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How To Balance Lrms?


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#21 Wolfways

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Posted 14 October 2013 - 10:17 AM

LRM's should not require TAG or ArtemisIV to be effective.
Mad Dog and Timberwolf both have LRM's in their prime configuration and nobody should be forced to remove normal weaponry to add a TAG.
Stock mechs should work with their normal weapons.

#22 Roadbeer

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Posted 14 October 2013 - 10:21 AM

LRMs are fine. I use them every day in a C4 with 2 LRM 15s, average 500 damage a match and 1 kill, 8 assists... usually more of the former.

Anything else brings back Lurmpocalypse.
/shudder

#23 Vodrin Thales

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Posted 14 October 2013 - 10:36 AM

View PostNryrony, on 10 October 2013 - 09:27 PM, said:

Funny thing is, that at the same time they seem so weak, if you boat them and have some one giving you a solid target they are extremely mean.

Ghost-heat is no solution for LRMs, they need a different kind of mechanic.

And they need to be stronger for solo players, just mounting 5-15 LRMs as an additional weapon.


Make them faster and they may hit enough to be worth taking as an accessory weapon.

View PostRoadbeer, on 14 October 2013 - 10:21 AM, said:

LRMs are fine. I use them every day in a C4 with 2 LRM 15s, average 500 damage a match and 1 kill, 8 assists... usually more of the former.

Anything else brings back Lurmpocalypse.
/shudder


If speed of travel is increased without buffing damage this should be a happy medium making LRM's tougher to avoid without making damage so high that they are completely overpowered.

Edited by Vodrin Thales, 14 October 2013 - 10:38 AM.


#24 Barantor

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Posted 14 October 2013 - 11:30 AM

View PostShakespeare, on 14 October 2013 - 10:16 AM, said:

multiple 5's having better damage/impact on torsos than LRM20 is pretty infuriating. What a pointless launcher! My 40 stalker is just wimpy even under ideal circumstances, compared to the direct fire mech I'm surely engaging.

And yeah, faster missiles please!


The multiple 5s aren't, people just think they are because of some resulting damage. The chain fire system is the way to fire lrms because of the way AMS works. You don't have to stack just lrm5s, but firing a 5 to let ams have a burst helps with the second and successive volleys.

Try a lrm5 then chain fire two lrm15s after it. Does more damage in a shorter duration and mechs tend to not stay out in the open long anyway.

Also I want to point out that in a lot of pug matches when I watch lrm users... they just launch with no regard to what is between themselves and the target.. so many missiles wasted. It would be like shooting loads of ac/2 rounds into a mountainside....

#25 Roadbeer

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Posted 14 October 2013 - 11:35 AM

View PostVodrin Thales, on 14 October 2013 - 10:36 AM, said:


If speed of travel is increased without buffing damage this should be a happy medium making LRM's tougher to avoid without making damage so high that they are completely overpowered.


They already increased speed... it's fine.

#26 bloodnor

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Posted 14 October 2013 - 11:47 AM

About 2 days ago I rained down much vengeance and furious anger in my x6 LRM chain fired pult with almost 2000 rounds of ammo the points and dmg/kills I racked up where fun money maker mech. but we have an amazing spotter. and do prefer my brawler to be honest.... I like them as they are

Edited by bloodnor, 14 October 2013 - 11:48 AM.


#27 Ngamok

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Posted 14 October 2013 - 01:00 PM

L2P sorry. I put 1 LRm15 on most of my assaults and heavies and they are just fine. They soften stuff up and makes people hide in addition to other people having some LRMs as well.

#28 Symbiodinium

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Posted 14 October 2013 - 03:15 PM

I think they should have both a range and a speed increase. With the rise of ballistics and larger maps many engagements are taking place outside the range of LRMs. Increase range to 1200m and make the speed 10-20% faster, so at max range they're still pretty easy to dodge (except for slow mechs in the open) but are more effective at shorter ranges.

Edited by Symbiodinium, 14 October 2013 - 03:16 PM.


#29 General Taskeen

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Posted 14 October 2013 - 03:21 PM

As long as indirect fire and radar isn't changed to how it should work, they never will be "fine" for LRMs or ECM. I'm ******* sick to death of my Stock builds with LRM's not working because of ECM and other ********. But, no, in PGI's world, I have to put "tax" on my Mechs, thus invalidating those builds.

This is how it works:

ECM Mech + LRMs: LoL, I can fire at you and you can't fire at me, the game is fine!

My Stock Build: I can't fire my LRMs because PGI says so.

Posted Image

Edited by General Taskeen, 14 October 2013 - 03:25 PM.


#30 Nick Makiaveli

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Posted 14 October 2013 - 03:34 PM

I think people are missing some of the uses of LRMs. It's not like Betty tells you LRM 5 incoming, so you generally move when you hear the warning, especially in a Light.

Another use for the lowly LRM 5 is it will let you know how many mechs have AMS as well as burn up the ammo if you have an actual LRM boat with you. Or have everybody in the 4 man carry a LRM 5 and you have a LRM 20 ;)

Seriously though, PUGing sucks. Doesn't really matter what weapons you have. If you want to run LRMS, bring your own TAG. Ask politely in chat for locks, I usually try to crack a joke about LRMs.

View PostGeneral Taskeen, on 14 October 2013 - 03:21 PM, said:

As long as indirect fire and radar isn't changed to how it should work, they never will be "fine" for LRMs or ECM. I'm ******* sick to death of my Stock builds with LRM's not working because of ECM and other ********. But, no, in PGI's world, I have to put "tax" on my Mechs, thus invalidating those builds.

This is how it works:

ECM Mech + LRMs: LoL, I can fire at you and you can't fire at me, the game is fine!

My Stock Build: I can't fire my LRMs because PGI says so.


So ECM should do nothing? Then what's the point? You or someone needs to bring BAP, TAG, NARC or just shoot something else.

PUGing sucks. You need a group if you want to play at a higher level.

#31 General Taskeen

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Posted 14 October 2013 - 03:43 PM

View PostNick Makiaveli, on 14 October 2013 - 03:34 PM, said:


So ECM should do nothing? Then what's the point? You or someone needs to bring BAP, TAG, NARC or just shoot something else.

PUGing sucks. You need a group if you want to play at a higher level.


Have you played any other Mech Warrior game? Why are you asking this - Also I don't need a group period, so don't give me that non-answer garbage, this game encourages Solo Play.

ECM shuts off indirect fire equipment in those games and TT. In MWO it does that and more.

The problem stems from -> Your team mate is battling an enemy you can't see = you can lob missiles without the use of any indirect fire equipment period whatsoever.

PGI's reaction to this was to introduce an ECM so unbalanced compared to any Mech Warrior game in existence due to failing to rectify the "stem" issue, and instead made indirect and direct LOS firing of LRMs to turn off with ECM.

The things that allow indirect fire from other games and TT (mw:ll being the best example): C3 Master Computers, TAG, and NARC. What does ECM do in those games? Reduces your detection range, shuts off indirect fire support, did not prevent missiles from being locked on to you in LOS - any weapon worked in LOS.

Reducing radar detection range, reducing missile lock on time, and shutting off indirect fire support already are powerful advantages of ECM in strategic movement. It was for sneaking around, flanking, etc. How is that ECM doing nothing?

Edited by General Taskeen, 14 October 2013 - 03:48 PM.


#32 Roadbeer

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Posted 14 October 2013 - 03:46 PM

Wow, we're still talking about ECM and LRMs?

That's so April.





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