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Lrms. And Balance. Again.


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#81 Johnny Reb

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Posted 26 October 2013 - 12:39 AM

View PostColonel Pada Vinson, on 23 October 2013 - 12:20 AM, said:


The only solution I ever figured would work is mech3 type LRM design. Outside that, we are pretty much stuck with what we have now. With ECM, you really cant ever truly justify the risk vs reward of brining LRM to the battlefield.

Very true. If a team is all ecm or under ecm the lrms are for naught.

#82 Kilo 40

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Posted 26 October 2013 - 01:15 AM

I'm getting 300-600 damage per match with my builds. even broke 1000 a few times.

I can only imagine what my scores would be if they made these changes that you guys have suggested.

#83 kapusta11

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Posted 26 October 2013 - 05:57 AM

My thought on LRMs:
-They should deal insane damage;
-They should have really bad accuracy so that at least two out of three ARTEMIS, TAG or NARC(buffed?) must be used to make them viable.

How to counter them:
-AMS should destroy them easily. AMS should also be heavier and take up module slot;
-ECM.

Edited by kapusta11, 26 October 2013 - 05:59 AM.


#84 Oni Ralas

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Posted 26 October 2013 - 06:10 AM

LRM's are still a severely nerf'd weapon due to the kneejerk reaction of splash. With all the additional bits - ECM, AMS, Betty, and new maps (lots o' cover) - they've been left behind.

I don't want LRMAgeddon again. It was fun, but the novelty wore off quickly when you realized you're exploiting a broken mechanic. I take no pride in kills obtained by leveraging unbalanced warfare (*cough* AC *cough). I do want something more dynamic about my angry bees. It will happen, eventually, but it's going to be super slow. Once bitten twice shy they say, and folks have been bitten by the rain before.

#85 Hanz Blitzer

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Posted 26 October 2013 - 06:29 AM

I would like to be able to target map coordinates. It would be nice to target..oh say...grid c3 and have the missiles randomly target any non ECM shielded mechs within range at the final destination.

#86 Wolfways

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Posted 26 October 2013 - 09:53 AM

View PostHanz Blitzer, on 26 October 2013 - 06:29 AM, said:

I would like to be able to target map coordinates. It would be nice to target..oh say...grid c3 and have the missiles randomly target any non ECM shielded mechs within range at the final destination.

I was hoping that LRM's would get a grid-based artillery mode, but PGI obviously wanted to give everyone that ability instead, with modules :P

#87 Randalf Yorgen

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Posted 26 October 2013 - 10:22 AM

LRM's are an area denial weapon with the capability of raining hell on... well whatever planet you are on. How many scout go running for the hills once they get that "Incoming Missile" warble or how many assaults back away from a firing position once they start to get rained on. LRMs provide the "COVER FIRE" portion of fire and movement.

If the enemy is staying behind cover then your team is free to manouver and advance to better positions, If the enemy doesn't go for cover then when your team meets them some of them will have yellow, red, or even internal damage with body parts missing.

The other thing about LRMs, if you want to make some money in the game get as many spotting assists as you can, 7 or 8 of those will give you a prety bonus at the end of the match.

#88 Wolfways

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Posted 26 October 2013 - 10:46 AM

View PostRandalf Yorgen, on 26 October 2013 - 10:22 AM, said:

LRM's are an area denial weapon with the capability of raining hell on... well whatever planet you are on. How many scout go running for the hills once they get that "Incoming Missile" warble or how many assaults back away from a firing position once they start to get rained on. LRMs provide the "COVER FIRE" portion of fire and movement.

If the enemy is staying behind cover then your team is free to manouver and advance to better positions, If the enemy doesn't go for cover then when your team meets them some of them will have yellow, red, or even internal damage with body parts missing.

The other thing about LRMs, if you want to make some money in the game get as many spotting assists as you can, 7 or 8 of those will give you a prety bonus at the end of the match.

I agree. So the "incoming missile" warning should be removed so that missiles can again be the damage dealing weapons they should be, like every other weapon.

#89 Khobai

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Posted 26 October 2013 - 11:49 AM

Quote

Still, no one will fire them at x2 anyways. I rarely fire at anything over 800m if they have any cover near by


They might if LRM movement speed was increased. The reason theyre terrible at 1000m now is because theyre way too slow.

LRMs should have the third longest range of any weapon besides ERPPCs and AC/2s. They should not be outranged by AC/5s and PPCs.

At the very least, LRM range should be increased to 1200m and LRM speed should be increased to 150m/s. Giving them a 1200m range will at least make them more of a niche weapon on maps like Alpine that lack cover and give you a 1200m sightline to the target. And increasing the movement speed will help them hit more often at any given range.

Edited by Khobai, 26 October 2013 - 11:59 AM.


#90 Novakaine

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Posted 26 October 2013 - 11:57 AM

The really sad part is noticing 2 friendlies slugging it out with 1 enemy and seeing all 3 AMS firing
at my salvo.
Has anyone else been noticing this?
Although I will say it is a random event, mainly on the River city map.

#91 Oni Ralas

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Posted 26 October 2013 - 12:28 PM

View PostNovakaine, on 26 October 2013 - 11:57 AM, said:

The really sad part is noticing 2 friendlies slugging it out with 1 enemy and seeing all 3 AMS firing
at my salvo.
Has anyone else been noticing this?
Although I will say it is a random event, mainly on the River city map.


AMS does whatever AMS wants. And yeah, I'd have friendly birds shot down before.

Then again, I've also had kills attributed to dead team mates (as in, died a minute ago) once I landed the final shot.

MWO: You never know what is gonna happen.

#92 Capt Sternn

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Posted 26 October 2013 - 12:47 PM

Lrms are a team weapon which is why in pug matches I want to shoot myself. If you have intellegent mates who know how to hold targets and shut down enemy ECM you can be the king of the battle field scoring 1000+ damage and getting 4 or more kills. Unfortunately most people who play this game do not understand tactics, strategy, area denile, Flanking, assault, or risking themselves for their teammates. They seem to have the Halo/COD concept of fire, duck behind cover, and fire again. That works in those games. MWO works with agrressive flanking moves supported by LRMS/Snipers, with Scouts sowing confusion, taking objectives, countering the enemy scouts, and running down routed enemies. Pugs don't understand any of this and to be fair most teams don't either. The LRM weapon system is fine, its getting through people's heads that the LRM boat needs the rest of the team to do their jobs so they can help. Telling an LRM Mech to get their own targets is moronic at best, in cover they can provide steady support, chasing their own targets gets them killed. Without other mechs to run to their rescue they die. The Lrm Launches and tons of Ammo makes them very ineffective at brawling.

To all the LRM boats out their, its not you, its the morons on your team.


o7 to Wolfways, my Nemesis.

Edited by Capt Sternn, 26 October 2013 - 12:48 PM.


#93 Wolfways

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Posted 26 October 2013 - 01:11 PM

View PostCapt Sternn, on 26 October 2013 - 12:47 PM, said:

If you have intellegent mates who know how to hold targets and shut down enemy ECM you can be the king of the battle field scoring 1000+ damage and getting 4 or more kills.

Or just get a JM6 and do it alone :)

Quote

Unfortunately most people who play this game do not understand tactics, strategy, area denile, Flanking, assault, or risking themselves for their teammates. They seem to have the Halo/COD concept of fire, duck behind cover, and fire again. That works in those games. MWO works with agrressive flanking moves supported by LRMS/Snipers, with Scouts sowing confusion, taking objectives, countering the enemy scouts, and running down routed enemies. Pugs don't understand any of this and to be fair most teams don't either. The LRM weapon system is fine, its getting through people's heads that the LRM boat needs the rest of the team to do their jobs so they can help. Telling an LRM Mech to get their own targets is moronic at best, in cover they can provide steady support, chasing their own targets gets them killed. Without other mechs to run to their rescue they die. The Lrm Launches and tons of Ammo makes them very ineffective at brawling.

To all the LRM boats out their, its not you, its the morons on your team.

True...so i'd rather LRM's were made useful to use solo
http://mwomercs.com/...lrms-revisited/ :P


Quote

o7 to Wolfways, my Nemesis.

o7 ...wait, what? What did i do? :wub:

#94 Capt Sternn

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Posted 26 October 2013 - 02:09 PM

We have shot eachother many Times Wolfways.

#95 Wolfways

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Posted 26 October 2013 - 03:46 PM

View PostCapt Sternn, on 26 October 2013 - 02:09 PM, said:

We have shot eachother many Times Wolfways.

No no...I'm firing to honour you...like a 21 gun salute...
Honest :P

#96 Galenit

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Posted 27 October 2013 - 01:18 AM

The main reason lrms are underused is the 3x range for ballistics.

If they would have only 2x like energy, the only weapons that would do something noticeable around 1000m would be gauss, ac2, erppc, erll and lrms.

The other reasons are:
Flightspeed - should be a little more, maybe around 125-150.
Missilewarning - should only come if you install ams and start at shorter range
Tag - should be invisible and only be seen with heatsight, range should be increased
NARC - near useless, should counter ecm for target and needs more damage to taken of or just have a fixed time, but not both
Not 1000 range on lrms - they should hit at 1000m, not at 1000-arc

View PostCapt Sternn, on 26 October 2013 - 12:47 PM, said:

To all the LRM boats out their, its not you, its the morons on your team.

Thats why i use the C1 ...

Edited by Galenit, 27 October 2013 - 01:21 AM.






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