

How To Balance Lrms?
#21
Posted 14 October 2013 - 10:17 AM
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
Posted 14 October 2013 - 10:21 AM
Anything else brings back Lurmpocalypse.
/shudder
#23
Posted 14 October 2013 - 10:36 AM
Nryrony, on 10 October 2013 - 09:27 PM, said:
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.
Roadbeer, on 14 October 2013 - 10:21 AM, said:
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
Posted 14 October 2013 - 11:30 AM
Shakespeare, on 14 October 2013 - 10:16 AM, said:
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
Posted 14 October 2013 - 11:35 AM
Vodrin 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
Posted 14 October 2013 - 11:47 AM
Edited by bloodnor, 14 October 2013 - 11:48 AM.
#27
Posted 14 October 2013 - 01:00 PM
#28
Posted 14 October 2013 - 03:15 PM
Edited by Symbiodinium, 14 October 2013 - 03:16 PM.
#29
Posted 14 October 2013 - 03:21 PM
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.

Edited by General Taskeen, 14 October 2013 - 03:25 PM.
#30
Posted 14 October 2013 - 03:34 PM
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.
General Taskeen, on 14 October 2013 - 03:21 PM, said:
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
Posted 14 October 2013 - 03:43 PM
Nick 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
Posted 14 October 2013 - 03:46 PM
That's so April.
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