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


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#61 Sephlock

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Posted 02 June 2013 - 02:13 AM

View PostGhogiel, on 02 June 2013 - 12:34 AM, said:



I'm just quoting this long *** post without even reading it.

Pretty sure the correct response is one of these though> L2P, ITS A TEAM GAME, devs gotta eat too, 3second jenner etc.


Putting aside the horrendous ignorance and refusal to acknowledge reality highlighted here, the 3 second Jenner thing is a legitimate example of a balance debacle (albeit a different kind of balance debacle).

LOLs WE'LL JUST SAY THIS OBVIOUSLY UNTRUE THING AND I'M SURE THEY'LL SHUT UP ABOUT BEING DENIED FUN!

#62 Ghogiel

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Posted 02 June 2013 - 02:33 AM

View PostSephlock, on 02 June 2013 - 02:10 AM, said:


Right, it makes perfect sense to assume that if the best results with boating < common results with anything else, that people who only take a few LRM launchers will do just fine.


LOL you think assuming makes sense :\.

Quote

Right. Continuously firing in a mech designed solely to use LRMs only does "OK". It is however a complete mystery as to what the results would be if a lighter mech were to take LRMs- particularly a light mech.

We can only assume that it would work out just fine though. Yup. No problems here.

Keep assuming either way, it's irrelevant. Like I say the only discussion that can be had here is what your opinion is of the OPs performance.

Here is a fun one, If it's only 'OK', how about you PUG 10 games in a row with any loadout and see if you can achieve 8/10 wins, 13kills and top damage 4/10. Bet you 10 cbills you can't even beat that in your best mech.

#63 Ozric

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Posted 02 June 2013 - 03:03 AM

View PostGhogiel, on 02 June 2013 - 02:33 AM, said:

Here is a fun one, If it's only 'OK', how about you PUG 10 games in a row with any loadout and see if you can achieve 8/10 wins, 13kills and top damage 4/10. Bet you 10 cbills you can't even beat that in your best mech.


The OP has stated that he omitted some games from his results. While exciting, the stats can not be taken as a good example of life as a PUG LRM boat.

#64 Aim64C

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Posted 02 June 2013 - 03:28 AM

View PostGhogiel, on 02 June 2013 - 02:33 AM, said:

Keep assuming either way, it's irrelevant. Like I say the only discussion that can be had here is what your opinion is of the OPs performance.

Here is a fun one, If it's only 'OK', how about you PUG 10 games in a row with any loadout and see if you can achieve 8/10 wins, 13kills and top damage 4/10. Bet you 10 cbills you can't even beat that in your best mech.


You're looking at a very small sample size. He already said that he excluded rounds where he could not fire all of his LRM ammunition.

That artificially restricts the number of possible games. He's firing 80 missiles in each salvo. Assuming, at the start of the match, he keeps firing non-stop - he will deplete his ammo after 18 salvos. At an average of about 4.5 seconds for LRM20 cool-down (with pilot efficiencies), that's 81 seconds - or roughly a minute and a half, of continuous firing.

Since he was doing his best to put missiles on target and only fire at mechs he could damage - that means he was, realistically, dumping that ammo over the course of the 7 minute long standard engagement - less than one salvo every 20 seconds (averaged).

There are only a few matches in which you have an opportunity to dump that much ammo as an LRM player. It's when your team is rolling the enemy, or, on the rare occasion, where your team gets wiped and the enemy decides to march at you single file... though, now, it wouldn't matter, as they could march at you single file and you -might- drop the first ***** that decided to trudge at 54 kph towards you across 800 meters of open terrain.

Basically - it had to be where your team was completely dominating the battlefield - which is usually the case when you're winning or completely overwhelming your opponents.

Which is why his win and kill statistics are artificially inflated in this data sample.

Take a more complete sampling of his matches that day (whether he shot all of his ammo, or not) - and you'll see a different picture. By nature of the 'study' - he's showing you his best matches he had that day.

#65 Ghogiel

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Posted 02 June 2013 - 03:35 AM

View PostAim64C, on 02 June 2013 - 03:28 AM, said:


You're looking at a very small sample size. He already said that he excluded rounds where he could not fire all of his LRM ammunition.

That artificially restricts the number of possible games. He's firing 80 missiles in each salvo. Assuming, at the start of the match, he keeps firing non-stop - he will deplete his ammo after 18 salvos. At an average of about 4.5 seconds for LRM20 cool-down (with pilot efficiencies), that's 81 seconds - or roughly a minute and a half, of continuous firing.

Since he was doing his best to put missiles on target and only fire at mechs he could damage - that means he was, realistically, dumping that ammo over the course of the 7 minute long standard engagement - less than one salvo every 20 seconds (averaged).

There are only a few matches in which you have an opportunity to dump that much ammo as an LRM player. It's when your team is rolling the enemy, or, on the rare occasion, where your team gets wiped and the enemy decides to march at you single file... though, now, it wouldn't matter, as they could march at you single file and you -might- drop the first ***** that decided to trudge at 54 kph towards you across 800 meters of open terrain.

Basically - it had to be where your team was completely dominating the battlefield - which is usually the case when you're winning or completely overwhelming your opponents.

Which is why his win and kill statistics are artificially inflated in this data sample.

Take a more complete sampling of his matches that day (whether he shot all of his ammo, or not) - and you'll see a different picture. By nature of the 'study' - he's showing you his best matches he had that day.

I think I am the only one not drawing any conclusions based on the OP.

All I am saying is "he had decent run in an LRM boat". He didn't even have that if it wasn't a run.

And I am officially changing my opinion of "decent 10 match run in an LRM boat" to "cool story bro".

#66 Livewyr

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Posted 02 June 2013 - 06:42 AM

Those are pathetic numbers. (not on you, OP)

The amount of damage for a fully expended ammo supply on 40tons of weapons is ridiculous(ly low...and apparently widely variable.)

Missiles are not ok.

#67 Nicholas Carlyle

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Posted 02 June 2013 - 07:13 AM

Ok I just had another match with this and it's starting to get really f'ing annoying.

Yen-Lo-Wang, about 300m out moving laterally attacking a teammate.

I'm shooting LRM's at it. Due to his movement and this crazy downward angle at the end of the flight path the missiles sure as heck look like they are impacting the ground behind him.

Wtf is up with that?

Edited by Nicholas Carlyle, 02 June 2013 - 07:14 AM.


#68 Steel Claws

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Posted 02 June 2013 - 07:14 AM

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.



The main reason people with missiles don't do good on Alpine is that you can see a long long way. I see a LOT of people dumping missiles at targets beyond 1000 meters. Just because some one has a target lock doesnt mean you can hit them.

#69 Nicholas Carlyle

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Posted 02 June 2013 - 07:15 AM

View PostSteel Claws, on 02 June 2013 - 07:14 AM, said:


The main reason people with missiles don't do good on Alpine is that you can see a long long way. I see a LOT of people dumping missiles at targets beyond 1000 meters. Just because some one has a target lock doesnt mean you can hit them.


What? You mean just because you shoot missiles doesn't mean they hit?

Everyone keeps telling me I can stand behind a building at 950m and do lots of damage and get kills with no effort.

#70 Steel Claws

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Posted 02 June 2013 - 07:26 AM

View PostAim64C, on 01 June 2013 - 11:31 PM, said:


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).


Not necessarily true. Run a light up close to where the enemy are and launch a UAV. Vola instant target locks and nobody is exposed. It works very well I might add. You can even carry your own. I also pack Bap ML and SSRMs as backup weapons.

In his drops, he did reasonable damage. If you look at the damage his team did he did more than enough damage. Sure people CAN get higher damage if they are playing with a ****** team but when you have a good team the scores are usually nothing special. I see lots of drops where no one scores over 350 damage yet the entire other team is dead. In games where you have 3 or more doing 300+ damage you will normally not see big numbers unless your purposely stripping mechs. Yes he expended a lot of ammo but by his own admission he was trailing behind his team. Had the enemy been standing in the open his numbers would be higher. Would you have us balance a weapon based on misses? They won all but two drops by kill out. Show me where this is a fail.

#71 Phoenix Gray

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Posted 02 June 2013 - 07:28 AM

View PostBobdolemite, on 01 June 2013 - 03:54 PM, said:

So I got tired of a lot of the baseless claims about weapon balance, which weapons are OP and which weapons are under-rated etc. Decided to go ahead and arm up a true blue LRM boat with as many launchers and ammo as I could carry (while still maintaining a semblance of standard for heat) and just see how well I could do. Ended up with a very slow - very hot Stalker 3F armed with 4 x LRM 20 and 1440 ammo. No TAG or Artemis to complicate things.

On 5/27/2013 I queued 10 matches (PUG Only) and fired all ammo in each match. An honest no BS attempt was made on my part to land every missile I could, and sometimes I was still firing at the end of the longer matches (didnt just spam all my ammo at one time). Since these are not videos you will have to take my word for it (but I swear to its authenticity and lack of bias)

Data with Screenshots (click spoiler)

Match 1

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 326 Damage - No other weapons equipped - No TAG - No Artemis -

Spoiler


Match 2

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 596 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 3

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 387 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 4

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 429 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 5

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 394 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 6

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 320 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 7

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 426 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 8

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 565 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 9

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 337 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


Match 10

STK - 3F - 4 x LRM 20 - 1440 Ammo (All fired) 195 Damage - No other weapons equipped - No TAG - No Artemis

Spoiler


///

Going for maximum missiles without using TAG or Artemis this is about the most missiles you can carry and still be effective with regards to heat and speed for the 3F chassis(IMHO)

Let the numbers speak for themselves. Do take into consideration though that this is 80 missiles per salvo, many more than you are likely to see in a given match. Back in its heyday my largest salvo was 60 and tended to stray toward 45 in more balanced builds. This is a worst case scenario mech. I may decide to do the same thing this weekend for TAG and Artemis both separately and combined if people are interested. If not ill busy myself just playing =) - Enjoy


I'd like to see the TAG and Artemis results for comparison

#72 80Bit

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Posted 02 June 2013 - 07:44 AM

This is just a further example of what I outlined in http://mwomercs.com/...-not-there-yet/

For those complaining that this is an example of "LRM boat fail", where are your screenshots of your amazing performance using LRM's the "right" way.

I used to be very viable in my Trebuchet 5N with twin LRM15s, tag, and artemis. My hit percentages were higher than most peoples because I was direct firing missiles from 400-600 meters. But now this mech has taken a back seat to almost any other weapon load out.

LRMs are simply not competitive with other weapon load outs

#73 Aim64C

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Posted 02 June 2013 - 07:45 AM

I played with my C4 a bit more, tonight, and was recording my matches with fraps.

I did a little better than expected - but it's largely because people commit to movements that they never would have in the past. AMS was, also, considerably light. The times I ran into it - the damage I was dealing dropped off to next to nothing.

I still managed to pull off better damage than some of my initial trials led me to believe... but I was also playing against noticably lower caliber opponents. Dropping 3 salvos into the face of something shouldn't happen (even though I let it happen to me a couple times - just to see what it felt like) - not... as a matter of course.

It wasn't because I was using LRMs any differently than I have in the past (sure, I was granted a few more options to fire because of the improved trajectories... but still - it wasn't -that- much improved). People have just forgotten that LRMs exist.

There are a few scenes that exemplify what I'm talking about, though, with missiles lacking any kind of real stopping power. I dropped a 40-missile salvo into an Atlas with 'orange' criticals exposed. It smiled at me and kept on coming.

That same match - I was dropping missile salvo after missile salvo into the assaults ravaging my team... but even though I finished with high damage numbers at the end of the match - the damage I was doing was just ineffective at actually putting down a target - particularly in the crucial fire-support role.

Again - I was doing "okay" - in terms of raw statistics. A few people would probably watch and say: "So, what's the problem?" The problem is that in just about any other mech build - you can enter a firefight and make an appreciable difference - you can save a team-mate. If a salvo of 40 missiles doesn't drop an atlas with substantially damaged criticals exposed (with little to no AMS present) ... then how, pray tell, are you supposed to keep your team from being over-run by the damned things -before- their criticals are exposed?

Most of the kills I ended up scoring were happenstance kills. I cycled targets and decided to help finish off someone to free up some of my team to go shoot at other things more quickly.

But I know those numbers don't hold during peak gameplay. Fewer jenners stand still in the middle of alpine, trying to laser you to death as a 40-missile slavo comes crashing down on their head. That was kind of cute - I think it even squeaked before it popped (well, after the -third- LRM salvo... granted - the second one had to deal with a moving jenner, but a good number of them still hit).

Like I said - the end-game stats are a little misleading. You can rack up a lot of damage playing LRMs if you know what you're doing and your opponents don't know what they are doing... but you can't really stop a mech like you need to simply to be relevant in the grand scheme of things.

I'll have to play some more during peak hours. I was noticing far fewer "cheese" builds, and a lot more people who seemed fascinated by jump-jets... a poor little jenner, standing there, jumping up and down with an almost confused expression as we over-ran their line... left that poor soul alone (though I don't think my team was as merciful). I also played with an Atlas for a while, chasing him around, shooting two medium lasers into his back until he died (In my C4).

So, I suspect that I was just not dealing with the same crowd I was running with several hours earlier in my Jenner. I shouldn't be able to do stuff like that and still consider the results entirely relevant.

Though I'm sure some of the videos are quite comical in retrospect.

#74 Wispsy

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Posted 02 June 2013 - 07:56 AM

Why the hell would you make yourself missile only and then not use TAG and Artemis the two systems put in place to make more of your missiles hit when fired.......then complain that not very many of your missiles hit!

Biased much looking for LRM buffs?

#75 Demuder

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Posted 02 June 2013 - 08:04 AM

View PostSephlock, on 02 June 2013 - 02:10 AM, said:

So where does that leave the poor, poor Trebuchet?



Right, it makes perfect sense to assume that if the best results with boating < common results with anything else, that people who only take a few LRM launchers will do just fine.



Right. Continuously firing in a mech designed solely to use LRMs only does "OK". It is however a complete mystery as to what the results would be if a lighter mech were to take LRMs- particularly a light mech.

We can only assume that it would work out just fine though. Yup. No problems here.


I have never seen the slightest hint in the description or details of this game that a loadout completely and totaly dedicated to one single weapon should be better or worse that anything else. If anything, they are supposed to be worse, even though certain imbalances (that are openly looked into by the devs) make some boats better than mixed loadouts.

I dont get the comment about the Trevuchet, it has 30 tubes and a whole lot of other weapon points.

View PostAim64C, on 02 June 2013 - 07:45 AM, said:

I'll have to play some more during peak hours. I was noticing far fewer "cheese" builds, and a lot more people who seemed fascinated by jump-jets... a poor little jenner, standing there, jumping up and down with an almost confused expression as we over-ran their line... left that poor soul alone (though I don't think my team was as merciful). I also played with an Atlas for a while, chasing him around, shooting two medium lasers into his back until he died (In my C4).

So, I suspect that I was just not dealing with the same crowd I was running with several hours earlier in my Jenner. I shouldn't be able to do stuff like that and still consider the results entirely relevant.

Though I'm sure some of the videos are quite comical in retrospect.


I would suggest stopping to waist your time. Nothing you can produce is valid even remotely as a result. Not because there is something you are doing wrong per se, but because there is absolutely no way to account for your skill, your teammates' skill, your target's skill and your target's teammates skill. It is simple as that.

Try taking any other loadout out there. I grant that you will do from 500 to 1000 with it. The difference alone in the results, tells us that there are a whole lot of other variables other than your loadout and your personal skill that determine damage.

#76 Aim64C

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Posted 02 June 2013 - 08:23 AM

View PostSteel Claws, on 02 June 2013 - 07:26 AM, said:


Not necessarily true. Run a light up close to where the enemy are and launch a UAV. Vola instant target locks and nobody is exposed. It works very well I might add. You can even carry your own. I also pack Bap ML and SSRMs as backup weapons.


Question:

Is it necessary to employ consumables to make PPCs a viable support weapon?

Gass Rifles?

Large Lasers?

Even then - the drone is quite vulnerable to taking fire from hostiles.

Quote

In his drops, he did reasonable damage. If you look at the damage his team did he did more than enough damage. Sure people CAN get higher damage if they are playing with a ****** team but when you have a good team the scores are usually nothing special. I see lots of drops where no one scores over 350 damage yet the entire other team is dead. In games where you have 3 or more doing 300+ damage you will normally not see big numbers unless your purposely stripping mechs. Yes he expended a lot of ammo but by his own admission he was trailing behind his team. Had the enemy been standing in the open his numbers would be higher. Would you have us balance a weapon based on misses? They won all but two drops by kill out. Show me where this is a fail.


He's dealing saturation damage. The damage he's applying is not going to a single component on the mech. It's being spread all over. If you figure all of the damage he did was applied relatively evenly across the three torso sections, and take his assists into account - he was dealing less than 30 points of damage to any single armor section with any kind of reliability over the course of the match (averaged across the mechs he decided to target). That was on some of his better damage ratios.

I've got a nice clip that illustrates this (and I'll have to upload it somewhere) of an Atlas with 'orange' internals taking a full salvo of 40 missiles to the face... smiling at me, and dipping behind cover. Earlier that same match - I was dumping LRM salvo after LRM salvo into the team that was over-running my own brawlers.

Sure - I came out with the highest damage on my team... but I wasn't actually able to do anything.

Put me back in my Jenner - and a single burst from my lasers would have put that Atlas into the ground. I could have been clipping components off of mechs left and right - because just like the concept of a team focusing fire on a single mech - having your weapons focus fire on a single section of armor is more useful.

People want to look at the fire support role as a role where one "softens up" the target. That's not what it is, at all. It's for supporting a wider front. When your mechs make contact with the enemy and engage - they are relying on you to tip the odds in their favor. It's too late to soften things up (and what enemy would sit there and let you?). You are what allows bralwers to live long enough to down their second opponent.

When you neglect these responsibilities - or when you can't fulfill them - your team suffers, and suffers massively - because they are alone.

That's what makes playing with LRMs unlike any other play style - you have the ability and the responsibility to be the cavalry for your team. Even if you are playing 'tactical' LRMs - to know when to look back over your shoulder and hammer the AC-20 Jeager about to rip through a couple of your teammates... that's what separates the men from the boys.

Just like the timely arrival of a Jenner to run off an ankle-biter, or to punch through the rear armor and take down a rampaging behemoth. That's why I like playing the Jenner so much, as well - it's a highly dynamic role to fill. You can push the offense, shore up the defense, babysit the stalker, **** off the Atlas enough to stop shooting at your team and focus on you... or just lead half the enemy team on a wild goose chase (and being just convincing enough that even the experienced pilots will unknowingly fall for it).

LRMs, in their current form, just lack the stopping power they need to really perform their role. Their role isn't to "soften things up." Their role is to bust things open so your brawlers can get straight to the tootsie-roll center when 'one simply doesn't have time for that.'

That's why people didn't like Tourmaline and Alpine very much. They'd push out into the open, with no cover except for the single ridge in front of them... and some crazy like me would decide to move his kitten-cat behind their main line and start opening fire. Poor ******** hardly ever knew what to do about it, even after missiles were nerfed out of functional capacity - but the cries of splash damage bugs kept them fearing the missile swarm for a while. Until they got smarter and stopped caring.

That's why they still don't like those maps. It's just that they no longer play peek-a-boo over the ridges like they used to. Kind of pointless when anything metallic that crests the hill gets 15 PPCs thrown its way.

#77 Chavette

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Posted 02 June 2013 - 08:26 AM

Grumpy Cat says: GOOD. EVEN THATS TOO MUCH.

#78 Nicholas Carlyle

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Posted 02 June 2013 - 08:28 AM

View PostWispsy, on 02 June 2013 - 07:56 AM, said:

Why the hell would you make yourself missile only and then not use TAG and Artemis the two systems put in place to make more of your missiles hit when fired.......then complain that not very many of your missiles hit!

Biased much looking for LRM buffs?


Then I pose the question, why are LRM's the only weapons that require extra systems to function properly?

On top of the massive weight requirements from the systems themselves/ammo.

They've also got the harshest minimum, a max lower than a lot of weapons and two systems dedicated to stopping them. And lets throw in a missile warning.

And lets suppose you are correct and we HAVE to tag Artemis and TAG to be viable, does that means LRM's without them are underpowered?

#79 A banana in the tailpipe

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Posted 02 June 2013 - 08:37 AM

I decided to boat 2 LRM 15s and 2 LRM 10s on my jager for the hell of it. If you don't pick a single target and cheese it till you run out of ammo, there's no point to LRMs.

I was so bored I went back to dual LBX10s. NONE SHALL PASS THE TUNNEL!!!!

Edited by lockwoodx, 02 June 2013 - 08:38 AM.


#80 Aim64C

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Posted 02 June 2013 - 08:44 AM

View Postdimstog, on 02 June 2013 - 08:04 AM, said:

I would suggest stopping to waist your time. Nothing you can produce is valid even remotely as a result. Not because there is something you are doing wrong per se, but because there is absolutely no way to account for your skill, your teammates' skill, your target's skill and your target's teammates skill. It is simple as that.


That's why I record my matches.

You can see specific instances and judge for yourself. Granted - I'm not always doing the smartest things one could be doing... but I generally perform well above the average... or, at least, the average I'm presented with... *shrug*

There are specific instances where it becomes painfully obvious that the damage numbers for LRMs are very deceptive in their rating of your actual contribution to the team. Your damage is hardly ever where it needs to be - and the benefits of Host State Rewind have reduced global damages on the whole, since people are being more precise with their shots (or, rather, the server is reflecting how precise people have been with their shots more reliably).

The pace of brawls has sped up, considerably. Sniper wars have kind of offset that, a tad - but that's a different manifest of the same issue (rather than precise brawling, it's precise sniping, too).

The pace of global combat has largely become the pace of tactical LRM play. You can down a mech brawling in about the same amount of time you could down one skirting minimum ranges and launching ALRMs straight into the face of an Atlas (a fun game, actually).

Except that LRMs have been slowed down to where brawls used to be, and then some.

Quote

Try taking any other loadout out there. I grant that you will do from 500 to 1000 with it. The difference alone in the results, tells us that there are a whole lot of other variables other than your loadout and your personal skill that determine damage.


Of course there are.

I've run 300-500 damage per match in my Jenner for a while, often putting out more damage than the assault mechs on my team. Though I'm not sure if that's because I'm actually doing more... or if it's because you can only get so much damage from coring mechs with PPCs and gauss rifles and hardly touching the rest of the armor. I tend to run about two kills per match (and I'm getting a hell of a lot better at not being dead at the end, myself) - but that varies more than the damage.

The thing is that I can actually stop bad things from happening to my team while using a Jenner.

Even if I'm matching or surpassing the damage in my Catapults - they are fundamentally lacking that same stopping power - because the distributed damage combined with relatively low damage output means it takes about six salvos to a player that is blind deaf and dumb to do much - even on a Heavy.

I don't really think it needs to go back to the point where 3 salvos from my C-4 would total a cataphract outright, particularly given the improvements to the flight paths. But you're lacking what you really need to be effective fire support.





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