CravenMadness, on 03 December 2013 - 09:22 AM, said:
Wow ... Nerfing lrms much?
So, you want them only to be able to dummy fire between the 180 min range and 630 meters? For an effective 'able to fight' zone of 450 meters where you have to stare at your enemies as you try and dummy fire where they -might- be going in the next second or two and hope that half your missile racks hit?
The ranges can be tweaked. Any changes need to be tested of course. I have no problem being able to test these kinds of things out in a live environment anyway.
The problem is we haven't tried any sort of changes, so we'd be arguing hypotheticals here anyway.
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Artimis you want to cease increasing lock on time, which you claim is the perview of the tag only (which is another item that forces the lrm to have to stand in line of sight for the things he's trying to kill, kind of against the point of lrms.) or the NARC which is a joke in and of itself as it's implemented right now (don't know if you've ever used one, try it out some time) and instead you want to use it [Artimis] to 'decrease the minimum lock on range' for the lrms to 'lock on' after your brawling range forced dummy-fire range?
Artemis is said to improve Spread and Accuracy, so adjusting Range as an analog to Accuracy seemed sufficient.
And if the flight speed is too slow at ~700 m/s then it can be increased. But we need to see how it works in a live environment, before we know if that speed is too fast or too slow. Sure we can calculate the distance they will travel at that speed, but with how players know how to use cover effectively, I figured it would be easier to simply test it.
And what other uses are there for NARC currently? I haven't noticed them being used in a very long time.
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And your only real concession to the lrms is to say that the ams should be the thing giving the incoming missiles warning? You know I've been playing the game with voices off since the beginning, I don't even hear that irritating voice and I still easily notice when I have lrms pelting me in the head. It's situational awareness.
Maybe I should have kept that out since it was a tangent anyway, but I simply wanted to provide another reason to carry an AMS, and make it more of a surprise to get hit with LRMs, if players have no idea LRMs are incoming without an AMS.
And we're only human right? I know I have lapses in my awareness if I am focusing on something else at the time and that Warning can be all too fair.
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Or that they -maybe- should increase the 'Long Range Missiles' puny 1k maximum range (which isn't even it's effective maximum range, because the damn things have to travel upwards about 200 meters before they even start going towards the target) oh how magnanimous of you.
All I can think, is ... Just NO. FFs do you even LRM bro? Or is this just another pov from someone who's found themselves getting boned by some lrms after a year and a half to two years of them being a joke weapon system?
They are a joke, and no need to make too many assumptions about our anecdotal experiences anyway, I simply felt that they are too slow to be Long Range Missiles and needed a speed boost. But with lock on, I thought that only doing a speed increase seemed like it would then make them OP at closer ranges to the 180M limit.
From reading posts around here about how LRMs were in CB and remembering how ALRMs were for a brief period later on in open beta, I therefore thought a reasonable adjustment was changing the range when we can lock on to a target if they moved faster. So that if you do hit your target within that range limit (be it 630, 540 or 450) with a barrage of fire and forget LRMs then it was the skill of the player that made that happen.
For example, I can land shots in the 450 M range with my AC/20, I don't like doing that due the damage loss past 270, but I can do it, so I don't see why it couldn't work with LRMs that will do their full damage all over the enemy mech up to 1,000M. And after firing you can duck back since it is dumb fire at whatever range ends up working out the best for the limit to lock on.
If starting at 630M is too high, I see no problem in bringing that down to 540M for example, with Artemis then potentially lowering that down to 450M.
I simply want to test those two changes out first; how do they perform moving faster and with a reasonable limit to lock on.
And thank you for being civil with your response.
Edited by Praetor Shepard, 03 December 2013 - 03:48 PM.