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Lrm And Gauss Issues


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#1 Pikepole

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Posted 27 July 2013 - 09:46 PM

Since the last patch the LRM boats have taken the fun out of the game......Anyone can sit back and shoot missles at mechs that can't have ECM. This makes it a boring game and should be changed or a least let the larger mechs accommodate the ECM. This was a fun "brawler game" but now it's turned into a sham. As for the Gauss Rifles...Really? A couple shots and it's blowing up your mech with an ammo explosion, even with a Case..I don't mind an occasional exit that way, but every time is total BS.

#2 S3dition

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Posted 27 July 2013 - 10:16 PM

Welcome to the forums.

The whole point of LRMs is indirect fire support. They're kind of like artillery in the game, so using cover or following someone with ECM is pretty crucial. The Atlas DDC is capable of fielding ECM, and other heavier mechs, such as the phantom, will allow ECM as well. Also, AMS does work really well, especially in groups.

Gauss rifles do a lot of damage for their range, so you'll need to avoid being hit by them. Using cover (even your teammates!) is a pretty good idea. Lighter mechs don't stand a chance against gauss rifle hits, so make sure to upgrade your engine in a light and keep moving.

If you have 100% confirmed that ammo is exploding in the same location that CASE is installed in (it only works for ammo in that specific section, so if case is in the left torso, it only protects the left torso) then submit a bug report to support@mwomercs.com. CASE prevents all damage from ammo explosions, so it's impossible you're getting destroyed by ammo explosions outside of a bug.

#3 Marcus Tanner

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Posted 30 July 2013 - 04:40 AM

View PostS3dition, on 27 July 2013 - 10:16 PM, said:

The Atlas DDC is capable of fielding ECM, and other heavier mechs, such as the phantom, will allow ECM as well. Also, AMS does work really well, especially in groups.
The Phantom?

It's a 40-tonner. A Clan 40-tonner. It's also a few years away.

A couple old Star League Imps have ECM though. Those are heavy.

#4 Mad Porthos

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Posted 30 July 2013 - 07:21 AM

View PostS3dition, on 27 July 2013 - 10:16 PM, said:

If you have 100% confirmed that ammo is exploding in the same location that CASE is installed in (it only works for ammo in that specific section, so if case is in the left torso, it only protects the left torso) then submit a bug report to support@mwomercs.com. CASE prevents all damage from ammo explosions, so it's impossible you're getting destroyed by ammo explosions outside of a bug.


This reply to Pikepole is in error. Perhaps its unintentional, but it appears someone has misinformed you about some specifics of CASE, S3dition. CASE has the singular effect of preventing any damage transferrance INWARD from the torsos they are mounted in. They do not in any way prevent ammo explosions, in thier area or further out in unprotected areas like arms that might have exploding ammo.

CASE really just says like for example, if you have a half ton of srm ammo(100 damage) in an arm with perhaps 16 internal structure left that explodes, the 84 points of damage left, which by normal rules would halve to 42 damage, then be passed inwards to next location - though it is still done to the connected torso with CASE, would not continue to then pass the damage in to the central torso internals if it completely destroyed the internals of the side torso w. CASE mounted. Same thing if the ammo explosion happened in that very same torso as the CASE... the damage of the explosion still would be done to that side torsos internal structure, destroying it, but none of the damage would be passed into the central torso internal structure. I think you can see, since a side torso still would be lost, its pointless to mount XL Engine and CASE on same mech.

Edited by Mad Porthos, 30 July 2013 - 07:43 AM.


#5 Klaus

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Posted 30 July 2013 - 07:36 AM

View PostMarcus Tanner, on 30 July 2013 - 04:40 AM, said:

ECM


STK-3Fb - The 3Fb variant of the Stalker carries a Guardian ECM Suite in the center torso, upgrades the large lasers to extended range versions, and adds Artemis IV fire control systems to the LRM-15s that replace the Jackson LRM-10 launchers. The SRM-6 racks are gone, and the standard heat sinks were replaced with seventeen double heat sinks.

Weapons and Ammo Location Heat Criticals Tonnage 2 Medium Lasers RA 6 2 2.00 LRM-15 RA 5 3 7.00 Artemis IV FCS RA -- 1 1.00 2 Medium Lasers LA 6 2 2.00 LRM-15 LA 5 3 7.00 Artemis IV FCS LA -- 1 1.00 ER Large Laser RT 12 2 5.00 ER Large Laser LT 12 2 5.00 Guardian ECM Suite CT 0 2 1.50 Ammo: LRM-15 (Artemis) (24) LT -- 3 3.00


I'm not sure why it would be asking too much to have this in the game. Trading 2 missile hardpoints for an ECM seems reasonable to me.

Edited by Klaus, 30 July 2013 - 07:36 AM.


#6 Marcus Tanner

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Posted 30 July 2013 - 07:49 AM

View PostKlaus, on 30 July 2013 - 07:36 AM, said:

STK-3Fb
They could do that too. However, having not done it so far I suspect they left that one out on purpose.

Don't ask me why. I have no idea.

#7 Sarsaparilla Kid

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Posted 30 July 2013 - 08:36 AM

Would be nice if there wasn't such a huge gap between ECM capable mechs...right now there's nothing between 40t and 100t. Perhaps there would be fewer assault-only matches if ECM was possible in more medium and heavy mechs, not only from the standpoint of those that want to bring ECM, but those that don't bring ECM won't always feel the need to bring a counter assault as there would hopefully be fewer D-DC's running around.

#8 Huntrava

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Posted 30 July 2013 - 08:56 AM

It shouldn't be a matter of ECM or no ECM. It should be a matter of radar capabilities versus detection countermeasures. If someone wanted to drop 10 tons into surveillance equipment, it should outmatch the mech that has 5 tons in countermeasures.

Right now the game is woefully simplistic...ECM? BAP? How about variable degrees of both?





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