The last few weeks, I have enjoyed playing in a C1. Two LRM15's w/artemis fire over my teamates heads and complimented their damage, sending snipers and bralwer alike heading for cover. 3 MLAS, and TAG make for decent close range and quick locks. I am not a boat.
I log in today, and I begin to work with my lance-mates the strategy we were so successful with the previous night.
I was very surprised to find that each barrage of 30 missiles, with tag, and target in line of sight would barely register any visible damage across the enemy mechs. Even stationary awesomes, and stalkers... the front CT armor will blink (registereing hits) and give a barely distinguishable shift from a yellow, to yellow with a hint of orange. Worse, there were a number of times were the armor would blink,(indicating hits, confirmed with LOS) and no discernable damage was transfered to the enemy mech. An Atlas with a cored and yellow CT, ate a barrage of TAG'd missles and his CT internals barely went orange.
Why? I understand that if missiles were at times doing more damage than intended that would have to be fixed... but I felt, along with many other players that before this patch... they were arguably SPOT-ON (Just strong enough that you have to pack AMS if you are too slow to limp into cover, not so strong that a quick medium or heavy can't close the distance with enough armor to slug it out with a slight edge).
I'm growing tired of seasons where LRM's are viable, and seasons where people shelf them and have an extra ton and half in their mech for heatsinks or ammo for their snipers.
I'll be happy to compile more data in subsequent evenings. (I have one video that I will have to condense) It takes a lot for me to feel compelled to make a post about anything, since usually my concerns are entertained in the realm of known issues.
This evening, I was disapointed to see something that was working very well, become non-viable. In essence, learning to be competent with LRMS was a waste of time. If my contribution to team damage can only be given with ballistics or PPC's, I will quickly get bored of this 2 dimensinal battlefield and move on from this nonsense. Weapon balance should have been achieved by now. The previous patch, I felt was better. Others may disagree... but seeing missile strikes blast the front of an enemy with no appreciable effect cements my perspective.
Something is wrong.
Please, check into this.
That said. Terra Therma is a great looking map, and overall... I'm truly VERY happy with this game. Please, keep up the good work... please don't screw up LRM's again.
-Conreg
Lrms, What Goes Up, Must Come Down?
Started by Conreg, Jul 30 2013 06:52 PM
1 reply to this topic
#1
Posted 30 July 2013 - 06:52 PM
#2
Posted 30 July 2013 - 07:32 PM
Conreg, on 30 July 2013 - 06:52 PM, said:
The last few weeks, I have enjoyed playing in a C1. Two LRM15's w/artemis fire over my teamates heads and complimented their damage, sending snipers and bralwer alike heading for cover. 3 MLAS, and TAG make for decent close range and quick locks. I am not a boat.
I log in today, and I begin to work with my lance-mates the strategy we were so successful with the previous night.
I was very surprised to find that each barrage of 30 missiles, with tag, and target in line of sight would barely register any visible damage across the enemy mechs. Even stationary awesomes, and stalkers... the front CT armor will blink (registereing hits) and give a barely distinguishable shift from a yellow, to yellow with a hint of orange. Worse, there were a number of times were the armor would blink,(indicating hits, confirmed with LOS) and no discernable damage was transfered to the enemy mech. An Atlas with a cored and yellow CT, ate a barrage of TAG'd missles and his CT internals barely went orange.
Why? I understand that if missiles were at times doing more damage than intended that would have to be fixed... but I felt, along with many other players that before this patch... they were arguably SPOT-ON (Just strong enough that you have to pack AMS if you are too slow to limp into cover, not so strong that a quick medium or heavy can't close the distance with enough armor to slug it out with a slight edge).
I'm growing tired of seasons where LRM's are viable, and seasons where people shelf them and have an extra ton and half in their mech for heatsinks or ammo for their snipers.
I'll be happy to compile more data in subsequent evenings. (I have one video that I will have to condense) It takes a lot for me to feel compelled to make a post about anything, since usually my concerns are entertained in the realm of known issues.
This evening, I was disapointed to see something that was working very well, become non-viable. In essence, learning to be competent with LRMS was a waste of time. If my contribution to team damage can only be given with ballistics or PPC's, I will quickly get bored of this 2 dimensinal battlefield and move on from this nonsense. Weapon balance should have been achieved by now. The previous patch, I felt was better. Others may disagree... but seeing missile strikes blast the front of an enemy with no appreciable effect cements my perspective.
Something is wrong.
Please, check into this.
That said. Terra Therma is a great looking map, and overall... I'm truly VERY happy with this game. Please, keep up the good work... please don't screw up LRM's again.
-Conreg
I log in today, and I begin to work with my lance-mates the strategy we were so successful with the previous night.
I was very surprised to find that each barrage of 30 missiles, with tag, and target in line of sight would barely register any visible damage across the enemy mechs. Even stationary awesomes, and stalkers... the front CT armor will blink (registereing hits) and give a barely distinguishable shift from a yellow, to yellow with a hint of orange. Worse, there were a number of times were the armor would blink,(indicating hits, confirmed with LOS) and no discernable damage was transfered to the enemy mech. An Atlas with a cored and yellow CT, ate a barrage of TAG'd missles and his CT internals barely went orange.
Why? I understand that if missiles were at times doing more damage than intended that would have to be fixed... but I felt, along with many other players that before this patch... they were arguably SPOT-ON (Just strong enough that you have to pack AMS if you are too slow to limp into cover, not so strong that a quick medium or heavy can't close the distance with enough armor to slug it out with a slight edge).
I'm growing tired of seasons where LRM's are viable, and seasons where people shelf them and have an extra ton and half in their mech for heatsinks or ammo for their snipers.
I'll be happy to compile more data in subsequent evenings. (I have one video that I will have to condense) It takes a lot for me to feel compelled to make a post about anything, since usually my concerns are entertained in the realm of known issues.
This evening, I was disapointed to see something that was working very well, become non-viable. In essence, learning to be competent with LRMS was a waste of time. If my contribution to team damage can only be given with ballistics or PPC's, I will quickly get bored of this 2 dimensinal battlefield and move on from this nonsense. Weapon balance should have been achieved by now. The previous patch, I felt was better. Others may disagree... but seeing missile strikes blast the front of an enemy with no appreciable effect cements my perspective.
Something is wrong.
Please, check into this.
That said. Terra Therma is a great looking map, and overall... I'm truly VERY happy with this game. Please, keep up the good work... please don't screw up LRM's again.
-Conreg
[REDACTED]
When balancing LRMs via feedback consider if this player ever uses LRMs or considers them a cheap shot no matter what. Players who consider LRMs foul play can't honestly rate them. They just don't want them in the game, which is not a rating of their quality.
In all MechWarrior games there was a certain group of players who considered guided missiles foul play, skill-less. However in previous MechWarrior games, no one listened to them. So LRMs in previous MechWarrior games were useful whether carried as a single unit or as a group of LRM launchers. In MWO they go from being barely useful when used in LRM30 and up to being useless at LRM60-80.
Things MWO LRMs need: Fire and Forget. Get a lock, missiles stay locked. Or make LoS LRMs the same damage as direct fire since without fire and forget LRMs are worse than direct fire to aim. You could tie fire and forget with LoS contact if you want to preserve the indirect fire weak ability. I am sure you won't do this, but all previous MechWarrior games had fire and forget locking missiles. Not having LRMs be fire and forget is absurd to me, but it's your game.
Edited by Destined, 31 July 2013 - 01:35 PM.
unnconstructive
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