be interpreted multiple ways*note*

But anyone with any sense has already reached that conclusion. What you're doing, while laudable in spirit, is like trying to convince *I had several analogies ready for placement here but they all touch on political/religious hot buttons, and so I decided to wuss out for fear of being modded* :D.

#26 scJazz

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Posted 01 June 2013 - 07:08 PM

View PostSephlock, on 01 June 2013 - 06:57 PM, said:

But anyone with any sense has already reached that conclusion. What you're doing, while laudable in spirit, is like trying to convince *I had several analogies ready for placement here but they all touch on political/religious hot buttons, and so I decided to wuss out for fear of being modded* :D.


Hmmmm like trying to convince a Democrat... yeah... never mind no way I could make it come out right and not get Modded.

Fish: The water is where? :D

#27 Bobdolemite

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Posted 01 June 2013 - 07:45 PM

View PostSephlock, on 01 June 2013 - 06:57 PM, said:

But anyone with any sense has already reached that conclusion. What you're doing, while laudable in spirit, is like trying to convince *I had several analogies ready for placement here but they all touch on political/religious hot buttons, and so I decided to wuss out for fear of being modded* :D.


Would it not surprise you to know then that I am an agnostic. I like to think of it less like "wussing out" and more like attempting to be as reasonable as I can, but I guess one is as good as the other depending on your perspective. One of the funny things about doing something like this is that you definitely have your preconceived notions of what you think is going to happen or what you want to happen.

Neither what I thought or wanted happened in a sense, what I would have wanted was a lower average score say around 200, but found myself consistently averaging mid/high 300's which is better than my regular play experiences since the hotfix. Before I started I thought the curve would be 190ish-300 ish but instead 195-595. All in all despite the horrible 10th match 195 damage the rest of the experience was pretty positive (if u ignored the name calling)

So that im not dancing around the issue ill be clear, I would feel comfortable with the same build I brought doing 650+ ish average damage in the same 10 matches I did depending on mitigating factors. What were currently seeing is 397.5 at least in this case, which to me says two things; there is nothing to "worry about" concerning facing them at the moment, and that they need some further work (all of which is superfluous since the patch is coming Tuesday and will address this in some way or another)

Part of why I wanted to do this is to have a clear before and after, I plan to run the same build in 10 matches Tuesday (or maybe Wednesday to let the newness wear off) Im very curious to know what the bump will be come next week.

Edited by Bobdolemite, 01 June 2013 - 07:47 PM.


#28 Ningyo

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Posted 01 June 2013 - 07:46 PM

why do people always compare them to PPC or such knownly overpowered weapons. Compare them to balanced weapons like AC5, AC20, LL, ML: Sure they still are a bit weaker and likely do need a small buff, but face it if PPC and ERPPC were 10 and 15 heat (TT values), or balanced in some other manner alot more variety of weapons could be used including LRMs.

#29 Aslena

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Posted 01 June 2013 - 08:01 PM

currently the way I see LRM's used is by people with ppc's so they can keep people blind longer with small streams of 3-5 missiles... I don't really think the main use of them should be fore blinding/trolling with Betty "WARNING" spam

#30 Steel Claws

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Posted 01 June 2013 - 08:06 PM

The real question I would ask most of you is what do you think would be a fair amount of damage from an LRM? Is 5 damage from an LRM 5 good? That’s less than it does now. If you say yes then you would also think that 20 from an LRM 20 is also good - it is after all 4 x 5. Oh but wait - that means our original poster with his 4 LRM 20s will be doing 80 points of damage per salvo without ever having to see his opponent. You see the issue here. This is a very fine line to walk. Were you to make a 2 LRM 15 centurion very effective using LRMs alone - were does that leave a 4 LRM 15 Awesome?

People said PPCs were too weak and that they needed buffed - I said they were fine. They buffed them and look where we are today. Be very sure of what you ask for people because you probably won't like the result. I'd far rather error to the side of caution than start a whole new meta - or dig up an old one.

Again I would have to ask, just what are your expectations for this weapon? I see them used just fine in average quantities. In less than 20 or so - not so much but they still can serve a purpose, but when you can build a mech quite easily that can carry 80 with over 1000 reloads - do you really want 20 to be all that effective. Or if you’d rather – do you balance them for the guy putting an LRM 15 on his centurion or the guy putting 80 on his stalker. You have to balance them for the boater just like everyone wants to balance PPC based on boated use. They do damage and take off armor now, any more and they will be boated heavily again and that people isn’t very fun. I think they are closer to being spot on than many people think.

Edited by Steel Claws, 01 June 2013 - 08:52 PM.


#31 Aslena

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Posted 01 June 2013 - 08:23 PM

make tube size max LRM size and adjust the tubes per mech then balance damage

#32 Sephlock

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Posted 01 June 2013 - 08:49 PM

View PostscJazz, on 01 June 2013 - 07:08 PM, said:


Hmmmm like trying to convince a Democrat... yeah... never mind no way I could make it come out right and not get Modded.

Fish: The water is where? :D
I was thinking more of the more unreasonable, relentlessly irrational, blind party :D.

View PostBobdolemite, on 01 June 2013 - 07:45 PM, said:


Would it not surprise you to know then that I am an agnostic.

No, because you're quite reasonable.

#33 Lynx7725

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Posted 01 June 2013 - 10:20 PM

I'm actually a bit surprised at the results, in that the OP did well in River City (which with the buildings is not exactly LRM friendly) but not so well in Alpine (which should have been good in that it's quite open). Caustic was quite reasonable in terms of damage dealt.

A look at my stats table shows that LRMs are consistently hitting at about 20% hit rate -- I fired 54,360 LRMs out of my LRM15s (my usual launcher) and hit with 12,216. This is across various patches, and is fired/ hit rate, not damage. This is a bit lower than the OP's data (~400 hits out of 1440).

I personally think that people are having too high an expectation from LRMs. In "reality", it's inaccurate and does low damage per missile. I don't expect LRMs to kill per se, I expect it to harass and keep the enemy honest. It's a way for me to reach out and touch enemies that I would otherwise be unable to affect (up high enemies out of arc of weapons, enemies behind cover, etc).

Even when boated, I expected LRMs to soften up enemies, not kill -- kills are a bonus. LRMs also serves as light artillery to "push" enemy out of cover, because if they ignore the LRMs coming in, the damage would quickly pile. In effect, LRMs are area denial tools (not great but you work with what you have), and serve to push games into direct confrontations using direct fire weapons. From that perspective, I can only say "working as intended".

#34 Volthorne

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Posted 01 June 2013 - 10:22 PM

View PostSteel Claws, on 01 June 2013 - 08:06 PM, said:

I think they are closer to being spot on than many people think.

I think not.

For whatever reason - and this is probably just me - the matchmaker loves to pit me against ECM-heavy teams. There have been plenty of matches where I have established a single lock-on and then lost it, never to gain another ever again (even after BAP buffs because who puts a BAP on a Light/Scout? Pfffft, they already have ECM, and if they don't then they're doing it wrong - said everyone ever). This results in me literally having to dumb-fire my payload if I want to even try and contribute, or Leeroy Jenkins into the enemy team with my 4 MLas (I usually run an *almost* stock C1, with no changes to the weapon systems). If I'm lucky I *might* land two volleys out of all 6 tonnes of ammo, and end the match with a score of less than 100 because the C1 - and this is the important bit here - is not intended to see direct combat. If you are in direct combat in any Catapult, you are doing it wrong.

Oh, wait, in Table Top (oh gosh no, he mentioned TT!) you mostly fire without a "lock-on" which would be provided by TAG, NARC, or - and herte's the kicker - indirect spotting. Look! A valid TT mechanic that seems to have NOT made it into the game, whereas lots of other ******** that WASN'T in the TT has!

If you can dumb-fire LRMs and get a decent score of 300 or above, come back and tell me they're "closer to being spot-on". Until then, frag off.

Edited by Volthorne, 01 June 2013 - 10:24 PM.


#35 Sephlock

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Posted 01 June 2013 - 10:28 PM

View PostLynx7725, on 01 June 2013 - 10:20 PM, said:

I'm actually a bit surprised at the results, in that the OP did well in River City (which with the buildings is not exactly LRM friendly) but not so well in Alpine (which should have been good in that it's quite open). Caustic was quite reasonable in terms of damage dealt.

River City is better than Alpine simply because everyone cowardwarriors on Alpine since everyone else snipes :D.

#36 Ghogiel

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Posted 01 June 2013 - 10:34 PM

What I observe> Always in the top 3 of damage output in those matches and usually with some kills to your name.

It's not a very good case if you are trying to suggest that LRMs are all that UP right now, if that is what you were going for.

#37 Monky

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Posted 01 June 2013 - 10:38 PM

One point I'd like to bring up - if you're killing enemies (you seem to be getting a pretty consistent 2 kills per match), then the damage numbers will be low, as once the mech is dead, it isn't awarding more damage points.

On my 2x Artemis LRM 15 + 4 SSRM2 cat, I would consistently score 2-3 kills, but have anywhere from 150 to 300 damage.

Rating a weapon solely by the number presented at the end of a match isn't a good idea. Interesting info and thorough documentation however.

#38 Naja

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Posted 01 June 2013 - 10:44 PM

View PostGhogiel, on 01 June 2013 - 10:34 PM, said:

What I observe> Always in the top 3 of damage output in those matches and usually with some kills to your name.

It's not a very good case if you are trying to suggest that LRMs are all that UP right now, if that is what you were going for.


Keep in mind though, that's 52 tons of LRMs/ammo he's got there, and you can't make balance around boats.

#39 Ghogiel

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Posted 01 June 2013 - 11:21 PM

View PostNaja, on 01 June 2013 - 10:44 PM, said:


Keep in mind though, that's 52 tons of LRMs/ammo he's got there, and you can't make balance around boats.

I am fully aware it is an assault mech with an assault mech loadout. Top 3 in damage usually with kills is where you should be, you could replace the loadout with anything reasonable and I would expect similar results.

#40 Aim64C

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Posted 01 June 2013 - 11:31 PM

View PostNingyo, on 01 June 2013 - 07:46 PM, said:

why do people always compare them to PPC or such knownly overpowered weapons. Compare them to balanced weapons like AC5, AC20, LL, ML: Sure they still are a bit weaker and likely do need a small buff, but face it if PPC and ERPPC were 10 and 15 heat (TT values), or balanced in some other manner alot more variety of weapons could be used including LRMs.


PPCs are, actually, well where they should be.

The 'problem' is that the critical system of classic battletech, the heat system, and pinpoint strikes were never intended to work in a first-person setting. This is why games like MechWarrior 4, with its greater multiplayer focus, adopted the critical system that it did. It still allowed a wide array of customization - but it kept things relatively in check. Builds that could physically take 3+ PPCs were rather unique in their ability to do so. The Awesome and Sunder come to mind.

The PPC was relatively balanced in that you could hardly ever mount more than two - and even the 4x PPC builds were rather unwieldly because you were doing a lot of damage... but not -quite- enough to completely destroy responsibly built mechs.

The current PPC deals 10 heat. The ERPPC could, perhaps, stand to be brought up from 11 heat to 12 or 13 as a heavier penalty to the increased range and removal of minimum range - but that can be argued either way.

The point is that PPCs have always been fearsome weapons. Nerfing them makes builds like the K2 and Awesome largely underpowered compared to their ballistic and laser counterparts.

View PostSteel Claws, on 01 June 2013 - 08:06 PM, said:

The real question I would ask most of you is what do you think would be a fair amount of damage from an LRM? Is 5 damage from an LRM 5 good? That’s less than it does now.


Learn to use math?

Each missile does less than one point of damage. That's less than five damage. Which means they are dealing less than a medium laser, require two (or more) tons plus ammo, have a flight-time, and give a launch warning. Oh, and a single LRM5 is pretty much useless against AMS. Back when teams carried AMS - a dual salvo of LRM15s would get cut down to spit-wads.

Quote

If you say yes then you would also think that 20 from an LRM 20 is also good - it is after all 4 x 5. Oh but wait - that means our original poster with his 4 LRM 20s will be doing 80 points of damage per salvo without ever having to see his opponent. You see the issue here. This is a very fine line to walk. Were you to make a 2 LRM 15 centurion very effective using LRMs alone - were does that leave a 4 LRM 15 Awesome?


1.3 damage per missile, at the least. Likely 1.5 to 1.6 will be where they should be (1.8, where they were before, would be a bit much with the current mechanics).

I'm not sure what game people are playing when they talk about LRMs. Sure - you -can- sit back and fire at red boxes, and do 'okay' during a game. If your team is pretty good.

That's 'strategic' play. You're helping to command territory and deny the enemy free movement. It is a critical function of all long range platforms. The LRM player, however, must be able to sort through the chaos, prioritize targets, and put damage where it is most needed. Rather than letting a duo of lights chew on a lone assault for 60 seconds - you can rain a few salvos in and get those lights out of there in 35 seconds so that they can get in the hair of some lights that are over-running your line.

You've got to know when to dumb-fire into a sniper nest to make him keep his head down (current LRMs are just too weak for him/her to care, really - most mechs will tank the shot, these days - even mediums that would bolt at the sight of a 40-missile swarm coming in their direction).

Then there's tactical play. That's when you are the tip of some spear or another. You push a wide flank or wade just behind the front line and hammer anything at just beyond the minimum range of your missiles. That element is completely gone, now. You can't put out enough damage in any relevant time-frame. 200 missiles slam into most of the torso of a highlander and he just smiles at you, and puts 3PPCs and a gauss into your CT and one of his team-mates cores you with the only large laser on his team.

It's a role that used to change the entire flow of battle - a C4 pulls off a flank and starts disintegrating a Cataphract or punishing the opposing Stalker boat in a sort of geurilla warfare that gave your main line the distraction and panic necessary to over-run and put its bralwers into action.

There were few roles more fun than playing tactical LRM support. It would have been absolutely enthralling if I'd had team-speak and our team had enough cohesion for them to stick a medium to me to help deal with the lone light mech that might decide to give me trouble if he caught me out and away from the team.

I took pride in downing the enemy's fire support 'boats' that thought they had an easy job.

Now, you're pretty much forced to sit behind cover. PPC boats everywhere - and you don't do damage for jack ****. My Jenner can down mechs faster than my C1 and C4 combined. It's not even an issue of "if you get caught in the open" - you can't protect your team like you used to. There's no gratification in dropping an AC-20 spammer as he tries to close on your team. You can't drop him before he's already torn through two of your team-mates - even if all of your salvos are hitting dead on.

It's completely demoralizing. Which is why I have been playing my Jenner almost exclusively since the LRM-nerf.... when I bother to play at all. With host-state rewind in effect - it's become even worse. Everything carries PPCs or a gauss rifle. Mediums have become much more rare... it used to be impressive to see 3 assaults in a team. It's run-of-the-mill, now.

Quote

People said PPCs were too weak and that they needed buffed - I said they were fine. They buffed them and look where we are today. Be very sure of what you ask for people because you probably won't like the result. I'd far rather error to the side of caution than start a whole new meta - or dig up an old one.


You see - the problem isn't necessarily the PPC, itself. The problem is that, until recently, sniping was wishful thinking. Even if you were lined up perfectly and made your shot on your screen - there was no guarantee that the server would agree with you. With some host-state-rewind in effect, it's made sniping much more realistic. Which is why we've seen a shift toward gauss rifles in ballistics and fewer Leroy Jenkins AC builds. PPCs have also taken the place of large lasers and even some builds that used to use medium lasers (since the damge-to-heat ratio is similar and the PPC deals all of its damage in one shot).

Part of the problem is with the way the hard point system works. Mechs have lost a lot of their personality because of this. The other main cause of the problem is just that people will do what is effective. Direct-fire has always been a powerful tool. Now that it works more correctly - people are going to flock to it.

Why indirect fire and missiles as a whole were completely neutered is beyond me. They went from being OP because of a bug to being completely useless unless your whole team happened to pack 20+ tubes and was focusing fire on the same target.

Quote

Again I would have to ask, just what are your expectations for this weapon? I see them used just fine in average quantities. In less than 20 or so - not so much but they still can serve a purpose, but when you can build a mech quite easily that can carry 80 with over 1000 reloads - do you really want 20 to be all that effective. Or if you’d rather – do you balance them for the guy putting an LRM 15 on his centurion or the guy putting 80 on his stalker. You have to balance them for the boater just like everyone wants to balance PPC based on boated use. They do damage and take off armor now, any more and they will be boated heavily again and that people isn’t very fun. I think they are closer to being spot on than many people think.


Why would they be boated heavily? Logic dictates that LOS is necessary to launch missiles - be it you (if you want Artemis buffs) or an ally. That means someone is exposed to those "horribly OP" direct fire weapons that now hit their target. Those weapons do point damage (rather than saturation) and can be fired on a moment's notice rather than needing time to lock on and fly to their target (not to mention a maintained cumulative LOS).

That, and the nerfs have made LRM-reliant designs (like the Catapult) completely ineffective. 8 tons of ammo... and you might be able to kill 3 enemy mechs on your own. Even Machine Guns have better max-damage-to-ammo-tonnage ratios.

View PostGhogiel, on 01 June 2013 - 11:21 PM, said:

I am fully aware it is an assault mech with an assault mech loadout. Top 3 in damage usually with kills is where you should be, you could replace the loadout with anything reasonable and I would expect similar results.


And, yet, those are not all that different from my results piloting a Jenner with 6 medium lasers.

I run more consistent games with a mech nearly 1/3 the tonnage, no ammo restrictions, and pinpoint damage. Which means I'm regularly scoring far more kills and component destructions.





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