Is It Just Me, Or Do Lrms Seem... Fine At The Moment?
#41
Posted 17 June 2013 - 08:29 AM
their damage seems fine
but they often hit your CT even when hitting you directly from behind
cover and torso twisting are the two main ways to mitigate damage in MWO
LRMs seem to overlook both cover and torso twisting to cause CT damage way too often
#42
Posted 17 June 2013 - 08:33 AM
#43
Posted 17 June 2013 - 08:35 AM
Theodor Kling, on 11 June 2013 - 10:34 PM, said:
And for the record: It's just 2xLRM20.. no real boating. If I would rip out the secondary weapons for knife fighting I could fit more
I've experienced the same thing. I have often run a pair of 2xLRM20 Jagers with a friend, artemis, no narc or tag, and they consistenly do around 250-400 damage a round. I know, not an insane amount...but keeping an eye on where the brawling is, waves of missiles coming in makes the targeted enemies VERY inneffectual in the brawl, and our efforts help our team collapse their line SO much more effectively.
I feel like they're currently pretty damn close to being a balanced support weapon. I'm good with that.
#44
Posted 17 June 2013 - 08:40 AM
LRM are as useless as ever. Oki you can be lucky and get an Enemy, who dont know to use AMS, ECM and or Cover. If your are unlucky, chances may depending on your ELO, LRMs are wasted Tonnage. imho
Edited by Revorn, 17 June 2013 - 08:40 AM.
#45
Posted 17 June 2013 - 08:40 AM
They are a threat, especially when massed, and lethal when a dedicated TAG spotter is in your backfield -- which I think is fair. That's teamwork and coordination kicking my ***, not an OP weapon. They are reasonably avoidable outside of that and they don't do huge amounts of damage but still manage to land those killing blows on occasion. At least in my experience.
They *feel* like a support weapon to me, which is where I'd like them to stay.
#46
Posted 17 June 2013 - 09:18 AM
#47
Posted 17 June 2013 - 09:26 AM
I also like how TAG stacks with Artimis. When them baddies come running our in the open those two bonuses takes down mechs super quick. The LRM support mechs should also stick close to the team and always be looking for advantageous angles to make the enemies cover null in void.
Being a support mech isn't as easy as it seems but it is easier than most roles. However, it's almost essential for a balanced composition.
Edited by Kibble, 17 June 2013 - 09:27 AM.
#48
Posted 17 June 2013 - 09:27 AM
Don't get caught alone, use your maneuverability (such as it is but even 1 JJ helps) to compensate for the enemies use of cover and most importantly combine your fire with that of your own team-mates - don't shoot at the guy off alone, shoot at the guy trading fire with your own team.
Finally, have 1 launcher on a single fire option to force people into cover. In many ways this is the single most effective use of LRMs. When those two guys with the sniper builds are pinning your whole team down you just drop shots on them and force them back. When one guy falls back with LRMs raining on him, everyone behind him in cover pauses as well. This gives your team time to close or position. This has a huge impact on your teams overall chance at victory.
#49
Posted 17 June 2013 - 09:27 AM
As to the comments on spotting not being worthwhile, if you spot well it works quite nicely. I've been going out in my 3M with BAP+ECM+TAG for maximum information warfare and lighting people up for my whole team to see.
#50
Posted 17 June 2013 - 09:31 AM
Edited by PropagandaWar, 17 June 2013 - 09:37 AM.
#51
Posted 17 June 2013 - 09:34 AM
#52
Posted 17 June 2013 - 09:35 AM
Value is almost certainly colored by the direct-fire meta, and should improve when Piranha makes some adjustments.
#53
Posted 17 June 2013 - 10:51 AM
The only bugs I am seeing is that a few mechs are relatively immune to them and that the TAG, BAP, Artemis, with Line of Sight, buff is unreliable. Frankly, when I am unloading LRMs with that set-up into a mech that is charging straight at me and firing direct fire guns/lasers at me, the missiles should make them regret that. They should be sitting in their smoldering mech thinking, "hmm, that was dumb". Reason is the 180 meter minimum range. Direct fire with LRMs is usually from 650-180 meters. And sometimes it works pretty well, just not reliably.
Indirect fire LRMs are very weak, but it's indirect fire, so it's ok.
Edited by Lightfoot, 17 June 2013 - 10:54 AM.
#54
Posted 17 June 2013 - 02:27 PM
Well done PGI.
#55
Posted 17 June 2013 - 02:49 PM
The Cheese, on 11 June 2013 - 10:25 PM, said:
The main problem with LRMs is the same as the LBX.
I mostly agree with the point, but not the reasoning. LRMs are still very weak, and appear somewhat strong, because of varying skill levels. Against a mixed PUG you can do very well with LRMs. Against a team full of any kind of veterans 1 of 2 things happens. They are exposed from cover too briefly before any main engagement for you to accomplish any real damage, or you are overrun trying to play more aggressively with them.
For my part LRMs' niche is not defined well enough. It is ideally used with direct LOS and is functionally similar to a volley of SRMs at medium-close range. Without more unique functionality it will be too equivalent to other weapons and thus be quickly embraced or shunned as OP and UP in various stages of balancing.
#56
Posted 17 June 2013 - 03:03 PM
Otherwise, if you're alone and are playing PUGs, they're useless and unnecessary and wasted tonnage.
I just played a game where an Awesome was standing in front of an enemy Cataphract and didn't even bother targeting it.
I had to jumpjet up the hill with my Catapult to target that guy manually.
People in PUGs fail to keep their targets or don't target at all- My experience.
Also, 50% of my missiles get destroyed before the reach their designated target because everyone seems to be running an AMS. And of the missiles that go through, about 60% hit their targets (i have Artemis and TAG in my Catapult). And those 60% are spread all over the place. I can't even finish off a guy with a deep red Center Torso if i fire 30 LRMs directly at him from 500 meters!
And let's be honest what good is an indirect fire weapon if you have to fire it directly so it actually works.
#57
Posted 17 June 2013 - 03:07 PM
Shalune, on 17 June 2013 - 02:49 PM, said:
For my part LRMs' niche is not defined well enough. It is ideally used with direct LOS and is functionally similar to a volley of SRMs at medium-close range. Without more unique functionality it will be too equivalent to other weapons and thus be quickly embraced or shunned as OP and UP in various stages of balancing.
This is what I'm seeing as well.
You occasionally see terrible teams that you ROLL over. Then you get the mixed teams where they work ok...but generally you'd be better using PPC's etc. And then there are those games where all 8 players on the other team understand LRM mechanics and you are lucky to do 100 damage.
I'd say they are "fine". But they aren't "good" and they are definitely "bugged" in multiple ways.
#59
Posted 17 June 2013 - 03:13 PM
The Cheese, on 11 June 2013 - 10:25 PM, said:
The main problem with LRMs is the same as the LBX. When you've got a choice between putting your damage exactly where you want it or spraying it all over the place, it would be stupid to choose the latter unless there's some kind of trade off. Right now, the indirect damage tradeoff is just as attractive as the LBX's crit potential.
The problem with balancing them comes down to this randomised spread. If every rocket hit, it would be OK to bring the damage down. However, since they don't all hit, they need to make each missile do more damage to make up for the lost damage, otherwise our damage output per ton is too low to make the weapon worthwhile.
Then we throw in art/TAG/narc, and all of a sudden all of our powerful rockets are hitting, and now they're OP.
So we nerf the damage of each rocket so that when people use the accuracy boosters, they're not OP anymore. But now they're useless without the boosters because too many of them miss the target. Round and round we go.
Then we consider the missile trajectory, which adds a whole new level of complexity. I really can understand how the devs are having such a hard time with this weapon...
On top of that, no one wants to play a spotter because there's no benefit in it. Without spotters, LRMs are too unreliable because most people know exactly how to evade them. Spotters are forced to be exposed in order to maintain locks, and in the current high-alpha meta, being exposed for too long is a great way to get knocked out of the game without doing anything meaningful. On top of THAT, the spotter bonuses are laughable compared to raw damage rewards. Even if the spotter does well, they get nothing out of it.
TL;DR
If LRMs could reliably do their advertised damage, they would be worthwhile.
you know pugging with either my pretty baby or Heavy metal with ONE lrm 20 just about doubles my damage lrms are fine you just have to use them correctly.
I'm a team player. I couldn't give a s**t about my ELO. I couldn't Give a s**t about whther I'm the top scorer. I want a good competitive team game. I support my team even in pugs. and find thet they reciprocate. except for the minimaxing jerkwads who are only out for them selves spending match maximizing their number rather than winning.
And in that context LRMs are just fine.
#60
Posted 17 June 2013 - 03:19 PM
YueFei, on 12 June 2013 - 08:19 AM, said:
Of course, assuming that you aren't facing Scooby and the Gang, every single enemy mech is going to get LOS on you at roughly the same moment.
People do split up, of course...and sometimes they outright scatter...

But relying on that leads to some rude awakenings
Edited by Sephlock, 17 June 2013 - 03:22 PM.
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