The Problem With Lrm's
#1
Posted 09 September 2013 - 05:34 PM
#2
Posted 09 September 2013 - 05:43 PM
Grugore, on 09 September 2013 - 05:34 PM, said:
Sounds like you're using ghetto cover, hoping that it will magically block all incoming fire. LRMs have to get lock, they travel slow, and you get a big warning; a decent trajectory is all they've got going for them. Aside from the way they go for the CT, they're pretty balanced right now. I vote no.
#3
Posted 09 September 2013 - 06:05 PM
They SUCK.
#4
Posted 09 September 2013 - 06:35 PM
If you're being hit by so many LRMs that it's a problem it's time to relocate anyway. Battlefield is more of concealment than cover, if you're detected, you're a target. Best way to evade LRMs is simply not to be seen.
#5
Posted 09 September 2013 - 06:45 PM
#6
Posted 09 September 2013 - 07:48 PM
ZOMG MISSILES BE COMING YER WAYYY
isn't really helping either.
#7
Posted 09 September 2013 - 08:05 PM
- You receive an "Incoming Missile" warning as soon as you are locked onto and being fired upon, giving you anywhere between 1.125 and 6.25 seconds to react.
- Even if a target stands perfectly still, not all LRMs will impact on a small target.
- ECM nullifies a LRM user's ability to acquire lock-ons.
- Artemis boosts their effectiveness, which means that balancing Regular vs Artemis lrms is difficult (since if you go too far in one direction you invalidate the other). This also includes bonuses from TAG and NARC.
- AMS is extremely effective against small volleys of missiles, which forces support units to boat LRMs if they want to actually hit a target, which forces players to specialize LRM builds.
- They are outranged by ~35% of the weapons in the game.
- The hard-capped minimum range means that LRM racks can become a serious liability in short-range engagements.
At the moment LRMs are very high-risk weapons, with not much reward. Sure, a coordinated lance can use them in PUG games, but that doesn't mean they're good. I've used NARC to great effect in PUG games, but I would be laughed out of the game if I showed up in a 12v12 match with a NARC launcher.
#8
Posted 09 September 2013 - 08:11 PM
Step 1: Fire NARC at a target
Step 2: Get shot in the face because you dared try to shoot a NARC at someone
Step 3: Have a teammate fire 4 Mlasers at said target, thus removing your NARC before you even have time to get a missile lock
Step 4: Rinse and repeat.
Step 5: Remove NARC and use Artemis instead.
Edited by Sybreed, 10 September 2013 - 08:40 AM.
#9
Posted 09 September 2013 - 08:14 PM
#10
Posted 09 September 2013 - 08:57 PM
Artgathan, on 09 September 2013 - 08:05 PM, said:
- Artemis boosts their effectiveness, which means that balancing Regular vs Artemis lrms is difficult (since if you go too far in one direction you invalidate the other). This also includes bonuses from TAG and NARC.
IIRC, Artemis only work if you have direct LOS to the target.
#11
Posted 10 September 2013 - 12:57 AM
LRMS on a mech or two & incoming isnt too bad, but from a larger number of them incoming, all that firepower from a long distance is pretty damned strong weapon mechanics. Teams that use this are very powerfull & deadly. Especially on the larger maps where you need to move to get closer. Thats what needs to be considered.
#12
Posted 10 September 2013 - 01:07 AM
6-7 vs. 1 is inherently unbalanced.
#13
Posted 10 September 2013 - 01:26 AM
#14
Posted 10 September 2013 - 01:42 AM
#15
Posted 10 September 2013 - 01:48 AM
#16
Posted 10 September 2013 - 03:04 AM
AC, on 09 September 2013 - 08:14 PM, said:
Not only does the screen shake horribly and fps tank, but your vision is completely obscured by the smoke and explosions. You can't see to get to cover, and can't move or shoot.
(note: I have a 3 month old Asus laptop, intended for gaming, with 3gb of video ram. I have MWO set to medium graphics settings.)
#17
Posted 10 September 2013 - 03:18 AM
Sybreed, on 09 September 2013 - 06:05 PM, said:
They SUCK.
disproved
ok, to be honest, this match was a steamroll, but trust me, it also works in non-steamroll-matches... you just have to know how to ride a LRM-Boat.
here's the loadout
http://mwo.smurfy-ne...67f1bb455ff3077
the 2 MLs are only for decoration, you could also drop them, they realy can't do anything
#18
Posted 10 September 2013 - 03:21 AM
Game working as intendid and how it should. Time to move on.
#19
Posted 10 September 2013 - 03:26 AM
Ace Selin, on 10 September 2013 - 12:57 AM, said:
LRMS on a mech or two & incoming isnt too bad, but from a larger number of them incoming, all that firepower from a long distance is pretty damned strong weapon mechanics. Teams that use this are very powerfull & deadly. Especially on the larger maps where you need to move to get closer. Thats what needs to be considered.
#20
Posted 10 September 2013 - 03:30 AM
AC, on 09 September 2013 - 08:14 PM, said:
William Chase Davion, on 10 September 2013 - 03:04 AM, said:
Not only does the screen shake horribly and fps tank, but your vision is completely obscured by the smoke and explosions. You can't see to get to cover, and can't move or shoot.
(note: I have a 3 month old Asus laptop, intended for gaming, with 3gb of video ram. I have MWO set to medium graphics settings.)
I play on a 2-year old laptop that's not even built for gaming, and I have no problem with this. If the effects are too much for you, maybe turn your effects down? Or, I dunno, maybe get an AMS. Chain-firing is almost completely nullified by even a singe AMS, so if there's any problem with chain-firing it's between the chair and the keyboard.
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