

Artemis + Lrms
#1
Posted 30 July 2013 - 12:37 PM
#2
Posted 30 July 2013 - 12:39 PM
Just a thought as to the reasons.
#3
Posted 30 July 2013 - 12:42 PM
Nods. Thanks for the insight
#4
Posted 30 July 2013 - 02:43 PM
I don't know why Missiles are such a big deal in MWO. They are consistently the worst missile emulation in any MechWarrior game and players just howl about them being OP. Of course these players never use them either. They wouldn't soil their hands with them, calling them a cheap shot, which is typical. I am shocked, really. MechWarrior always did fine with good missiles before. LRMs that work add great depth to what will otherwise be a Laser and AC-fest.
#5
Posted 31 July 2013 - 10:53 AM
Edited by Giantsaint, 31 July 2013 - 10:54 AM.
#6
Posted 31 July 2013 - 12:15 PM
People say LRMs needed a nerf because they are a "no skill" weapon. It really seems like people are starting to equate "skilled" with "inefficient and fussy" and "unskilled" with "whatever happens to kill me most frequently."
#7
Posted 31 July 2013 - 01:42 PM
the brawlers were missing though... at least now they have a bit of play
Edited by Giantsaint, 31 July 2013 - 01:41 PM.
#8
Posted 31 July 2013 - 01:55 PM
Nebelfeuer, on 30 July 2013 - 07:17 PM, said:
Lets start with some observations
We currently have a quite mixed performance:
Due to the high trajectory missles(or at least part of them) hit quite often even behind cover.
Due to extreme spread and high trajectory the dmg is spread a lot over the target unless it is moving slowly and facing you even while using ARTEMIS and TAG.
The high trajectory does not react well If you stand allready on higher ground and the dmg is even more unreliable.
AMS is very strong and 2+ of them render even 20+Misslles basically useless -especially if your target happens to be behind the Mech with AMS since it can fire longer at missles passing it.
Fast moving targets(not restricted to lights) do only get neglectable damage while moving.
Small launchers(or ammounts of tubes) are more acurate then big ones due to tighter spread which incentives boating smaller launchers or mounting big ones in "unfitting" locations
Overall the performance does not feel good atm and finishing of a cored target is taking longer, if possible at all, with LRMs then coring him if he suddenly starts to evade - and that is on open ground.
Suggestions:
I do kind of like the spread and high trajectory while performing indirect fire and it feels balanced (hit often, massive spread, medium dmg) and same can be said for unenchanced direct fire(trough I would like to have a lower flightpath here aswell) and I would like it to stay the way it is.
The use of ARTEMIS and TAG/NARC should have a much better effect though.
I suggest a much lower and more compact flightpattern for ARTEMIS(we had that allready) and a much better target following for NARC/TAG ( we had that too before the flightpath adjustments - true it looked more rediculus sometimes but the current behaviour is far from realistic aswell).
The artemis change would also deincentive boating since it cost tonnage per launcher.
Against lights another slight speedincrease might be nessessary
AMS should be reduced again since it renders smaller ammounts of missles usless and incentives boating instead. The former value felt quite fine IMHO.
Another option might be to make a single AMS destroy a percentual value of missles maximum per salvo before they look for a new target(eg max 40%).
In short:
Indirect fire: good
direct fire: bad traking , flightpath too high
ARTEMIS: to much spread
TAG/NARC: bad tracking
AMS: too effective
Most of this hase been noticed over the course of the last patches but the recent one pushed it over the rim.
#9
Posted 31 July 2013 - 02:09 PM
Trader Vic, on 31 July 2013 - 12:15 PM, said:
People say LRMs needed a nerf because they are a "no skill" weapon. It really seems like people are starting to equate "skilled" with "inefficient and fussy" and "unskilled" with "whatever happens to kill me most frequently."
I made a similar post on this. What you said is correct. Missiles are badly broken since Tuesday's patch. I was quite pleased with the balance that missiles had achieved just prior.
Missiles are among the most effective tools that keep this game from becoming a sniper/brawl fest.
I would greatly appreciate some statement from PGI that indicates they are aware of the problem.
Our unit has been training with spotting and LRM support. I'd hate to see our efforts within that dynamic are wasted.
#10
Posted 31 July 2013 - 02:26 PM

Is there any difference between Artemis and non Artemis boosted LRMs now? As I said I had the feeling I was shooting normal LRMs
Edited by Norman Kosh, 31 July 2013 - 02:27 PM.
#11
Posted 31 July 2013 - 03:18 PM
In order to make LRM highly effective it need to stand away from the pack so it can make other mech run from cover.
and makes them a great target
or haveing 1 strong brawler base + 2 group with a sniper + daka guarding an LRM its a devastating strategy.
but lrms where just fine before why did they nerf it ? or was it too strong ? coreing some one wasnt easy
do i need to scrap these strategies and just go mindless daka ?

#12
Posted 31 July 2013 - 11:14 PM
(google translate)
Edited by Waritec, 31 July 2013 - 11:14 PM.
#13
Posted 02 August 2013 - 12:40 PM
It used to spiral all cool-like but now I can't really tell a difference.
#14
Posted 02 August 2013 - 04:06 PM
#15
Posted 02 August 2013 - 06:16 PM
Leggin Ho, on 02 August 2013 - 04:06 PM, said:
So we can take scouts and tag and narc completly out of the game?
And you see no problem in a lrm boat, firing at a target 840 meters away, holding line of sight for 7 seconds (120 m/s lrm speed)? While every other weapon, even the largest lasers, just need to expose themselve for 2,5 seconds?
And I forgot to mention tonnage and slots for launchers and ammunition.
That there are two players at least needed for a "hiding" lrm boat doesn't matter,I guess, would be fine when a lrm 20 does less damage than one large laser, which would most times even do some nice pinpoint dmg.
Yeah, those lame lrm fans here have nothing to complain about.
Good you told us, thank you very much Sir.
#16
Posted 02 August 2013 - 07:04 PM
Artemis currently does reduce the spread while missles are in the air but looses most of this advantage before the impact.
We need the flightbehaviour pre JULY 15th or better IMHO pre Flightpathchange for direct fire with Artemis support.
#17
Posted 03 August 2013 - 09:10 AM
#18
Posted 03 August 2013 - 10:11 AM
And in my opinion we have both usefull statements in our postings.
And we play from very different locations, so my view on hitting lights is probably even worse.
The metagame could fix many problems, but the devs love fixing as it seems, so they'll refuse to fix the metagame and chose a visious circle to fix the hell out of minor problems. A kind of a fixing addiction, maybe canadas healthsystem can help them. :-)
Have you actually seen many 6-7 lrmboat groups since the last patch? I didn't. I drove a fun centurion lrm build a couple of rounds and it sucked.
The point where I disagree is your line of sight argument, at least if it means to hold the los for the whole duration.
The cent I mentioned above uses artemis, so I tend to fire in between 200-500 meters range, at nice 100 km/h speed, and even then, most matches ended after 700-900 launched misssiles with around 150 dmg. Considering that lrm dmg can't be compared to pinpoint dmg, there is a huge problem right now with lrms.
From both our points of view as it seems.

#19
Posted 03 August 2013 - 07:17 PM
#20
Posted 04 August 2013 - 05:23 PM
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