

Lrm's Revisited.
#181
Posted 05 October 2013 - 12:56 AM
Does it require a particular skill set to hold a lock? I don't really think so. But what it requires is time. Time you cannot spend torso twisting while under fire. And if you use LRMs for indirect fire while in safety of cover? The spotter(s) need to spend the time. If they can't hold the target locked on, the missiles go to waste. But that forces our spotters to stay at the front-lines and under fire. What is really gained by this? The enemy can focus fire on the spotter. Sure, the LRM boat might be in safety somewhere else, but what use is it, if you still require your spotter to play target?
There might be a marginal benefit in that you can support a scout - but due to the slowness of missiles, this is mostly impractical - to actually get that benefit requires more exposure of our scout then he would need to do his job.
That's why I would like the whole targeting/locking business of missiles changed.
Give missiles a lock-on time of 1 second. You select a target. You press the fire button, and hold your crosshair on the target for 1 second. Similar to a laser that deals its damage in small pulses over his beam duration, the LRM basically gets a "lock-pulse" over this duration. At the end of the 1 second duration, the missiles are launched, and one missile per "lock-pulse" will find its way to the target, to where the lock pulse hit the target (with a small scattering effect to avoid too much precision).
If you wish to use LRMs for indirect fire, you can switch to indirect fire mode. When you select a shared target, the spotter will become aware that indirect fire LRMs are available, and does the locking exactly like you do it.
Indirect Fire uses a larger scatter effect and doesn't track the precise location on the mech the spotter targeted at.
If multiple spotters try to get an aim, it's first come, first serve. If multiple spotters and multiple indirect fire sources are avaialble, it's first come, first serve by closest available.
Artemis:
You effectively generate x % more "lock pulses" over the duration, and any pulses that didn't hit a target (up to the x %) are effectively ignored, meaning effectively things become more forgiving.
TAG:
Like Artemis, but works also for Spotters.
Narc:
Acts as indirect fire spotter that basically constantly locks on the target its attached to, giving an indirect fire shooter very good hit chances.
#182
Posted 09 October 2013 - 08:15 AM
- Indirect fire: Should work exactly as now. Require a lock, travel in a volley, take forever to reach the target, get stopped by terrain, spread the damage, not be able to hit lights.
- Direct fire: Not require a lock, Straight flight, no homing ability, spread the further they go (supressed somewhat by tag, narc, art, but still a lot of spread), same range (IE no damage closer than 180m). Pretty much dumbfire mode just in case we're upp against ECM, or the map geometry prevents missiles to hit the target (tunnels etc)
It would require what the LRM haters whine about .. aim, but also remove some of the obstacles we LRM users face. DMG/Ton with a close range penalty would not make SRM's obsolete if this was implented.
#183
Posted 09 October 2013 - 08:46 AM
#184
Posted 09 October 2013 - 08:52 AM
AC, on 09 October 2013 - 08:46 AM, said:
you can dumb fire them ... I do it all the time
#185
Posted 09 October 2013 - 09:44 AM
AC, on 09 October 2013 - 08:46 AM, said:
You can dumbfire LRMs and still do damage. I did it the other night when we faced an all Atlas team. The missiles followed where my reticle was and did damage to them
.
#186
Posted 09 October 2013 - 12:19 PM
Radbane, on 09 October 2013 - 08:15 AM, said:
- Indirect fire: Should work exactly as now. Require a lock, travel in a volley, take forever to reach the target, get stopped by terrain, spread the damage, not be able to hit lights.
- Direct fire: Not require a lock, Straight flight, no homing ability, spread the further they go (supressed somewhat by tag, narc, art, but still a lot of spread), same range (IE no damage closer than 180m). Pretty much dumbfire mode just in case we're upp against ECM, or the map geometry prevents missiles to hit the target (tunnels etc)
It would require what the LRM haters whine about .. aim, but also remove some of the obstacles we LRM users face. DMG/Ton with a close range penalty would not make SRM's obsolete if this was implented.
No lock for direct fire, at the speed LRM's travel? You can dumb fire them now, but for direct fire they should still be lock-on weapons.
#187
Posted 09 October 2013 - 12:44 PM
#188
Posted 09 October 2013 - 03:40 PM
#189
Posted 09 October 2013 - 04:30 PM
Its been proven over and over gain that using LRMs effectively take skill, gear and money. You can do this same thing with less skill, gear etc. with a 4 or 6 AC2/5's chain fired.
Those small LRM5 salvo's in a chain fire stream are for cockpit shake and to force cover. That is what they and what the CAT pilot is supposed to do just like a Jager with 4/6 x AC2/5's would do in that same situation.
How many kills did the CAT driver get, what was his damage for the round if he lived the entire round?
#190
Posted 09 October 2013 - 04:35 PM
At max and TAG range a salvo can take up to 10 seconds to hit. Standing in the open with LOS and targeting/Tagging a target for that long is almost suicide but this is the most effective way to use LRM's as a support boat.
Just wandering around in the back tossing random salvo's at other peoples targets is not effective or helpful for man, many reasons.
#191
Posted 09 October 2013 - 05:18 PM
wintersborn, on 09 October 2013 - 04:30 PM, said:
Yeah, because I can record from the back of my head...
Try to put more thought into it next time.
wintersborn, on 09 October 2013 - 04:30 PM, said:
Where's the cooling off period? Every weapon has a cooldown whether it's a reloading mechanism or charge delay. Even if you try to boat lasers or ACs, they will overheat very quickly. However, LRMs can fire forever without worry.
wintersborn, on 09 October 2013 - 04:30 PM, said:
Um, I just proved it takes zero skill. Where's your evidence? All you do is talk.
Yeah, with any AC weapon you actually have to aim, lead targets and... be in danger! LRM boats have none of those issues.
wintersborn, on 09 October 2013 - 04:30 PM, said:
Anything that can lock on takes zero skill. Lock on means you just have to pull the trigger. I don't know what world you live on but there is no skill in sitting on top of a hill and spamming the left mouse button. It may take planning to find a good spot but that's with any weapon.
wintersborn, on 09 October 2013 - 04:30 PM, said:
I have no idea. All I know is after I was done recording, I ran down and got my hands dirty.
Bottom line, LRM spam needs to generate a lot more heat for controlled firing. This way they have to think before firing and actually worry about overheating. It needs to generate heat like throwing on 3x AC/2s and holding down the trigger.
Edited by Shockwave144, 09 October 2013 - 05:26 PM.
#192
Posted 09 October 2013 - 05:30 PM
Without good scouts its a fairly useless mech.
Hell, I would settle for players who simply remember to hit the damn R button.
If everyone on my team did that then I would be drowning in kills and assists.
#193
Posted 09 October 2013 - 05:52 PM
Shockwave144, on 09 October 2013 - 03:40 PM, said:
My guess is he was using a build like this. Unfortunately, that has so many drawbacks I wouldn't know where to start, aside from the obvious lack of close-range defenses.
Shockwave144, on 09 October 2013 - 05:18 PM, said:
Anything larger than an LRM-5 takes a decent number of heatsinks to keep cool.
Quote
You proved... something? Probably that in the right conditions, any weapon can set up shop and be considered "op" (I would like to point out that just a pair of AMS would have severely reduced, if not completely nullified that stream of LRMs - A minimum of a 3-ton investment).
Quote
By "aim" you mean "hold crosshair over red box", by "lead" you mean "hold crosshair over red box", and by "be in danager" you mean "anywhere in the map"? I completely agree.
Quote
Anything that fires bullets at 1000m/s+ takes zero skill. Fast bullets means you just have to pull the trigger. I don't know what world you live on but there is no skill in matching up boxes, and spamming the left mouse button. It may take planning to find a good spot but that's with any weapon.
I can do it too, jerk-wad.
Quote
So, for all you know, those LRMs may have impacted on the side of a mountain/hill (or just beside his target, or been shot out of the air by AMS, or any of the other 50 things that can stop an LRM volley), and have done zero damage.
Quote
LRM spam wouldn't happen (okay, it still would, but to an overall lesser extent) if they were any ********* use outside of large masses or never-ending streams.
#194
Posted 09 October 2013 - 08:07 PM
We will say it again Shockwave LRM's are not no skill or OP in any way, just deal with it man.
#195
Posted 09 October 2013 - 09:31 PM
#197
Posted 10 October 2013 - 12:30 AM
wintersborn, on 09 October 2013 - 08:07 PM, said:
Seems? You know what they say about assuming. Either way, your case is weak if that's all you have to go on.
wintersborn, on 09 October 2013 - 08:07 PM, said:
Who's "we"? You keep talking with nothing to back up your remarks and I keep posting videos that prove you wrong. What you don't seem to understand is, I don't need you to admit it to me, I already know they require zero effort to use.
What cracks me up is you can look at the last video I posted and say, "that's pure skill right there." "Holding down the left mouse buttton is the real trick, not everyone can do it."
If I posted a video of myself boating LRMs, it would be the nail in the coffin for you. I was giving you a chance to reply with one of your own videos but it looks like that will never happen.
Edited by Shockwave144, 10 October 2013 - 12:39 AM.
#198
Posted 10 October 2013 - 01:15 AM
#199
Posted 10 October 2013 - 02:36 AM
wintersborn, on 09 October 2013 - 04:35 PM, said:
At max and TAG range a salvo can take up to 10 seconds to hit. Standing in the open with LOS and targeting/Tagging a target for that long is almost suicide but this is the most effective way to use LRM's as a support boat.
Just wandering around in the back tossing random salvo's at other peoples targets is not effective or helpful for man, many reasons.
That's exactly why LRM's should be fire and forget.
#200
Posted 10 October 2013 - 03:17 AM
Shockwave144, on 09 October 2013 - 05:18 PM, said:
AC5 generates 1 heat with a 1.50 cooldown and the LRM5 generates 2 heat with a 3.25 cooldown, so if chain firing both they are almost identical.
Quote
I don't see that video proving anything, so you have as much evidence as anyone else.
You're right about not needing to aim as precise as with an AC, but i'd say that having to hold the reticule over the target for an extended period makes up for that. Please don't bring up leading targets. In MWO leading is practically nonexistent. If you want to see real leading go play a sniper in one of the Battlefield games.
As for being in danger, in your video that Catapult was taking incoming fire.
Quote
I'd say it takes a different skill, not zero skill. With any weapon you just have to pull the trigger. The difference is that with a direct fire weapon you're pretty sure you will hit the target as it doesn't get a warning that you fired at it, have a piece of equipment that negates or reduces the effectiveness of your shot (ECM and AMS), and doesn't have time to move behind cover to avoid the shot.
Quote
As with any weapon.
Quote
That just sounds like you're saying that brawling should be the only playstyle in MWO.
Quote
Not sure why you're comparing an LRM5 with three AC2's. A better comparison is one AC5, and if you're chain firing AC5's you will not overheat.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users