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Waiting For The Other Lrm Boot To Drop...


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#1 Wendigo Vendetta

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Posted 04 June 2013 - 02:36 PM

Well, I took my CPLT out and made a contribution to my team with LRMs... Based on the history we have established here, the following will happen over the next 2 days: People will throw tantrums before we have any baseline to establish effectiveness, PGI will over-react without sufficient data, LRMs will be hot"fixed" to direct-fire only with a 630 meter range, 0.5 damage per missiles and 240 meter minimum range... I called it first.

#2 Tennex

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Posted 04 June 2013 - 02:38 PM

did the recent patch buff or nerf the LRMs?

#3 FupDup

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Posted 04 June 2013 - 02:39 PM

View PostTennex, on 04 June 2013 - 02:38 PM, said:

did the recent patch buff or nerf the LRMs?

Damage is now 1.1 per missile (buff).

#4 SirLANsalot

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Posted 04 June 2013 - 02:39 PM

View PostTennex, on 04 June 2013 - 02:38 PM, said:

did the recent patch buff or nerf the LRMs?


damaged changed to 1.1

#5 oldradagast

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Posted 04 June 2013 - 02:41 PM

I actually like it. I saw LRM's on the field. They were a threat, which is how it is supposed to be, IMHO. No point in having a whole series of weapons useless.

#6 jakucha

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Posted 04 June 2013 - 02:42 PM

I don't use LRMs, mostly brawler mechs and builds, but they don't feel OP right now from what I've faced.

Edited by jakucha, 04 June 2013 - 02:42 PM.


#7 Tsuki Ookami vas Mugunghwa

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Posted 04 June 2013 - 02:44 PM

what is the "role" for LRMs anyway?
i mean, if it is supposed to be meant to snipe above ledges, then the only change i would make is to make hit the CT a bit less and the side torsos a bit more. not in "splashing over" more in "spreading across".

i would personally like to see them come done more like a "cluster" and hit all parts of the mech, while some even missing on smaller chassis. then, with a little dmg bump i guess, the LRM could make up to be an "opener" weapon to scrap away a good deal of armor and expose a bodypart for lasers or ACs to destroy.
is that so wrongly thought?

#8 Tennex

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Posted 04 June 2013 - 02:49 PM

View PostSirLANsalot, on 04 June 2013 - 02:39 PM, said:


damaged changed to 1.1


what was it before?

#9 FupDup

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Posted 04 June 2013 - 02:50 PM

View PostTennex, on 04 June 2013 - 02:49 PM, said:


what was it before?

0.9.

#10 FireSlade

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Posted 04 June 2013 - 02:55 PM

I bet they did the buff to even out the fact that we basically do not have splash anymore (got set to 5cm). SRMs do not really need the buff yet since with the HSR buff will make them do far more damage than they ever did and when they see the stats we will see them get buffed/nerfed to bring them in line with the other missiles. When spash damage comes back expect to see them change the numbers again to adjust for the additional damage that splash does.

#11 FerrolupisXIII

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Posted 04 June 2013 - 04:02 PM

View PostWolfsspinne, on 04 June 2013 - 02:44 PM, said:

what is the "role" for LRMs anyway?
i mean, if it is supposed to be meant to snipe above ledges, then the only change i would make is to make hit the CT a bit less and the side torsos a bit more. not in "splashing over" more in "spreading across".

i would personally like to see them come done more like a "cluster" and hit all parts of the mech, while some even missing on smaller chassis. then, with a little dmg bump i guess, the LRM could make up to be an "opener" weapon to scrap away a good deal of armor and expose a bodypart for lasers or ACs to destroy.
is that so wrongly thought?


thats what they already do, people that run them just all use artemis to reduce the cluster size, and TAG that also does it, and stacks. so they have a very tight cluster that usually hits right in the middle of a mech.

#12 soarra

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Posted 04 June 2013 - 04:23 PM

the damage of LRM"s seem to be where they should be, but they hit CT way too much.

#13 topgun505

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Posted 04 June 2013 - 04:58 PM

I don't understand what would be so difficult to just up the damage by .1 for a Tuesday match and then up it another .1 the next week if it's obvious they aren't overpowered, rather than jumping up multiple notches once every 2-3 weeks.

View PostFupDup, on 04 June 2013 - 02:50 PM, said:

0.9.


#14 Aim64C

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Posted 04 June 2013 - 05:02 PM

View PostTennex, on 04 June 2013 - 02:38 PM, said:

did the recent patch buff or nerf the LRMs?


Damage has been increased to 1.1 per missile.

However.... there's a bit of a problem:

http://mwomercs.com/...o-confirmation/

For whatever reasons - entire salvos are exploding before reaching their target, their damage not being applied.

Until this is fixed - there is absolutely no useful data on missile balance to be had - as you could increase the damage to 5 per missile - and this Jenner would have still stood... yet another salvo that managed to hit would disintegrate an Atlas.

#15 SirLANsalot

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Posted 04 June 2013 - 05:04 PM

View PostFerrolupisXIII, on 04 June 2013 - 04:02 PM, said:


thats what they already do, people that run them just all use artemis to reduce the cluster size, and TAG that also does it, and stacks. so they have a very tight cluster that usually hits right in the middle of a mech.


However to gain these "OMG OP" bonuses, a mech must be drawing LOS to the target at the time of missile impact, this means it can be shot back at, by...oh I dunno, like PPC's.

#16 TheMightyWashburn

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Posted 04 June 2013 - 05:10 PM

View PostAim64C, on 04 June 2013 - 05:02 PM, said:


Damage has been increased to 1.1 per missile.

However.... there's a bit of a problem:

http://mwomercs.com/...o-confirmation/

For whatever reasons - entire salvos are exploding before reaching their target, their damage not being applied.

Until this is fixed - there is absolutely no useful data on missile balance to be had - as you could increase the damage to 5 per missile - and this Jenner would have still stood... yet another salvo that managed to hit would disintegrate an Atlas.



I watched the linked video. The round was already over so the missles did no damage. Thats always been the case. Learn to brain use.

#17 Aim64C

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Posted 04 June 2013 - 05:14 PM

View PostTheMightyWashburn, on 04 June 2013 - 05:10 PM, said:



I watched the linked video. The round was already over so the missles did no damage. Thats always been the case. Learn to brain use.


Eyes - use them.

The LRM salvos were 'popping' before hitting the mech.

#18 Junkman7mgte

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Posted 04 June 2013 - 06:11 PM

View PostAim64C, on 04 June 2013 - 05:02 PM, said:


Damage has been increased to 1.1 per missile.

However.... there's a bit of a problem:

http://mwomercs.com/...o-confirmation/

For whatever reasons - entire salvos are exploding before reaching their target, their damage not being applied.

Until this is fixed - there is absolutely no useful data on missile balance to be had - as you could increase the damage to 5 per missile - and this Jenner would have still stood... yet another salvo that managed to hit would disintegrate an Atlas.


Yep, seen a volley come at me and just blow up,

Also had noticed I wasn't always hitting, even with lock, and los.

#19 Screech

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Posted 04 June 2013 - 06:45 PM

I see LRM more as wearing slippers myself.





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