Lrm After 04 Jun 2013
#21
Posted 06 June 2013 - 09:07 AM
1. Speed. Yes speed. 120 is nice, but crank them up to 150. That is just fast enough that they won't so easy to run from.
2. Spread. We used to have some good missile spread, what happened? non assisted missiles (tag/narc/artemis) should return to their old very wide spread. Then tighten by the %s offered by the upgrades, right now it is just silly tight. I think they mixed up SRM & LRM spread values...
3. Splash. I guess I can see why you wanted this for missiles, but instead of X and the point of contact with a reduced amount adding to depending on distance from that point- how about make it similar to a hit-scan laser and spread the total damage out across the applied circle of damage. So lets say a missile lands squarely on a hitbox line- half the damage would go to one area and half to the other instead of additional splash damage... but they'd have to hit something other than squarely in the CT to make this noticable anyway, see #2.
4. Damage. If splash worked like the above and spread the damage around instead of adding to it. I think we could live with 1.5 damage missiles. High enough they cannot be ignored, low enough that they aren't ruling the field. Again- as part of 3, this damage should be applied over an area and divided, not added for multiple areas hit.
5. AMS. As much as I'd hate to see this, AMS splash. Currently with tube sharing and somehow being able to fire overlapping missiles- AMS should be able to hit all missiles that are stacked/overlapped. Normally fired (non stacked) missiles would have no change)- I'd say lower AMS damage, but keep it the same to counteract increased LRM speed.
6. Flight path. It's getting closer... I really didn't mind the lower slanty flight path from before, clearing buildings is nice, but sometimes it is a little more than we need.
-
Or just try 1 thing out at a time- tuning it to see if we get somewhere both sides (givers/receivers) are closer to agreement.
#22
Posted 06 June 2013 - 10:37 AM
Hit detection on lights with LRMS seems way off, i launched 2 LRm 20's on a light standing still (with tag) and barely took any damage.
#23
Posted 06 June 2013 - 11:01 AM
People just need to not stand below me while i'm in the open and let me shoot 5 volley's into them before they decide to deal with me.
Why do people do that? If I had 4 PPC's they'd be freaking out.
But since I use LRM's they just....stand.
#24
Posted 06 June 2013 - 11:42 AM
#25
Posted 06 June 2013 - 02:02 PM
Currently the dmg as is without splash damage is still not very good.
Can I use them yes. Are they good? NO.
#26
Posted 06 June 2013 - 02:09 PM
Nightcrept, on 06 June 2013 - 02:02 PM, said:
Currently the dmg as is without splash damage is still not very good.
Can I use them yes. Are they good? NO.
The hard part here, you end up with these functional ......s who can't seem to understand the LRM's mechanics at all proclaiming they are easy mode and over powered because they had a game playing against other functional ......s where they indirectly fired from 800m and got 4 kills.
They've already started again and LRM's are still pretty much broken.
#27
Posted 06 June 2013 - 04:21 PM
The problem though, which is the same for all weapon classes..... ...BOATING. AMS will still do minimal against a mech boating LRM's. You can have a boating mech which is doing as much damage as a mech with two AC/20's.. ..is that right?
I dunno, i feel the balance is nearly there, but boating throws it off a bit.
#28
Posted 06 June 2013 - 07:02 PM
#29
Posted 06 June 2013 - 08:09 PM
Dryer Lint, on 06 June 2013 - 07:02 PM, said:
---If you honestly think that LRMs are not over powered, then congratulations on your literally unprecedented ability to fool yourself.
Training ground mechs are made of paper, try those LRM's in a real match vs a Real Atlas, you won't be singing the same tune.
I think LRMS need a damage buff back to 1.6 (once Splash damage is fixed and the damage is spread correctly)
Does that make me a fool? no, I remember the days of Old, LRMS are pathetic now.
Everyone (including me) has forgotten how to hide from LRMs
White Bear 84, on 06 June 2013 - 04:21 PM, said:
The problem though, which is the same for all weapon classes..... ...BOATING.
^ This, You can't Balance for Boats, as not all Mechs are Boats.
PGI are apparently working on it.
Edited by Nexus Omega, 06 June 2013 - 08:07 PM.
#30
Posted 06 June 2013 - 08:32 PM
#31
Posted 06 June 2013 - 11:10 PM
senaiboy, on 06 June 2013 - 03:24 AM, said:
http://mwomercs.com/...23-21-may-2013/
Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
Edited by Kmieciu, 06 June 2013 - 11:10 PM.
#32
Posted 07 June 2013 - 02:20 AM
Dryer Lint, on 06 June 2013 - 07:02 PM, said:
I'm not sure where you get that 156points in CT from, but an Atlas only has a total of 124points in CT, and that is split between front and back as well. Also the video only demonstrates how deadly LRMs are if you're standing still - so keep moving. Training grounds is not a good substitute for in-game testing.
One thing people tends to forget is that you need to maintain lock right until the LRMs land on the target. If the lock is broken, the LRMs will land at the last enemy position where the lock was (which is how you evade LRMs, break the enemy's line of sight and not just run into cover). So if you see a LRM boat, shoot at him and make him break the lock - no LRM boat will stay in the same place with LRMs/PPCs coming at him.
Edited by senaiboy, 07 June 2013 - 02:22 AM.
#34
Posted 07 June 2013 - 04:55 AM
Dryer Lint, on 06 June 2013 - 07:02 PM, said:
Devs have said repeatedly that the training grounds are broken and don't run off the same in game mechanics that we do on the live servers.
All dmg etc is different on the training grounds.
#35
Posted 07 June 2013 - 05:03 AM
It is by far harder to get a decent score with my lrm variant then any of the others and takes far more work compared to my direct fire variants.
As is dmg is still very weak and the effort to effectively use them is higher then any other weapon I use.
My verdict is that you should avoid using them unless you can ultra boat them (over 40 tubes) or you are in a pre-made etc.
#36
Posted 07 June 2013 - 07:11 AM
Nightcrept, on 07 June 2013 - 05:03 AM, said:
It is by far harder to get a decent score with my lrm variant then any of the others and takes far more work compared to my direct fire variants.
As is dmg is still very weak and the effort to effectively use them is higher then any other weapon I use.
My verdict is that you should avoid using them unless you can ultra boat them (over 40 tubes) or you are in a pre-made etc.
This is pretty much right.
I still find it takes very bad opponents for me to have a great game with LRM's.
I think the people reporting how overpowered they are, are either getting owned by them due to their own fault, or owning people who refuse to address LRM's by playing smarter.
#37
Posted 07 June 2013 - 07:17 AM
Then they run into a match with someone who is chain firing LRM15s. The constant rain and cockpit pounding frustrates them and badda boom badda bing, here they are posting about how LRMs are OP.
Equip AMS
Equip ammo for your AMS
Learn to use terrain and buildings as cover
If you are standing or moving out in the open when you hear "INCOMING MISSILES" you deserve the punishment you are about to receive.
So Endeth the Lesson; the Law According to Grimm
#38
Posted 07 June 2013 - 09:19 AM
Mason Grimm, on 07 June 2013 - 07:17 AM, said:
Then they run into a match with someone who is chain firing LRM15s. The constant rain and cockpit pounding frustrates them and badda boom badda bing, here they are posting about how LRMs are OP.
Equip AMS
Equip ammo for your AMS
Learn to use terrain and buildings as cover
If you are standing or moving out in the open when you hear "INCOMING MISSILES" you deserve the punishment you are about to receive.
So Endeth the Lesson; the Law According to Grimm
What your forgetting is LRM's are easier to use than any other weapon available and basically require zero skill. The onus of skill should be on the attacker not the defender or you are doing nothing but providing an incentive for unskilled players to never get any better.
The very concept of LRM's basically breaks any fps game. That being said complaining about them is pointless because they will never be balanced. The only really viable option is to simply remove them and lets face it thats not going to happen.
#39
Posted 07 June 2013 - 10:22 AM
The problem is people are still ignoring LRMs. Do you find anyone out in the open when they're getting hit by PPC boats? Of course not, yet they'll stay in the open and accept dozens of LRMs.
Edited by senaiboy, 07 June 2013 - 10:30 AM.
#40
Posted 07 June 2013 - 10:35 AM
Islington, on 07 June 2013 - 09:19 AM, said:
What your forgetting is LRM's are easier to use than any other weapon available and basically require zero skill. The onus of skill should be on the attacker not the defender or you are doing nothing but providing an incentive for unskilled players to never get any better.
The very concept of LRM's basically breaks any fps game. That being said complaining about them is pointless because they will never be balanced. The only really viable option is to simply remove them and lets face it thats not going to happen.
What's funny is that's totally wrong.
Playing LRM's actually requires as much or more skill.
Lets assume no spotter, because once you have a dedicated spotter you are talking about requiring 2 mechs to use LRM's which already basically contradicts your arguement.
So no spotter, and we'll assume you have self TAG, BAP, Adv. Decay and Artemis (lord knows, a weapon can't be good without 4 extra things).
Indirectly firing is basically a crap shoot. Anyone who plays LRM's knows that if you indirect fire from over 500m you will lose a lock and 90% of the time your missiles will miss, or hit terrain.
Within 500m, you have a chance, but you take that 30-40% hit ratio of LRM's and knock it down to 20%. And even then you aren't doing much indirectly.
So lets use LOS. Assuming ECM is in play (it is a lot still, even after the BAP indirect nerf), you have to HOLD tag on your target while missiles fly in.
You cannot defend yourself at all by twisting or moving behind terrain after you fire. Ontop of that you have to make sure you are staying at around the 400-600m mark, any closer and you risk someone easily getting inside your minimum, and over that and odds go down a ton that your shot will hit due to travel time. Also outside of 750m TAG doesn't work.
LOS firing from beyond 800m is basically once again asking for a miss due to this awesome blaring missile warning. Once again, no other weapons warn you when you are going to be fired on.
We also have a nifty system called AMS, which most people do not mount. If you do run into a few smart players with AMS, if they are grouped that's going to cut down your damage a lot.
Lets also throw in the fact that LRM's basically miss light mechs, and are having major missing issues with anything moving over 80kph, even with LOS.
LRM's require you to be more conginizant of what is going on around you than any other weapon. If they are your primary form of dealing damage not only do you have to factor in whether your missiles will have a chance of hitting, you have to make damn sure no one is getting anywhere near you.
Just the whole concept of TAG'ing and firing missiles with a flight time is already much harder than firing a PPC or a Gauss at someone.
So lets just stop this whole "LRMS ARE NO SKILL" stuff now, kid.
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