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Reward Direct (Los) Lrm Fire


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#1 ratgoat

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Posted 15 June 2013 - 10:29 AM

I think LRMs should behave and and apply damage differently for all modes of fire, direct fire (LOS), indirect fire, and finally no lock direct fire.

Indirect fire should be have the least payoff in terms of damage. While I don't think the damage numbers per missile need to change, the missile group should be much more spread out and maybe even hit areas of the terrain around the mech.

The numbers for direct fire are fine and should be a baseline for the other two modes of fire. If you catch me out in the open with a missile boat, fine, blast me to shreds.

And finally I think there should be a way to toggle target lock off and dummy fire LRMs for maximum payoff if you can line up the shot. These weapons could really use a mechanic to add skill to their use. Maybe change the flight pattern for no lock LRMs fly with less of an arc with a very tight cluster.

Some of my most satisfying kills came from dummy firing LRMs at DD-Cs during the height of ECM brokenness.

TL;DR: LRMs are boring there are ways to make them more interesting to use.

#2 ExtremeA79

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Posted 15 June 2013 - 10:32 AM

No.

#3 DocBach

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Posted 15 June 2013 - 10:34 AM

there is a thing Paul wrote up that explains they do behave differently with direct vs indirect fire, they have a different angle of attack

#4 Tennex

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Posted 15 June 2013 - 10:36 AM

I think they're fine at the moment. They haven't been fine for a long time.

Lets just take a moment to enjoy how fine they are

#5 Keifomofutu

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Posted 15 June 2013 - 10:36 AM

I'd rather the opposite. Indirect fire requires teamwork with your spotters which should be rewarded most of all.

#6 ExtremeA79

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Posted 15 June 2013 - 10:37 AM

LRM's are meant for indirect fire, not direct fire. If you want direct fire weapons then get a PPC.

#7 ratgoat

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Posted 15 June 2013 - 10:38 AM

View PostDocBach, on 15 June 2013 - 10:34 AM, said:

there is a thing Paul wrote up that explains they do behave differently with direct vs indirect fire, they have a different angle of attack


Pretty sure I read that. I think the angle for indirect fire just helps them clear obstacles better and doesn't really change the payoff for using them indirectly. Correct me if I'm wrong here.

#8 PEEFsmash

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Posted 15 June 2013 - 10:39 AM

Artemis bonuses already only apply to direct LoS. Your wish already has been granted.

#9 ratgoat

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Posted 15 June 2013 - 10:40 AM

View PostDarren Tyler, on 15 June 2013 - 10:37 AM, said:

LRM's are meant for indirect fire, not direct fire. If you want direct fire weapons then get a PPC.


What an original and fresh idea.

#10 jakucha

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Posted 15 June 2013 - 11:27 AM

Whenever they add different time periods you can just use the MRM.

#11 Screech

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Posted 15 June 2013 - 11:38 AM

Artemis and Tag look it up, works wonders.

#12 Waking One

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Posted 15 June 2013 - 11:43 AM

View PostPEEFsmash, on 15 June 2013 - 10:39 AM, said:

Artemis bonuses already only apply to direct LoS. Your wish already has been granted.


Pretty sure they don't, was bugged last i checked? Or did they finally fix it?

#13 Lightfoot

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Posted 15 June 2013 - 12:03 PM

With TAG, BAP, Artemis, and LoS they work pretty good. The challenge is getting all that working at once, payoff for doing it all is nice though.

#14 ratgoat

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Posted 15 June 2013 - 12:19 PM

I know how TAG and Artemis work. They're fine. Direct fire with lock is fine.

To reiterate, indirect fire should be less effective, and dummy fire should be better to promote some skill with LRMs.

Also I would like to see LRMs as an effective option as a one of on a mech for example taking one LRM 5 or 10 is a complete waste of tonnage. You either boat them (40+ salvos) or don't use them entirely.

#15 Felbombling

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Posted 15 June 2013 - 12:25 PM

View PostDarren Tyler, on 15 June 2013 - 10:37 AM, said:

LRM's are meant for indirect fire, not direct fire. If you want direct fire weapons then get a PPC.


So, you're saying you would pass up a Mech in the open and refrain from firing your LRM rack at it, because you'd be bummed that the missiles wouldn't be flying up and over something?

#16 scJazz

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Posted 15 June 2013 - 12:48 PM

View Postratgoat, on 15 June 2013 - 10:29 AM, said:

I think LRMs should behave and and apply damage differently for all modes of fire, direct fire (LOS), indirect fire, and finally no lock direct fire.

Indirect fire should be have the least payoff in terms of damage. While I don't think the damage numbers per missile need to change, the missile group should be much more spread out and maybe even hit areas of the terrain around the mech.

The numbers for direct fire are fine and should be a baseline for the other two modes of fire. If you catch me out in the open with a missile boat, fine, blast me to shreds.

And finally I think there should be a way to toggle target lock off and dummy fire LRMs for maximum payoff if you can line up the shot. These weapons could really use a mechanic to add skill to their use. Maybe change the flight pattern for no lock LRMs fly with less of an arc with a very tight cluster.

Some of my most satisfying kills came from dummy firing LRMs at DD-Cs during the height of ECM brokenness.

TL;DR: LRMs are boring there are ways to make them more interesting to use.


Wow... just... wow...

1 ) They do behave differently in the 3 modes of fire already
2 ) Indirect fire does have the least payoff already
3 ) Direct fire does have the best payoff already
4 ) You can fire LRMs without a lock... strangely enough they head right for the little circle already

So ummm what was the point of this thread?

#17 zeroLuck

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Posted 15 June 2013 - 01:06 PM

Artemis + LOS for direct LRM fire is really noticeable against stationary targets or targets moving directly towards you. Your missiles end up hitting only CT in these situations and it's pretty unbalanced. But if the target is moving in any other direction, worse being perpendicular to you, the damage is laughable and more spread out.

#18 ratgoat

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Posted 15 June 2013 - 01:11 PM

View PostscJazz, on 15 June 2013 - 12:48 PM, said:


Wow... just... wow...

1 ) They do behave differently in the 3 modes of fire already
2 ) Indirect fire does have the least payoff already
3 ) Direct fire does have the best payoff already
4 ) You can fire LRMs without a lock... strangely enough they head right for the little circle already

So ummm what was the point of this thread?


Reading comprehension fail.

I know how LRMs already work. Does it help if I make text bold and underlined? It doesn't do much for me, but Ill try anything to help you follow along.

1) Indirect fire should be less effective than it currently is.
2) Direct fire is fine where it is. Artems and Tag are taken into consideration.
3) Toggling lock off should result in a unique flight pattern that is more damaging than direct fire with lock on.

This is just what I think. But don't act like I have no idea how the game currently plays.

#19 scJazz

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Posted 15 June 2013 - 02:41 PM

Indirect fire is currently useless as long as the target is smaller than a Blackjack and moving.
Indirect fire is of only slight use against anything smaller than a Dragon and moving.
Indirect fire is of moderate use against anything larger than a Dragon or not moving.
Why in the heck should we LRM users get a bonus for direct unlocked fire?

Apparently you don't know how the current game plays... you made the OP.

#20 Nicholas Carlyle

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Posted 15 June 2013 - 03:24 PM

View PostzeroLuck, on 15 June 2013 - 01:06 PM, said:

Artemis + LOS for direct LRM fire is really noticeable against stationary targets or targets moving directly towards you. Your missiles end up hitting only CT in these situations and it's pretty unbalanced. But if the target is moving in any other direction, worse being perpendicular to you, the damage is laughable and more spread out.


If that's intended (which I know it isn't) why is it unbalanced?

If I'm stupid and walk directly at ANY mech, I'm probably dead.

It actually creates a smarter game play.

Watch.

Encounter LRM Mech.

1. Start moving horizontally.
2. Start twisting as missiles come in.
3. Start circling towards him to get within minimum range.

These are all the things a smart player can do when he encounters an LRM mech.

That doesn't even include cover, or the things you can do in the mech lab ECM/AMS.

If you aren't a smart player, you walk directly at an LRM mech or stand still. Then you die for it.

I'll give you an example in a game I was just in.

LRM Centurion, 2 x ALRM 15's, and 2 Medium Lasers. I go 98kph with an XL275 and Speed Tweak.

On Alpine I circled around and found a solo Jager. He had 2 ER PPC's and 2 LRM 10's plus some secondary weapons.

Generally speaking, with equal skill, I should lose this fight out in the open. Even though I have an LRM advantage, a couple well placed shots with his ER PPC's would even that out and he's bigger than me.

Thing is, being a long time LRM player, I started doing just what I said above, Moving horizontally. His missiles basically didn't touch me.

Which left my LRM's vs his ER PPC's. Unfortunately he was spreading his damage across me due to my twisting and movement, and stood still while I cored him.

Edited by Nicholas Carlyle, 15 June 2013 - 03:24 PM.






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