

Lrm Boating At An All Time High
#1
Posted 16 June 2013 - 12:20 PM
So, we come back to the great debate again, and LRM's need the nerf bat swung at them again, or there needs to be massive punishment and changes to reduce the issues with LRM boating. Either you need to have line of sight on your target and use a TAG yourself, rather then using the TAG assist function that works among your lance mates, or the damage needs to be nerfed big time. TAG isn't helping things either, it's a free utility while NARC requires ammo and uses more weight to boot, it's blatantly obvious with how unbalanced TAG really is by comparison.
What will it be PGI? Either require line of sight to gain missile lock, or eliminate the ability for scouts to transfer target locks to their lance mates, or you can nerf the damage back to where it was an make it a utility weapon for doing ranged damage, but something has to be done, and it needed to be done a few weeks ago when LRM's got buffed.
#2
Posted 16 June 2013 - 01:17 PM
Lrms need a buff to either dmg or ammo.
I am in agreement with figuring out a way to stop ultra boating of over 40 tubes.
#3
Posted 16 June 2013 - 01:37 PM
#4
Posted 16 June 2013 - 01:45 PM
#5
Posted 16 June 2013 - 02:11 PM
#6
Posted 16 June 2013 - 02:21 PM
#7
Posted 16 June 2013 - 02:21 PM
#8
Posted 16 June 2013 - 02:26 PM
Edited by SgtMaster, 16 June 2013 - 02:26 PM.
#9
Posted 16 June 2013 - 02:29 PM
SgtMaster, on 16 June 2013 - 02:26 PM, said:
#10
Posted 16 June 2013 - 02:59 PM
#11
Posted 16 June 2013 - 03:01 PM
Yes, it´s some weight you cannot put into guns or other equipment, but AMS more often saved my and some other lads armor than not.
Identify, adapt, overcome.
#12
Posted 16 June 2013 - 05:26 PM
Postumus, on 16 June 2013 - 01:45 PM, said:
This.
The OP has clearly missed them and, in my experience, there have been three:
With the introduction of Artemis, when they'd headshot you from directly above, with the splash damage bug and increased LRM splash (what I assume you refer to as the first, with Tourmaline's release) causing LRM's to do obscene damage everywhere, and the most recent one where they didn't do much damage but did almost all of it to the center torso.
In every one of these, easily 90% of players were packing massive swarms (though the first was fairly limited to catapults and atlases).
LRM's are, like many weapon systems, better in larger numbers. Not necessarily in terms of how many a single mech packs, but team wide. One mech with LRM's isn't a big deal, but when 4 are boating them and 4 more have at least a 10-rack as soon as someone paints you death rains from everywhere.
Also, of course, you'll always see more LRM's in low-Elo brackets, because the players are not as good at utilizing cover/lrm dodging techniques, so the LRM's are much more effective there. There's a term for that - weapons in a game that allow newbies to do better but without unbalancing the high end game - but I forget what it is.
That, incidentally, is a great strength of packing a single 10-rack. When there aren't many LRM's around, nobody cares about a LRM10 launcher. When there's LRM boats about, though, they don't know how many missiles are incoming and as such run and hide with any warning. Also, with lots of LRM's sailing through the heavens, AMS is overwhelmed. Without AMS, an LRM10 rack is a great weapon in it's own right.
Ultimately, though, you can gauge the actual effectiveness of LRM's by the quantity of AMS units around. As LRM's become more prevalent, more and more players pack AMS. When all 8 mechs have one AMS (ignoring the multi-ams mechs), truly massive numbers of missiles never reach their targets.
#13
Posted 16 June 2013 - 05:41 PM
There will always be some who want LRM stronger... stronger stronger. But eh...
#14
Posted 16 June 2013 - 05:41 PM
#15
Posted 16 June 2013 - 05:49 PM
#16
Posted 16 June 2013 - 06:31 PM
#17
Posted 16 June 2013 - 07:04 PM
Look at the damage amounts at the end of a battle. Even the Big Bad Scary LRM stalkers won't have done really extreme amounts of damage - in fact, in my experience, notably less than direct fire builds.
The issue people have is that they run into the open, and get fired on by several LRM boats simultaneously. Then you've got a couple assaults and or heavies firing at you at once - no matter what they are using, you're going to be badly hurt.
So, the solution is simple. Don't spend a lot of time in open areas, and once you know there's enemy LRM boats, be aware of where they are and move from cover to cover while approaching. Get within 180m and they're toast.
Too slow? Everyone on your team is too slow? Maybe it's time to hop into a fast heavy or medium, and go hunting.
#18
Posted 16 June 2013 - 07:20 PM
Oh it also helps if you aren't standing out in the open trying to charge LRM carries.
Edited for grammar.
Edited by Hexenhammer, 16 June 2013 - 08:51 PM.
#19
Posted 16 June 2013 - 08:28 PM
Hexenhammer, on 16 June 2013 - 07:20 PM, said:
Oh it also helps if you aren't standing out in the open trying to charge LRM carries.
So wait nerf teamwork? you cant they even have it as a tip on the load up screens!!!!!
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