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Fix Lrm-10


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#61 FupDup

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Posted 05 August 2013 - 06:51 AM

View PostSephlock, on 05 August 2013 - 01:03 AM, said:

Please edit that post to remove that last bit. You have to know that they're going to address this oversight by giving LRM5s a max of 2 -3.

Fixed so that it is more accurate of what PGI would end up doing.

Edited by FupDup, 05 August 2013 - 07:13 AM.


#62 Unbound Inferno

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Posted 05 August 2013 - 07:11 AM

Great. So they don't want LRMs used. At all.

Its doubtful I'll even see this thing to launch at this rate.

#63 FupDup

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Posted 05 August 2013 - 07:14 AM

View PostUnbound Inferno, on 05 August 2013 - 07:11 AM, said:

Great. So they don't want LRMs used. At all.

Its doubtful I'll even see this thing to launch at this rate.

Don't worry, Lurms will get a second wind once Clan tech rolls around. Clan Lurms will be premier brawling weapons if PGI decides to go total lore with them and have no min range like they did with ERPPCs.

#64 Unbound Inferno

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Posted 05 August 2013 - 07:21 AM

Yeah... not sure I'll wait around for it. I highly doubt it'll make up for the half-assed uselessness they'll be in by then.

#65 Sephlock

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Posted 05 August 2013 - 08:31 AM

View PostFupDup, on 05 August 2013 - 07:14 AM, said:

Don't worry, Lurms will get a second wind once Clan tech rolls around. Clan Lurms will be premier brawling weapons if PGI decides to go total lore with them and have no min range like they did with ERPPCs.


They'll get a hideous day-two nerf though. Count on it.

#66 Void Angel

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Posted 07 August 2013 - 09:42 AM

View PostSkyfaller, on 03 August 2013 - 10:15 AM, said:

Wrong. Completely wrong.

I run a stalker 5s and I have my 2 AMS installed. I can completely deny a catapult A1 firing SIX lrm5's at me in chain fire mode. Not a SINGLE missile lands. When he switches to fire-all-at-once my AMS can only shoot down half his salvo.
Not to necessarily disagree with you, but he's not talking about chain firing. He's talking about two smaller alphas, .5 seconds apart.

Personally, though, I find that unless you are boating them, LRMS feel too weak right now - and all my chassis are ill-suited to boat - hence, I'm not currently using LRMs.

#67 Unbound Inferno

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Posted 07 August 2013 - 09:51 AM

View PostVoid Angel, on 07 August 2013 - 09:42 AM, said:

Not to necessarily disagree with you, but he's not talking about chain firing. He's talking about two smaller alphas, .5 seconds apart.

Personally, though, I find that unless you are boating them, LRMS feel too weak right now - and all my chassis are ill-suited to boat - hence, I'm not currently using LRMs.

True, but still it works the same. The AMS rate chews up most of a LRM20 spread in under 0.5 seconds, so the result is still the same...

#68 MaddMaxx

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Posted 07 August 2013 - 10:59 AM

View PostBilbo, on 31 July 2013 - 12:13 PM, said:

AMS is not nearly as effective as you make it out to be.


And as the "commercial guys says "I don't often carry LRM's but when I do I shoot the Mechs that don't shoot down my Missiles!" :lol:

And if the enemy is staying together, to best utilize whatever amount of AMS they have, kudos to them. At least it indicates you should get ready for a good fight, as obviously the enemy has it's *****' together. Does yours?

#69 Void Angel

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Posted 07 August 2013 - 01:18 PM

View PostUnbound Inferno, on 07 August 2013 - 09:51 AM, said:

True, but still it works the same. The AMS rate chews up most of a LRM20 spread in under 0.5 seconds, so the result is still the same...

That doesn't match with AMS results I'm seeing in-game. Are you sure you're not... overstating a bit?

#70 riverslq

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Posted 07 August 2013 - 02:03 PM

View PostBraggart, on 30 July 2013 - 01:59 PM, said:


It doesnt. The system is fine.

LET ME DUMB IT DOWN FOR EVERYONE.

FIRE YOUR MISSILES IN 2 SEPERATE GROUPS AND YOU WILL INCUR NO HEAT PENALTY. ALL YOU NEED IS .5 SECONDS INBETWEEN VOLLEYS, AND YOU WILL GET NO HEAT PENALTY.

YOU CAN RUN THE EXACT SAME LOADOUTS AS BEFORE THE HEAT PENALTIES CAME, YOU SIMPLY ALTER HOW YOU FIRE, YOU DONT FIRE 1 BLOB, YOU FIRE 2 SMALLER BLOBS .5 SECONDS APART FROM EACH OTHER.

also. these changes were a buff to things like the lrm20. people would take the smaller launchers and take multiples because of the quicker recharge. Now we have a reason to take the heavier like the lrm20. Otherwise play as normal.


Having a method to work around the stupidity, doesn't negate the fact that this ghost heat system is still stupid and poorly thought out.

#71 RogueGhost

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Posted 07 August 2013 - 02:31 PM

Im just going to throw this in here: http://mwomercs.com/...d-heat-scaling/

#72 Unbound Inferno

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Posted 07 August 2013 - 05:34 PM

View PostVoid Angel, on 07 August 2013 - 01:18 PM, said:

That doesn't match with AMS results I'm seeing in-game. Are you sure you're not... overstating a bit?

No.

The AMS range is wide as hell, and its rather common now that there is at least two AMS overlapping in the 12v12.

That level of AMS can reliably shoot down between 9-12 missiles, leaving maybe half a dozen that hits the target. Hopefully 10. A whole 6-12 points of damage at most... wow I say.

Its almost as scary as that PPC, cept the PPC user can boat more, shoot more, and have them land more frequently and reliably. Did I mention the PPC has a faster recharge? It does, the LRM-15 or LRM-20 fires slower with less DPS, then add travel time, and the fact its missiles can be dodged or shot down...


Overstating? Nah, probably not stating enough reasons as to why LRMs underperform these days.





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