Lrm Balance And Catapult Carnage
#21
Posted 04 July 2013 - 12:16 PM
Another change I'd like to see if for the AMS to be less effective at shooting down missiles not targeted at you. It also should be changed to shoot down a flat missile percentage. For example, the AMS could shoot down 33% of missiles locked on to you but only 5% of missiles shot at your teammates. This way massed AMS support is still useful but it isn't the giant NOPE barrier it is now. Furthermore, small LRM racks can be splashed into builds without them being a waste of space.
#22
Posted 04 July 2013 - 12:18 PM
#23
Posted 04 July 2013 - 12:21 PM
Unbound Inferno, on 04 July 2013 - 12:14 PM, said:
It penalizes the system to where if you think numbers work where you are just burning ammo cause most of the shots are wasted by the spread.
That is why I want to see it reworked to make it balanced and working as it should be. The larger being the better if you can use it.
But think of it; how much am I talking about?
The LRM20+ARTEMIS is 11 tons, plus 3 tons ammo minimum for 14. That's two PPC cannons.
The LRM20 as it is now deals maybe 4-8 points of damage reliably on the CT.
The PPC can get 10 at max and 20 under long range. And the ERPPC outranges the LRM by a long shot. Oh, and unlimited ammo.
See a problem here? Cause I do.
My hope is the balanced means the LRM20 could deal 10-14 points instead assuming AMS is out of ammo or not a factor. This brings LRMs back into a contending role with its drawbacks.
At this point, missile boats MUST carry TAG, or you're wasting your time. This doesn't even begin to express my disdain for ECM.
I'm not disagreeing with your point about how LRMs should work, but I'm just expressing how these things are working due to what the devs seem to think it is a good idea (it's really a difference of opinion, and it doesn't mean it's a good or bad thing).
Just remember that LRMs need to be balanced correctly here FIRST, because when you introduce Clan LRMs with every bit of tonnage consumed is HALF of the IS version... you have to think beyond the implications of consumed tonnage.
It's kinda like the people clamoring for Streak SRM changes... it needs to be addressed NOW before we have bigger launchers that can easily make or break an existing system.
#25
Posted 04 July 2013 - 12:24 PM
#26
Posted 04 July 2013 - 12:29 PM
#27
Posted 04 July 2013 - 12:42 PM
Adridos, on 04 July 2013 - 12:12 PM, said:
Why don't you download it, then? There's a quasi-tourney in preparation so even if your timezone didn't corrspond with the time when most people play the game, you're sure to see some action.
http://mwomercs.com/...t-phoenix-down/
I would, but when I'm not testing this game and trying to figure out how to help it I'm actually in another or writing. Got plenty of odd things to keep me busy as it is.
#28
Posted 16 July 2013 - 11:38 PM
#29
Posted 16 July 2013 - 11:42 PM
JudgeDeathCZ, on 16 July 2013 - 11:38 PM, said:
On what? An Atlas or Stalker, sure.
But on an Awesome or Catapult that launches the full LRM-15 at once? Nope.
Comparatively my A1 equipped with 6x LRM-5 outdamaged the alternative 2x LRM-15 and 4x Streak SRM-2 every time - even before the Streak nerf recently. Now its a no-question on it. The LRM-5s consistently land hits better, and kills mechs faster through CT coring in their current style than the LRM-15 ever did.
#30
Posted 17 July 2013 - 01:03 AM
Unbound Inferno, on 04 July 2013 - 08:02 AM, said:
A1 doesn't have TAG BTW. Can't do crap against an ECM mech.
#32
Posted 17 July 2013 - 04:46 AM
Unbound Inferno, on 04 July 2013 - 08:02 AM, said:
EDITED: added numbers for what I assume is fairly close to accurate to show what I intend
This shows the scaling effect, rough projected numbers as it appears. I based it off the assumption of basically full-launch effects from a Catapult as its intended to do eventually I believe.
Stagger-fire for the win! Brilliant idea. Like.
Edited by Reptilizer, 17 July 2013 - 04:47 AM.
#33
Posted 17 July 2013 - 04:51 AM
Reptilizer, on 17 July 2013 - 04:46 AM, said:
Stagger-fire for the win! Brilliant idea. Like.
That is what I'd want. It buffs AMS to a crazy level if found in groups, but that kills the whiners. In return the damage output of the LRM is balanced better - and it doesn't take a new mechanic system to do it.
Just set the spread pattern and stagger missiles out of the launch tubes. It makes using the larger launchers worth it since they won't suffer or benefit on any boating style.
#34
Posted 17 July 2013 - 04:58 AM
You can't have a bunch of weapons that don't do enough damage AND spread it all over creation, while you have pinpoint damage and instant convergence from other weapons.
No offense, but your spreadsheets don't apply properly to actual game play.
#35
Posted 17 July 2013 - 05:07 AM
Nicholas Carlyle, on 17 July 2013 - 04:58 AM, said:
You can't have a bunch of weapons that don't do enough damage AND spread it all over creation, while you have pinpoint damage and instant convergence from other weapons.
No offense, but your spreadsheets don't apply properly to actual game play.
Well, i did not do the spreadsheets, but as far as i understood, every missile volley gets the spread of an LRM5. In the game (no AMS present) this would actually translate to a relative damage increase, because less missiles from the bigger launchers miss their target because of bad spread. This will be somewhat diminished by a higher destruction rate from any AMS present, but i would think this a fair trade off, that is at least worth a try!
#36
Posted 17 July 2013 - 05:17 AM
Nicholas Carlyle, on 17 July 2013 - 04:58 AM, said:
You can't have a bunch of weapons that don't do enough damage AND spread it all over creation, while you have pinpoint damage and instant convergence from other weapons.
No offense, but your spreadsheets don't apply properly to actual game play.
Reptilizer, on 17 July 2013 - 05:07 AM, said:
Well, i did not do the spreadsheets, but as far as i understood, every missile volley gets the spread of an LRM5. In the game (no AMS present) this would actually translate to a relative damage increase, because less missiles from the bigger launchers miss their target because of bad spread. This will be somewhat diminished by a higher destruction rate from any AMS present, but i would think this a fair trade off, that is at least worth a try!
More like an LRM-12 is what I want. Right between a LRM10 and LRM15 volley, which I think is good to split it up outside just CT coring.
Its hardly a LBX suffering situation as it only really harms single LRM-5 use. The boating returns would then be comparable from LRM-10 up, regardless of how its done, leaving a bit better on the relative scale.
Optimistically, spreading the damage by the new Streak targeting mechanic would be best. However I don't think it should continue the lump-sum launches as its doing now as AMS is useless that way.
#37
Posted 17 July 2013 - 05:24 AM
Period.
What you guys are asking for is a nerf to LRM's, there is no way around it.
Unless you signifigantly up their damage, mechs will take less damage due to the staggered format.
The reason the LRM 5 Cat works is because they aren't staggered. They come out in a blob and use the LRM 5 spread.
If you chain fire the LRM 5's the damage goes in the toilet. It can be annoying, but that's it.
#38
Posted 17 July 2013 - 05:30 AM
Nicholas Carlyle, on 17 July 2013 - 05:24 AM, said:
Period.
What you guys are asking for is a nerf to LRM's, there is no way around it.
Unless you signifigantly up their damage, mechs will take less damage due to the staggered format.
The reason the LRM 5 Cat works is because they aren't staggered. They come out in a blob and use the LRM 5 spread.
If you chain fire the LRM 5's the damage goes in the toilet. It can be annoying, but that's it.
Not true- if there is no AMS.
As I said, its intended to buff AMS so it does its job - but the way AMS works it will never outlast a dedicated LRM launcher.
Also, the damage from a 6x LRM-5 Cat A1 is identical from full-force or taking 6x shots if they all land. And truthfully, the staggered is better for a moving target as they are bound to turn to a favorable direction or stop for some reason in a fight to get their bearings or aim.
#39
Posted 17 July 2013 - 05:32 AM
They are at a good point
If you are smart, they won't hit you often at all
But get caught out of position once, and they wreck you like no other weapon can
#40
Posted 17 July 2013 - 05:39 AM
Unbound Inferno, on 17 July 2013 - 05:30 AM, said:
As I said, its intended to buff AMS so it does its job - but the way AMS works it will never outlast a dedicated LRM launcher.
Also, the damage from a 6x LRM-5 Cat A1 is identical from full-force or taking 6x shots if they all land. And truthfully, the staggered is better for a moving target as they are bound to turn to a favorable direction or stop for some reason in a fight to get their bearings or aim.
So like I said, you want to nerf LRM's.
AMS is great, I mount it on my mechs that mount LRM's and own the hell out of other LRM mechs because of it.
I really don't think you play with LRM's as much as you like to pretend based on what you are asking to do.
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