Lrms are still junk imo.
Not worth the tonnage unless you're on a pre-made with a dedicated scout.
I would far rather have almost any other mech on my team then a lrm mech. The draw backs inherent to lrms far outweigh the benefit of its current dmg potential.
Raise lrms to 1.3 and re-add splash dmg.
Is It Just Me, Or Do Lrms Seem... Fine At The Moment?
Started by Kiiyor, Jun 11 2013 10:13 PM
67 replies to this topic
#61
Posted 17 June 2013 - 03:21 PM
#62
Posted 17 June 2013 - 03:28 PM
I've been taking my Awesome 8R out for some matches of late, with a combination of LRM racks, and at times I am very effective, with decent 400+ damage and anywhere from 1-4 kills, and at other times I spend the game trying unsuccessfully to land some missiles and getting killed off before I really make a difference. It's very situational and depends on maps, my PUG team, and how aware the enemy team is.
Overall, I'd say LRMs are just about right at the moment, for a long range support weapon. Even in games where I don't score much, I still make a difference, keeping enemy snipers somewhat suppressed, making lights and brawlers run for cover, breaking up enemy pushes, etc.
I use Artemis and extended sensor range and delayed target decay mods, but not Tag, and am generally firing about 30-40 missiles in a volley. They certainly are far from insta-killers, even with direct hits on lights, but hurt enough to make enemy mechs worry about it.
Overall, I'd say LRMs are just about right at the moment, for a long range support weapon. Even in games where I don't score much, I still make a difference, keeping enemy snipers somewhat suppressed, making lights and brawlers run for cover, breaking up enemy pushes, etc.
I use Artemis and extended sensor range and delayed target decay mods, but not Tag, and am generally firing about 30-40 missiles in a volley. They certainly are far from insta-killers, even with direct hits on lights, but hurt enough to make enemy mechs worry about it.
#63
Posted 17 June 2013 - 03:34 PM
Kiiyor, on 11 June 2013 - 10:13 PM, said:
- NARC is... BAAH HA HA, has anyone else actually tested Narc recently? I added it to my mech last night, but the gods of battletech took possession of my body and removed it.
Yes and it's still... meh. No one pays attention when it's on, it's impossible to use in anything other than a light and the first decent volley still knocks it clean off. Needs some serious love to be usable again, especially if they're going to keep the weight/apt.
Needs to have:
- To-target IR tracking - Fire the NARC and it tracks to your crosshair. As long as you can keep the crosshair on target, the beacon will hit. Fire and forget is worthless and only good for lights who can attach it and get away scott free. Or, failing this, at least a minimal amount of tracking.
- Needs to ping your team when attached. "PING Narc Active" or something. Get the Lurm boats attention away from whatever they're shooting.
- Needs to stick until the armour panel is completely destroyed or 30 seconds passes.
#64
Posted 17 June 2013 - 04:12 PM
Nightcrept, on 17 June 2013 - 03:21 PM, said:
Lrms are still junk imo.
Not worth the tonnage unless you're on a pre-made with a dedicated scout.
I would far rather have almost any other mech on my team then a lrm mech. The draw backs inherent to lrms far outweigh the benefit of its current dmg potential.
Not worth the tonnage unless you're on a pre-made with a dedicated scout.
I would far rather have almost any other mech on my team then a lrm mech. The draw backs inherent to lrms far outweigh the benefit of its current dmg potential.
Leveled up Stalkers just recently, went 2x LRM15-Artemis, 4 ML, 2 SSRM, BAP, TAG. 100% pug drops, 101 games.
STALKER STK-5S 101 64 37 1.73 146 38 3.84 31,271 101,107 11:19:24
Wins and KDR still rising since I finished mastering out exp.
#65
Posted 19 June 2013 - 09:07 PM
TheMadPoet, on 17 June 2013 - 03:28 PM, said:
I've been taking my Awesome 8R out for some matches of late, with a combination of LRM racks, and at times I am very effective, with decent 400+ damage and anywhere from 1-4 kills, and at other times I spend the game trying unsuccessfully to land some missiles and getting killed off before I really make a difference. It's very situational and depends on maps, my PUG team, and how aware the enemy team is.
Overall, I'd say LRMs are just about right at the moment, for a long range support weapon. Even in games where I don't score much, I still make a difference, keeping enemy snipers somewhat suppressed, making lights and brawlers run for cover, breaking up enemy pushes, etc.
I use Artemis and extended sensor range and delayed target decay mods, but not Tag, and am generally firing about 30-40 missiles in a volley. They certainly are far from insta-killers, even with direct hits on lights, but hurt enough to make enemy mechs worry about it.
Overall, I'd say LRMs are just about right at the moment, for a long range support weapon. Even in games where I don't score much, I still make a difference, keeping enemy snipers somewhat suppressed, making lights and brawlers run for cover, breaking up enemy pushes, etc.
I use Artemis and extended sensor range and delayed target decay mods, but not Tag, and am generally firing about 30-40 missiles in a volley. They certainly are far from insta-killers, even with direct hits on lights, but hurt enough to make enemy mechs worry about it.
Exactely. The are no PPC or Gauss, but powerfull enough to worry a sniper. ( especially a Dual gauss Jäger with the paper armor). And they stay in the air for a while, keeping people in cover longer then direct fire weaps.
#66
Posted 19 June 2013 - 09:38 PM
Theodor Kling, on 12 June 2013 - 01:38 AM, said:
And SSRMs also need skill. Well not if used against heavies or assualts, but in a fight light vs light I actually prefer regular SRMs because with both oponents trying to evade shots at 130+ kph keeping someone in your sights long enough to get a lock is not trivial. And potentially dangerous because it limits your movement actions. Unguided weapons in contrast allow for a quick shot between evasive maneauvers.
I'm going to stop you right here- as much as I hate to let this information get out, you should know that artemis decreases ssrm lock time, but does not actually take up any more crits/tons. It is essentially a free 50% lock speed increase, and it makes a huge difference.
Also, the skill gulf between locking on and then making sure your crosshair moves over their path once every five seconds and having to lead srms against a moving dodging target is immense.
#67
Posted 20 June 2013 - 04:33 AM
I have no issues with LRM's atm. Good enough damage, hit% is about what it should be and still getting lucky kills once in a while =) ergo Im just fine atm.
#68
Posted 20 June 2013 - 11:41 AM
Well I just had a slow, damaged, Jagermech come straight at me from 600 meters. It never turned to deflect my LRMs, took them all straight on the chest. I was using BAP, TAG (active), Artemis with LoS the entire time. Well of course the Jagermech got to 100 meters and won, but it should have been dead after taking 200 LoS LRMs to the chest. So I guess they are still bugged or newly bugged. Anyway, scratching LRMs from my configs till this gets fixed. That's really all I need to see to know LRMs are worthless again.
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