


My Opinion, Missles Are Ruining The Fun.
#101
Posted 15 July 2013 - 01:09 PM

#102
Posted 15 July 2013 - 01:59 PM
Colonel Pada Vinson, on 15 July 2013 - 08:36 AM, said:
The highlander 733P however does not, it only has a 20 and a 10 even if you stick a 20 in the arm you only 10 slots and it fires the 20 as a 10.
Just because you want the awesome a certain way does not mean it should be that way.
I don't care about the 8R, my only interest in the Awesomes is to complete my collection. I do appreciate the trolling attempt to disregard the value of all my commentary by claiming that I want things to work "wrong" because it fits my preferred playing style. Feel free to scroll back, my only interest in this topic has been to educate you since you obviously haven't grasped one basic element of how mech building in mwo works.
Apparently I have failed. I'm sorry.
Even in your own example, the 733Ps torso works like this, it has 20 tubes by default, you can slap in a LRM20 there. Then, you can slap in an LRM10, and magically 10 new tubes appear from nowhere. Enjoy a volley of 30 missiles from one torso.
No mech fires LRM20s through 10 tubes in one volley. However, on all mechs that have multiple missile hardpoints in the same location, the added launcher magically gains extra missile tubes, usually the same amount that the first launcher has. This means that if for example an arm has 10 missile tubes and 2 missile hardpoints, you can fit in 2 LRM10s, that will launch in one volley. If you fit an LRM20, it will launch as 2 volleys of 10, because there are only 10 tubes per launcher. If you fit 2 LRM20s, it will fire 2 volleys of 20.
Your vendetta against one mech that functions like all others (with multiple missile hardpoints in one location, without this feature comparison is meaningless) felt so embarrasingly ignorant, I tried to explain how things work so you wouldn't have to make a fool of yourself again.
Mission failed. I'll leave you to wonder why this issue never will never get addressed.
#103
Posted 15 July 2013 - 02:18 PM
ON the fields where you are in city (or lost of cover, use it. and ecm) if the lrm pilot loses "target lock" before they hit they have wasted that salvo. if you are at range, you have all sorts of time to seek cover, and unless the other side has well run spotters, it can be a pain trying to get locks long enough to get an effective slavo in.
LIke the other posters. I run other mechs not just LRm boats, and when i do I can see 1500 missles net me less that 200 points of damage, or up to 800 (with medium lasers as back up)
12 v 12 means more lrms per side per drop, but most mechs will more be able to go anywhere to a lose fight before they are reduced to secondary weapons, giving long engagements adavataqes to beam carriers.
Personally I look forawrd to beaing able use a brawler again inclose with a chance against PPC boat alpha strikes.
many steps left to go before this all comes out in the wash. there maybe (and most likeley will ) be tinkering with all weapons before Sept 17
#104
Posted 15 July 2013 - 02:30 PM
Theyre traditionally support weapons, nothing more... but there is enough QQ from ppl that want auto-aim that they become good enough that you can have 8 mechs all being heavy/assault LRM boats and win (with two being streak boats and a couple PPCs mixed in).
#105
Posted 15 July 2013 - 03:40 PM
Kyynele, on 15 July 2013 - 01:59 PM, said:
Your vendetta against one mech that functions like all others (with multiple missile hardpoints in one location, without this feature comparison is meaningless) felt so embarrasingly ignorant, I tried to explain how things work so you wouldn't have to make a fool of yourself again.
You are crazy dude. I could care less if this problem exists on any mech - all I care about is that each mech should be ejecting no more than the max missile hardpoints PGI visibly designs it to have.
That is called logic - you cant push more than 1 missile from a tube at 1 time. I leave the design issues to PGI.
All I want to see is 1 volley follow the next, even on an alpha strike, on any mech that has only X tubes - for a catapult it's 20 per arm, for the awesome it is 15 per side torso.
With each mech this varies. Logic dictates that it is phyiscally impossible to puch more missiles out per tube, and it is extremely confusing to newcomers to have different rules for different mechs when it comes to missile ejections - ie the raven that fires an SRM 6 from a NARC port does so in 6 shots.
So logically buying the awesome you would think "ok, 15 missiles will eject per shot"
when in fact this is not the case.
#106
Posted 15 July 2013 - 05:09 PM
#107
Posted 15 July 2013 - 06:20 PM
VitaminAcid, on 13 July 2013 - 06:48 AM, said:
The problem with LRM's is Seismic. I run a LRM60 + Seismic. I sacrificed the range module to get seismic so that its not possible to ambush me. You can't ambush LRM mechs now. If PGI would get off their lazy arses and fix seismic, you'd be able to wipe LRM mechs a lot easier than now.
#108
Posted 15 July 2013 - 06:25 PM
#109
Posted 15 July 2013 - 07:10 PM
#110
Posted 15 July 2013 - 07:15 PM
Oh wait, you meant they're overpowered?



Sephlock, on 15 July 2013 - 06:25 PM, said:
Given we're still mopping LRM teams up like no tomorrow (because slow 'mechs are horrible with LRMs as they are), there's a few of us left.
The other day in fact we hit a total gimmick team with 6 LRM Stalker/Highlanders that did huge damage and did in fact manage to kill me.
Shortly after that, it was already too late and the remaining 7 members of my unit got in their face, hung with different targets, and tore them apart. Brutally.
It's just not what people think it is. Sure they killed me quick, but they can't hold a position on the 'mechs that carry enough to consistently break AMS clusters. By the time I finally went down, 7 guys were in minimum range, including some ECM mixed right in the middle. I will take a 7-1 victory, too.
LRMs are still a highly impractical weapon.
Edited by Victor Morson, 15 July 2013 - 07:16 PM.
#111
Posted 15 July 2013 - 07:37 PM
Victor Morson, on 15 July 2013 - 07:15 PM, said:
Oh wait, you meant they're overpowered?



Given we're still mopping LRM teams up like no tomorrow (because slow 'mechs are horrible with LRMs as they are), there's a few of us left.
The other day in fact we hit a total gimmick team with 6 LRM Stalker/Highlanders that did huge damage and did in fact manage to kill me.
Shortly after that, it was already too late and the remaining 7 members of my unit got in their face, hung with different targets, and tore them apart. Brutally.
It's just not what people think it is. Sure they killed me quick, but they can't hold a position on the 'mechs that carry enough to consistently break AMS clusters. By the time I finally went down, 7 guys were in minimum range, including some ECM mixed right in the middle. I will take a 7-1 victory, too.
LRMs are still a highly impractical weapon.
Had the same kind of experience with my buddies. We've died from spotter + LRM swarms before, and realized that the easiest solution is to just charge in. Sure, one of us is gonna eat it and die, but it's better than derping around at the LRM's most effective range and all getting killed off one by one.
#112
Posted 15 July 2013 - 11:03 PM
Kyynele, on 14 July 2013 - 05:05 AM, said:
It's not a bug, it works exactly like all other missile tubes on every mech except for the dynamic missile tubes on highlanders and some other new mechs. Also, the 8R has 30 visible tubes on it. Maybe you're confusing it with 8V, that only has 15, and even that fires a simultaneous 15+15+15 volley if you fit 3 LRM15s in it, just like it should.
Most of the mechs with multiple missile hardpoints in one location can launch that missile tube amount of missiles PER LAUNCHER. It doesn't make much sense, but it's obviously not a bug, since it's been like that since like forever.
I'll list some mechs that shoot more than their visible missile tube count in one volley:
Commando 2D shoots a max of 8 missiles from it's 4 tube arm. (4+4)
Jenner D shoots a max of 8 missiles from it's 4 tube CT. (4+4)
Centurion A shoots a max of 30 missiles from it's 10 tube LT. (10+10+10)
Centurion AL shoots a max of 20 missiles from it's 10 tube LT. (10+10)
Centurion D shoots a max of 20 missiles from it's 10 tube LT. (10+10)
Hunchback 4J shoots a max of 20 missiles from it's 10 tube RT. (10+10)
Catapult A1 shoots a max of 90 missiles from it's 15ea tube arms. (15+15+15+15+15+15)
Catapult C4 shoots a max of 80 missiles from it's 20ea tube arms. (20+20+20+20)
Jagermech A shoots a max of 60 missiles from it's 15ea tube arms. (15+15+15+15)
Cataphract 2X shoots a max of 8 missiles from it's 4 tube LA. (4+4)
Awesome 8R shoots a max of 60 missiles from it's 15ea tube side torsos. (15+15+15+15)
Awesome 8V shoots a max of 45 missiles from it's 15 tube RT. (15+15+15)
Awesome 9M shoots a max of 4 missiles from it's 2 tube CT. (2+2)
Stalker 5M shoots a max of 12 missiles from it's 6 tube LT. (6+6)
Atlas D and D-DC shoot a max of 20 missiles from their 10 tube LTs. (10+10)
Feel free to test these yourself. It's not a bug, it's a feature. Really.
In addition to that, in 2 days we'll get the heat penalty patch which will penalize launching more than 2 LRM15s simultaneously. This will pretty much hit the 8R worst, although some catapults have probably gone for those, too.
Edit, added the numbers in parentheses to emphasize the point that for example the Hunchback 4J will indeed fire 2 LRM10s in a single volley of 20 missiles, but would fire one LRM20 in 2 volleys of 10 missiles. Again, sense this makes not, but this is how it works.
My Highlanders will be un effectived!
#113
Posted 16 July 2013 - 01:53 AM
Rhent, on 15 July 2013 - 06:20 PM, said:
The problem with LRM's is Seismic. I run a LRM60 + Seismic. I sacrificed the range module to get seismic so that its not possible to ambush me. You can't ambush LRM mechs now. If PGI would get off their lazy arses and fix seismic, you'd be able to wipe LRM mechs a lot easier than now.
You don't need Seismic necessarily. Sure, it's the first module I always pick, EXCEPT on LRM carriers with only 1 module slot...like the AWE-8R I've been running lately. I didn't get a slot until I mastered it this weekend and I probably mastered it faster than any other mech I've owned (closed beta or not).
Advanced Target Decay is where it's at until you get two slots. LRM 60 with Artemis, TAG, BAP and the ATD module truly is easy mode with 1800 missiles...
Having said that, LRMs are not OP right now...yeah, there some CT homing with all that extra equipment but you can still take cover and not play dumb. At least there's something to counteract PPC/Gauss and hopefully SRM's make a return tomorrow at their 2.0 damage.
#114
Posted 16 July 2013 - 06:38 AM
#115
Posted 16 July 2013 - 06:56 AM
Rhent, on 15 July 2013 - 06:20 PM, said:
The problem with LRM's is Seismic. I run a LRM60 + Seismic. I sacrificed the range module to get seismic so that its not possible to ambush me. You can't ambush LRM mechs now. If PGI would get off their lazy arses and fix seismic, you'd be able to wipe LRM mechs a lot easier than now.
Maybe, maybe not but you can definately use cover to get in close. Ran into a Stalker missile boat the other day that was tearing team apart and had most approaches to him locked down. He was 400m out so I dipped lower in the Canyon, torso twisted away from him and hugged the wall. He got part of his missile in on me but I easily got inside his minimum range and found out he didn't so much as have a single small laser mounted to back up his LRMs. Took him out easily.
Basically smart use of terrain totally defeated that Stalker.
This is the problem with LRMs, they are only situational effective. In the right circumstances they are overpoweringly deadly however most of the time they are barely effective. I know when ran my Awesome 8T, sometimes I would score 4 kills and 600 damage with just LRMs. Most of the time however I would empty my racks with 0 kills and barely 200 damage to show for it.
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